On Jul 17, 2012, at 12:46 PM, Francesco Colombo wrote:
> @Jon: Ok I admit I'am a bit confused :S

It's Android. :-)

> The really wired thing is that the first version of the game I've developed 
> and released  (downloadeble in stores) use the same, and others, file which 
> are +1mb.
> The game runs fine on a HTC Desire with Android 2.2. I've checked inside the 
> apk, and all the .xnb I use are ~2mb. How is it possibile? 

Android vendors regularly change the Android shipped on their devices. It 
wouldn't surprise me that HTC would include bug fix patches from Android 2.3 on 
their 2.2 distro...

> Jon, do you have any chance to test the .apk in a device with Android 2.2, if 
> I provide to you a valid link for the apk?

Not many. Just throw it into the (slow!) Android API 8 emulator. For giggles, I 
fired up the Android 2.2 emulator and deployed an app which tried reading your 
4MB logoscreen.xnb file. It failed, as predicted:

        E/mono    (  381):   --- End of managed exception stack trace ---
        E/mono    (  381): java.io.IOException
        E/mono    (  381):      at 
android.content.res.AssetManager.readAsset(Native Method)
        E/mono    (  381):      at 
android.content.res.AssetManager.access$700(AssetManager.java:36)
        E/mono    (  381):      at 
android.content.res.AssetManager$AssetInputStream.read(AssetManager.java:574)
        E/mono    (  381):      at 
scratch.prematuredispose.Activity1.n_onCreate(Native Method)
        E/mono    (  381):      at 
scratch.prematuredispose.Activity1.onCreate(Activ

Leaving .xnb files uncompressed allows the app to start without error. This 
is...difficult to do on MonoDevelop; to do so, edit the Project.csproj, and add 
the following fragment:

        <PropertyGroup>
                
<AndroidStoreUncompressedFileExtensions>.xnb</AndroidStoreUncompressedFileExtensions>
        </PropertyGroup>

 - Jon

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