Background
It seems some old Android OSs (and maybe even the newest ones) have a limitation on the amount of code each app can hold.
As I've found, the limitation is on a buffer called "LinearAlloc" .
On 2.2 or 2.3 it's about 5-8 MB , and I think it's 16 or more on others.
The problem
If you have a too large code (and apps can reach this state), you won't be able to install the app at all on older devices, getting the next error (also reported here) :
Installation error: INSTALL_FAILED_DEXOPT
Please check logcat output for more details.
Launch canceled!
What I've found
One solution is to just remove as much code and libraries as possible, but on some huge projects such a thing is very hard to do.
I've found the next links talking about how Facebook solved this, by somehow increasing the limit:
- http://www.slashgear.com/how-facebook-fixed-its-gingerbread-dalvik-problem-04272478/
- http://arstechnica.com/business/2013/03/how-facebook-dug-deep-within-android-to-fix-its-mobile-app/
- https://www.facebook.com/notes/facebook-engineering/under-the-hood-dalvik-patch-for-facebook-for-android/10151345597798920
Also, Google has posted how to solve it by loading code dynamically :
http://android-developers.blogspot.co.il/2011/07/custom-class-loading-in-dalvik.html
The question
How did Facebook do it?
Is it possible to overcome this in other ways too?
Is there any free library that increases/removes the limitation of this buffer?
What is the limitation on newer Android versions, if there is any?
How do other huge apps (and games) handle this issue? Do they put their code into C/C++?
Would loading the dex files dynamically solve this?
There is a new solution, made by Google:
It seems all you have to do is any of the next things: - extend from "MultiDexApplication" instead of from "Application" - call MultiDex.install(context) in your application's attachBaseContext
But now I wonder: