At the very simplest level, compiler optimization, such as the "-O"
parameter for gcc. Also, use of executable compression, like "upx".
Compressed or optimized filesystems -- certain read-only filesystems
can be packed in a way that maps multiple segments of code that just
happen to match over to the same physical location... Leaving out
redundant code segments. Image optimizations (i.e. reduced colorspace,
pngcrush, etc). There are literally hundreds of little tricks that can
be used to make things (*MUCH*) smaller.


On Sep 2, 10:37 am, salza <[email protected]> wrote:
> Sounds very interesting!
> What optimizations are possible? I mean, does the user or the
> developer select the optimization type?
> Do you maybe know something where it is explained in detail?
>
> Thanks!
>
> On Sep 2, 3:18 pm, lbcoder <[email protected]> wrote:
>
> > This can vary greatly from build to build and depends HEAVILY on the
> > optimizations selected.
>
> > Memory use is a really tricky one to measure -- the memory will
> > typically be full. As new applications are opened, old ones are dumped
> > and their memory reclaimed. This is mainly on an as-needed basis.
>
> > As for the flash memory install base... so far typical size is about
> > 60MB, but again, you can add or remove features given this same space
> > by various available optimizations. Much of this may have to do with
> > the fact that the actual available space on DREAM hardware is 67.5MB.
>
> > On Sep 2, 4:55 am, salza <[email protected]> wrote:
>
> > > I have seen many benchmarks about Android but not yet found a
> > > benchmark were the memory consumption of Android on a Qualcomm
> > > processesor has been measured.
> > > I have already found a discussion in here where someone emulated
> > > Android but that is not representative for a smartphone evironment.
> > > Has anyone of you already experimented with that and knows the typical
> > > Flash an RAM consumption for the standard implementation with core
> > > applications?
>
>
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