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> n return we get an OS that can run in multiple CPU architectures, unfortunately no one runs it onanything other than ARM. The 0.01% of non-ARM devices can't run half the software anyway because they included ARM JNI components to work around the slowness of the VM.

These sentences are utter lies that have no basis in reality. Most applications do not use native code and even those that can mostly do have x86 binaries available. There's also significantly more than 0.1% of non-ARM devices, not to mention the fact that Android currently runs targeting three different ARM architectures.

Also having worked on a rather huge NDK project that barely hits 15MB of native code I seriously have to wonder how is 100MB limit (not 50MB as you say, since that was lifted) a problem code-wise. Resource-wise yes (and OBB system is kinda crap), but 50MB of compressed binary?!



> Also having worked on a rather huge NDK project that barely hits 15MB of native code I seriously have to wonder how is 100MB limit (not 50MB as you say, since that was lifted) a problem code-wise. Resource-wise yes (and OBB system is kinda crap), but 50MB of compressed binary?!

First of all, 50MB is the hard limit, in reality you should keep it under ~30-35MB or so. Your app will fail to install on MANY devices if you don't because while the play store may accept up to 100MB, the cache partition used by the Play Store app usually doesn't have that much space, especially on low-end devices. You start running into problems way before you hit 50MB.

As for OBB's, they are a PITA to use and you can't load things like layouts from OBB neither can you load other resources from them without rolling your own system for picking out the correct (mdpi/hdpi/xhdpi/etc) version.

The only thing you should use expansion files for is content, not anything needed for the application itself. And it's really easy to hit that limit then.




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