On Wednesday, August 24, 2011 12:43:16 PM UTC-4, Drezden wrote:
>
> I would also suggest that you look into ways to pull your tiles from
> the web instead of storing them on the device. You very rarely see
> apps in the wild that have a larger footprint than 20mb and some
> devices like the G1 only have 70mb of storage TOTAL for all apps. So
> you're basically asking someone to remove everything from their device
> to load your app.
>
Yes, traditional versions of android it would indeed be preferable to
download the large dataset seperately and store it on the external storage
("sdcard").
However, for devices which permit installation to external storge or for
honeycomb and later where it's all the same pool of flash blocks anyway, the
difference would be a short initial download followed by a long data
download within the app when it is first run.
While it's tempting to think that data delivered in the apk is more secure,
it's fairly trivial to extract. However data placed in external storage can
be modified more easily, so might need a fingerprint check.
> My observation is: When the asset folder contains around 80mb of
> > files, the app works nicely both on the emulator and on my nexus one.
> > When it's larger than 80mb it crashes on both devices. the devises are
> > running 2.3.3 Api level 10 (but it happens on 3.2, too).
> > <http://raphaelbauer.com>
Just to make sure the problem is on the running end and not the building
end, it could be worth opening the apk (it's just a carefully constructed
zip file with a funny name) on a pc and verifying that all the files are
there.
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