I agree with you. And that also may be of concern for Eric Lafortune, the 
ProGuard developer. It could be that there is a glitch in his code 
obfuscation routines.

On Friday, August 9, 2013 2:49:42 AM UTC-5, Daniele Segato wrote:
>
> I would write at 
> https://groups.google.com/forum/#!forum/adt-dev 
>
> in addition to the bug report 
>
> On 08/07/2013 07:02 PM, Digipom wrote: 
> > I figured it out -- I seem to have run into some sort of an obscure 
> > floating-point optimization bug that occurs on certain devices. I 
> > opened https://code.google.com/p/android/issues/detail?id=58698 to 
> track 
> > the issue. I haven't found a workaround yet aside from exporting from 
> > Eclipse for now, but I'm trying different things like replacing floats 
> > with doubles to see if that makes a difference. It's slow-going since I 
> > can't reproduce the issue locally and rely on remote debugging. ;) 
> > 
> > On Sunday, August 4, 2013 3:42:52 PM UTC-4, Digipom wrote: 
> > 
> >     Hello, 
> > 
> >     I recently moved to Gradle from Eclipse so that I could have an easy 
> >     time of building from the command line, and at first I was very 
> >     happy with the Gradle build, until about 5% of the customers started 
> >     emailing me and complaining that the app was behaving strangely and 
> >     not working correctly. No crashes, just... behaving oddly, and only 
> >     on 5% of the devices. The code & Proguard config is identical, so it 
> >     seems something bad is happening with the way that the code is being 
> >     generated. I haven't figured it out yet, but I'm digging into things 
> >     with apktool and I'm seeing a lot of differences with the generated 
> >     classes from the same class files, which I find strange because the 
> >     Proguard config that I'm feeding in is the same. Unfortunately, I 
> >     have to go back to manual builds with Eclipse for now due to this 
> issue. 
> > 
> >     Does anyone else have any similar experiences or insight into this? 
> >     Are the Eclipse / Gradle builds using different build tools behind 
> >     the scenes which could lead to differences in the generated code and 
> >     cause some files to be mis-generated? Thank you! 
> > 
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