Hi all,
So I was looking into starting a project to build a desktop web app to help build Zooper widgets. I was able to save a basic widget, export it as ZIP, and I see all the JSON files. My only question is what is generating the hash name for the json file. What is its significance? I would like for the web app to be able to create new shapes and set its properties, but I don't know what I should do to generate the JSON file names.
Thanks
It is UUID https://en.wikipedia.org/wiki/Universally_unique_identifier
There are no important rules except unique. You can even use 001, 002, 003
Important is order of files in zip.
Related
This thread will serve as a bottom-up guide to modifying SPB Mobile Shell 3.5. Any help and links is appreciated and will be incorporated.
Last updated: 10/24/09
*Basics of SPB Mobile Shell 3.5*
Areas of the program that can be modified are based on an XML architecture.
Entering the Program Files folder, one finds many files named *.dat. Many of these correspond to concepts or widgets that are easily familiar: clocks and etc., and several of them are responsible for the larger structure and feel (qa_layouts, for example). A more comprehensive listing of all the include files is:
[To come]
*.DAT Structure*
.dat files that can be modified are actually standard .zip archives. Simply copying them over to your PC, changing the file extension from .dat to .zip, then opening the archive and extracting the files inside, shows you all that comprises a given widget or layout.
assword: In extracting files from the .zip, one will be prompted for a password, which is universally b0fm18zq .
The files contained in an archive are generally a mix of .xml files (determination layout, composition and functionality) and .bmp (image files that correspond to the different looks a widget may have). The .xml files may be viewed and edited in any standard text editor, like Notepad++, and the .bmp files can be viewed and edited in anything from Photoshop to Microsoft Paint (though, for exactitude, Photoshop or similar is best).
*What Goes Into a Widget*
A widget is defined by three specific files (with filename containing the three prefixes qa_, va_, and ma_), as well as by XML references in files like qa_layouts.dat and qa_layouts_bup.dat.
*Simple Widget Appearance Modification*
Luiggi's 9 Icon Build Guide: http://rapidshare.com/files/101365258/9_Icon_Build_Guide.zip
Just making a quick link here to another forum thread for Vostradamus Mobile Shell Manager. Besides the app there's also a lot of information there on how to modify widgets:
http://forum.xda-developers.com/showthread.php?t=689087
I am trying to display android ui on small size screen. So I add some resource files for launcher like this: add "/res/drawable-small-ldpi" into the launcher directory. but after i rebuild the launcher, I count not find the adding resouce file and directory in the .apk file.
Maybe i make mistake in my building operation, in this time, what shoud be done to build the new resource into the .apk file?
I am using NDK with the Android 2.2 SDK. I want to use C++ commands to access the file system in my application's APK.
1. Is there a way to access the APK file contents directly with C++? I want to read directories and files just like on a PC.
2. If not, is there a way to distribute apps in Google Play, in a way so that C++ can read our application's files?
Try "getenv( "HOME" );" to get "<installed apk path>/files". Then you can access that with opendir(), readdir(), closedir() and access files with open(), fopen(), close(), fclose(), etc.
Nice, I will try this out today!
getenv("HOME") returns NULL in my application.
Ahh. I was testing with necessitas. It looks like they do "m_activity.getFilesDir().getAbsolutePath()" in their java code and pass that string to the c++ code. And then the c++ uses putenv() to set the path as $HOME. Thats why it worked for me.
It looks like you might have to use some similar magic to pass in the path from your java to your c++. There may be a function in the JNI to get that directory, but I haven't looked for it.
Questions should be posted in Q&A forums, not Development forums.
http://forum.xda-developers.com/announcement.php?a=81
See rule #15
Thread moved.
I found out how to locate the APK file path in Java. Then I pass this to C++ and load the APK file (it's just a ZIP file with a different extension).
i am exploring android build system, i have a question.
Example application is Calculator. I see the folder in packages/app/Calculator/Android.mk file, but this "Calculator" is not captured in the core.mk @ build/target/product/Core.mk
Which .mk file contains 'Calculator'.?
I am attempting to extract the images from the game Summoners War to use for wallpapers and such.
I am able to get the APK file and have the image files in question in the assets folder, however they are not able to be opened in any image editor or photo viewer, I believe that they are encrypted. I do have access to the source code through Jadax, but I am not sure how to locate the key to decrypt them, or how exactly to decrypt them even if I had said key.
How does one go about extracting the images so I can use them for PC/phone wallpapers?
Solved.
Delete the first 16 bytes of hex data, then change the file extension to .jpg.