We have this problem. We have a large, mostly-Java game for Android. It won't run on gingerbread, because we just have too much code. While the official solution looks quite brief, retrofitting it is a nightmare. Unless Facebook got around to rewriting everything again, I can understand why they'd do it their way.
I don't think anyone with a phone running 2.x can run games. I have an HTC One or whatever (4 years old; got it from a friend) and I could never ever imagine playing a game on it. Even the home screen lags!
Facebook Does It Again. Cheating Dalvik
21–30 of 66 posts
Re: Facebook Does It Again. Cheating Dalvik
#22Zuckerberg 2014: Our biggest mistake was betting too much on Dalvik
Re: Facebook Does It Again. Cheating Dalvik
#23We have this problem. We have a large, mostly-Java game for Android. It won't run on gingerbread, because we just have too much code. While the official solution looks quite brief, retrofitting it is a nightmare. Unless Facebook got around to rewriting everything again, I can understand why they'd do it their way.
I don't think anyone with a phone running 2.x can run games. I have an HTC One or whatever (4 years old; got it from a friend) and I could never ever imagine playing a game on it. Even the home screen lags!
Everything that matters, besides the existing graphics, sensors and audio APIs, can be built with standard C++ libraries.
Re: Facebook Does It Again. Cheating Dalvik
#24We have this problem. We have a large, mostly-Java game for Android. It won't run on gingerbread, because we just have too much code. While the official solution looks quite brief, retrofitting it is a nightmare. Unless Facebook got around to rewriting everything again, I can understand why they'd do it their way.
If it's too much of a hassle to make your app work on Gingerbread, just don't bother with it anymore. I bet Google themselves will end all support for Gingerbread next year when version M comes out (as they should). It just doesn't make sense to support it longer than that, and by then the market share of Gingerbread should be under 15-20 percent, too. Gingerbread is the XP of Android - an old popular version, right…
According to the Android dashboard [1], among users of Google Play Gingerbread has a market share of 13.5%
[1] https://developer.android.com/about/dashboards/index.html
Re: Facebook Does It Again. Cheating Dalvik
#25We have this problem. We have a large, mostly-Java game for Android. It won't run on gingerbread, because we just have too much code. While the official solution looks quite brief, retrofitting it is a nightmare. Unless Facebook got around to rewriting everything again, I can understand why they'd do it their way.
I know nothing about iOS development, but I'm envious of the narrow range of hardware and software in that ecosystem.
Re: Facebook Does It Again. Cheating Dalvik
#26We have this problem. We have a large, mostly-Java game for Android. It won't run on gingerbread, because we just have too much code. While the official solution looks quite brief, retrofitting it is a nightmare. Unless Facebook got around to rewriting everything again, I can understand why they'd do it their way.
I'm in the end stages of developing my first Android app. Throughout development I used the Android compatibility libraries to get it working on Gingerbread. However, now that I'm almost finished, I realize that many Gingerbread devices have a hard limit on the number of simultaneous active MediaPlayer objects that means my app will not (and cannot) function properly. (All devices tested on ICS++ seem to work fine).…
Instead of getting angry at developers (eg. calling it "cheating" and a "horrible hack"), who want to maximize the compatibility of their app, the Android team should add a standard way for apps to define what they need to be compatible with a device, without getting false negatives.
Re: Facebook Does It Again. Cheating Dalvik
#27We have this problem. We have a large, mostly-Java game for Android. It won't run on gingerbread, because we just have too much code. While the official solution looks quite brief, retrofitting it is a nightmare. Unless Facebook got around to rewriting everything again, I can understand why they'd do it their way.
Re: Facebook Does It Again. Cheating Dalvik
#28I understand, Dalvik uses 2 bytes to select a method found in the list at the start of the dex file and then to execute it. Is there any particular reason it is limited to 2 bytes ?
Re: Facebook Does It Again. Cheating Dalvik
#29Those features really take a lot of memory:
* “Record audio with the microphone … at any time without your confirmation”
* Take videos and photos using the camera
* Access the phone’s call log
* Read data about contacts stored on the phone, “including the frequency with which you’ve called, emailed or communicated in other ways with specific individuals”