I've been trying to implement this example using C# and Monodroid, but am having difficulties reading and writing an Asset file:
http://docs.xamarin.com/android/advanced_topics/using_android_assets
I am using the emulator, not a device.
First of all, I am having trouble finding the namespace for Assets.Open. What I ultimately found was
const string lfn = MyAssetFile.txt;
System.IO.StreamReader(Android.Content.Res.Resources.System.Assets.Open(lfn);
Is this the correct namespace?
Second of all, my Asset file is marked as AndroidAsset and "Copy Always" in the VS "Properties" pane, but my attempts to read the file always fail (File Not Found) using this statement:
string settings = "";
using (StreamReader sr = new System.IO.StreamReader (Android.Content.Res.Resources.System.Assets.Open(lfn))) settings = sr.ReadToEnd();
Do I have my VS settings wrong so that the asset file not being copied onto the emulator, or is it being copied OK but my code to open/read it is wrong?
Step 3 – Right click app >> New >> Folder >> Assets folder. Right click on the assets folder, select New >> file (myText. txt) and your text.
Step 1: To create an asset folder in Android studio open your project in Android mode first as shown in the below image. Step 2: Go to the app > right-click > New > Folder > Asset Folder and create the asset folder. Step 3: Android Studio will open a dialog box. Keep all the settings default.
Assets provide a way to include arbitrary files like text, xml, fonts, music, and video in your application. If you try to include these files as "resources", Android will process them into its resource system and you will not be able to get the raw data.
In a typical Android Studio project, you will have an app/ module, with a main/ sourceset ( app/src/main/ off of the project root), and so your primary assets would go in app/src/main/assets/ .
You must use:
const string lfn = "MyAssetFile.txt";
string settings = string.Empty;
// context could be ApplicationContext, Activity or
// any other object of type Context
using (var input = context.Assets.Open(lfn))
using (StreamReader sr = new System.IO.StreamReader(input))
{
settings = sr.ReadToEnd();
}
If I remember correctly, as I haven't got an IDE at the moment, Android.Content.Res.Resources.System.Assets
references the Android assets not your project assets. You want to use your projects assets so you need to use the AssetManager
from your Activities
or Contexts
.
For example: the Activity
class has a property called Assets
. This is what you use. OR you use a View
's Context.Assets
property.
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