The way I handle this is I have a small database packaged with the initial application install. Upon first run, it attempts to download the full database from my server. If it fails, then the user still has a subset of items to choose from with the smaller database until the next time the game loads when it tries to download the db again. This minimizes the initial size of the app as well as guarantees playability in the onset in case the user loses network connectivity for some reason. The app checks for the full database until it officially gets downloaded. I guess you can see this as a hybrid version of Mark's suggestions.
Justin On Mon, Oct 4, 2010 at 9:17 AM, Mark Murphy <[email protected]> wrote: > 2010/10/4 Éva Lovrencsics <[email protected]>: > > Ok, but how can I fill the database with my thousands of strings? > > Option #1: Download the database > > Option #2: Package the database in assets/ or res/raw/ and copy it to > the local file system > > -- > Mark Murphy (a Commons Guy) > http://commonsware.com | http://github.com/commonsguy > http://commonsware.com/blog | http://twitter.com/commonsguy > > Android Training...At Your Office: http://commonsware.com/training > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected]<android-developers%[email protected]> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

