Architecture Components. UI layer libraries. View binding. Data binding library. Lifecycle-aware components. Paging Library. Paging 2. Data layer libraries. How-To Guides. Advanced Concepts. Threading in WorkManager. App entry points. App shortcuts.
App navigation. Navigation component. App links. Dependency injection. Core topics. App compatibility. Interact with other apps. Package visibility. Intents and intent filters. User interface. Add motion to your layout with MotionLayout. MotionLayout XML reference. Improving layout performance.
Custom view components. Look and feel. Splash screens. Add the app bar. Control the system UI visibility. Supporting swipe-to-refresh. Pop-up messages overview. Adding search functionality. Creating backward-compatible UIs. Home channels for mobile apps. App widgets. Media app architecture. Building an audio app. Building a video app. The Google Assistant. Routing between devices. Background tasks.
Manage device awake state. Save to shared storage. Save data in a local database. Here is SettingsActivity. When a user changes a preference, it fires onSharedPreferenceChanged , which sets refreshDisplay to true.
This causes the display to refresh when the user returns to the main activity:. When the user changes preferences in the settings screen, it typically has consequences for the app's behavior. In this snippet, the app checks the preferences settings in onStart.
The final piece of the puzzle is the BroadcastReceiver subclass, NetworkReceiver. The upshot is that the next time the user returns to the app, the app will only download the latest feed and update the display if NetworkActivity. Setting up a BroadcastReceiver that gets called unnecessarily can be a drain on system resources. The sample application registers the BroadcastReceiver NetworkReceiver in onCreate , and it unregisters it in onDestroy.
By registering and unregistering NetworkReceiver within the main activity, you ensure that the app won't be woken up after the user leaves the app.
Content and code samples on this page are subject to the licenses described in the Content License. App Basics. Build your first app. App resources. Resource types. App manifest file. Device compatibility. Multiple APK support. Tablets, large screens, and foldables.
Build responsive UIs. Build for foldables. Getting started. Handling data. User input. Watch Face Studio. Health services. Creating watch faces. Android TV. Build TV Apps. Build TV playback apps. Help users find content on TV. Recommend TV content.
Watch Next. Build TV games. Build TV input services. TV Accessibility. Android for Cars. Build media apps for cars. Build navigation, parking, and charging apps for cars. Android Things. Supported hardware. Advanced setup. Build apps. Create a Things app. Communicate with wireless devices. Configure devices. Interact with peripherals. Build user-space drivers. Manage devices. Create a build. Push an update. Chrome OS devices. App architecture. The vast majority of global downloads are all free.
Just a fraction of people are willing to pay for downloads. Depending on the type of app you have, there are benefits to both strategies. If you charge for downloads initially, fewer mobile users will download the app. Just look at your own mobile device. Do you have any apps that you paid to install?
However, people who download paid apps are more likely to be engaged. For those of you who own an existing business and have an app as an extension of that business to improve the customer experience should definitely be offering free downloads. There are plenty of other monetization strategies, such as offering in-app purchases.
There are to places where the overwhelming majority of mobile users are downloading apps. Look at how these two platforms compare to each other in terms of global app downloads. Worldwide, there are more downloads coming from the Google Play Store. But as you can see, both stores saw an increase in the percentage of downloads from to In short, the Google Play Store has more downloads and is growing at a higher rate. Note: Not sure which platform to build for first?
So you can launch on both stores and drive downloads from as many users as possible. In order for your app to be successful, you need to understand what consumers want. First, you should understand what types of apps are being downloaded the most. Here are the most popular categories on the Apple App Store by share of availability. Your app category needs to be relevant to the purpose and functions of your app. Violating these terms can get your app removed from the App Store. Obviously, nobody will be able to download your app if this happens.
Those categories have more competition. As I just said, the mobile app industry is highly competitive. But how many apps are going to be competing with? Take a look at the number of apps available on the Apple App Store. The number of available apps is continuing to rise each year. More people have mobile devices than ever before, and app downloads are at an all-time high.
But are app download numbers on the rise because more apps are available? Or are more apps available because so many more apps have been released? I took the time to create a more in-depth analysis of the Google Play Store.
We just finished looking at the Apple App Store availability. So I wanted to jump right in and show you the number of apps available for download on the Google Play Store. We actually saw a drop in app availability after mid Although the number of apps have been steadily rising ever since. The Google Play Store is highly competitive. Based on the data over the past two years, the trend line should continuing rising for the foreseeable future. As we already saw, Google Play Store downloads are still rising, even though the number of apps available for download had dropped a bit during that same period.
The Apple App Store app availability numbers are rising each year, but the download growth rate is a lower percentage compared to the Google Play Store. Add a comment. Active Oldest Votes. EDIT: If you are trying to download larger files, you might consider putting your application into some type of Service as this would potentially take a few hours. You can consider using Download Manger for newer devices with Android 2.
Improve this answer. Community Bot 1 1 1 silver badge. Thank you for your information. I will try and look into AsyncTask. As you mentioned AsyncTasks should ideally be used for short operations a few seconds at the most.
For now I wanted to download image so I guess it should be no problem with that. But if later on I want to implement download video feature from the url as well. Is AsyncTask suitable for that task? Most Welcome as it helped you. Please have a look at EDIT portion.
Thank you again! Now I know the idea how to progress on this.
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