FWIW, I have a 5MB zip file in res/raw which I stream and uncompress
to the SD card without any problems (at least on my Hero).
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups Android Developers group.
To post to this
FWIW, I have a 5MB zip file in res/raw which I stream and uncompress
to the SD card without any problems (at least on my Hero).
Since the APK file is a ZIP file, why put a ZIP in a ZIP?
--
Mark Murphy (a Commons Guy)
http://commonsware.com
Android App Developer Books:
1. Faster version control commit/update
2. Seems to take less time to initialise when debugging
3. I was getting some out of memory issues when storing it
uncompressed (sorry, can't remember the exact problem)
On Oct 7, 9:40 pm, Mark Murphy mmur...@commonsware.com wrote:
FWIW, I have a 5MB zip
Yeah that would (usually) work because in that case the data you are putting
into the .apk is already compressed, so it won't compress what you are
putting in, so you don't go through the path of having to uncompress it when
opening; instead the raw data can just be found at an offset in a .apk
On Oct 7, 11:27 pm, Dianne Hackborn hack...@android.com wrote:
Yeah that would (usually) work because in that case the data you are putting
Hmm - why usually?
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Google
Groups Android
On Wed, Oct 7, 2009 at 8:34 AM, mjc147 westmead...@yahoo.co.uk wrote:
On Oct 7, 11:27 pm, Dianne Hackborn hack...@android.com wrote:
Yeah that would (usually) work because in that case the data you are
putting
Hmm - why usually?
It's possible during ziping it could fine some way to be
Did you say 130Meg?
The app will not even probably start! If you can get it loaded onto
the phone in the first place. That is a huge file!
On Oct 6, 5:09 pm, dsukhram duanesukh...@gmail.com wrote:
It has come to my attention that Android can only deal with asset
files that are around 1M or
With that much data, the better choice would be to query a web server
and leave your app light weight and nimble. Anything that big will not
only take too long to download but will fill up way too much space on
the device. Using a web server might even execute faster than using an
internal large
The reason why there's a limit of 1 MB is purely technical. We need to
add a way to stream-uncompress assets data when reading it. Currently
the asset is uncompressed in memory in one pass (which means a 1 MB
asset requires quite a bit of memory to be loaded.) From what I've
been told it's not a
9 matches
Mail list logo