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Participant
October 30, 2011
Question

Captive runtime - size on device

  • October 30, 2011
  • 1 reply
  • 733 views

Hi guys,

I finally came around building a captive runtime version of my project using adt

The final apk resulted in a filesize of 8.5mb (the .swf itself is only 200kb!), and I don't think thats bad at all.

But on the device it took up 24mb of internal memory! After some research I found out that setting the installLocation property to "preferExternal" in the android manifest will reduce the allocation by the size of the original apk (8.5mb), and this helped a little.

But the app still takes up 15mb of internal memory, and on a lot of android devices this could still be a serious dealbreaker!

Is there anybody that have a solution to this? or do we have to address Adobe to solve/reduce this issue?

Brian

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1 reply

Participating Frequently
October 31, 2011

You can either bundle your app with the AIR runtime, in which case you app contains all the AIR code as well. Or you can choose not to bundle the AIR runtime and then your package will contain only your code.

So pick one:

  1. Independence from the separate AIR runtime
  2. Small package size