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 huge task to add support for streaming to the assets system but someone has to do it. If any of you feels up to the task we would love to accept a patch.
On Tue, Oct 6, 2009 at 9:19 PM, Maps.Huge.Info (Maps API Guru) <[email protected]> wrote: > > 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 database. > > -John Coryat > > "What Zip Code?" > > "Radar Now!" > > > -- Romain Guy Android framework engineer [email protected] Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

