B4A Library ProBundle

incendio

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By donating either for ProBundle or UltimateListView. The library is included in both of them, but please note it can be removed at any time from the ULV package as it is only there for one of the demo.
Just want to tell that supports from Mr. Informatix is very good.

I have donate ULV long time ago when there was not CallSubExtended lib, but now with a new version on ULV, I also got this for free.

Though, I am not use this library, it is a very nice addition
 

Informatix

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A new version of ProBundle is available.

Changelog:
- ArchiverPlusZip should be fully compatible now with B4J (untested);
- I added 3 explicit exceptions to F5Steg: they are raised when the input file was not found, when the output file cannot be written and when the input file is too small for the message to embed;
- I added Initialize2 to OverlayWindow to create a window that can be placed over the status and notification bars (I also added the required permission);
- I added the KeepScreenOn property to OverlayWindow;
- I added a demo to OverlayWindow: OverlayClipboard.
 

susu

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I try to download new update from the link you sent by email but it's not available. How can I update? Thanks.
 

woniol

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Hi Infomatrix,
Is it possible to get (after donation) only ArchiverPlusZip lib?
 

wonder

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In my current game project, there's a bunch of configuration files (maps, arrays, lists, matrices...) being loaded before the LibGDX view gets initialized.
Everything works fine, but since this is being done on the main thread, I know I'll get an ANR warning sooner or later.

So solve this issue, here's what I'm aiming to do:
- Minimize the use of the main thread
- Use the CallsubExtended thread to load and handle all non-LibGDX related files
- Use the LibGDX thread to handle everything else (textures, sounds, vectors, game logic, etc)

Is this a good approach?
Thanks in advance!
 

Informatix

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I do not recommend to use CallSubExtended with libGDX. Instead, you should use lgAsyncExecutor and lgAsyncTask.
 
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