Captive runtime - size on device
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
