Size limit of imported meshes in MeshLab - size

MeshLab crashes when importing a OBJ file larger than 10 MB.
Is there a size limit or a workaround?

Related

Size on disk signifcantly larger than actual size

I want to install Unreal Engine 5 on my external SSD. The actual size of Unreal 5 is about 20G. But the Size on disk is 160G. Any clue of reducing the size on disk?
disk size properties

FileSize Limit on Google Colab

I am working on APTOS Blindness detection challenge datasets from Kaggle. Post uploading the files; when I try to unzip the train images folder ; I get an error of file size limit saying the limited space available on RAM and Disk. Could any one please suggest an alternative to work with large size of image data.
If you get that error while unzipping the archive, it is a disk space problem. Colab gives you about 80 gb by default, try switching runtime to GPU acceleration, aside from better performance during certain tasks as using tensorflow, you will get about 350 gb of available space.
From Colab go to Runtime -> Change runtime type, and in the hardware acceleration menu select GPU.
If you need more disk space, Colab now offers a Pro version of the service with double disk space available in the free version.

iOS ArcGIS.framework too large When making ipa File. How to reduce the size of iap file

I am maintaining an application with ArcGIS.framework for iOS.When am creating an .ipa files its file size is very large[92 mb] . i have to reduce the size of an .ipa file to bellow 50 mb.
The Runtime will add about 70MB to your app. Note that this compresses down so the over-the-air download size may be much smaller (perhaps about 25-30MB).
Please see https://stackoverflow.com/a/50594322/1416253 for some more insight.
Can you explain why you specifically need to hit 50MB?

How to create singleton class of multiple textures in SpriteKit

I have around 30-40 texture atlas that need to be pre loaded in an SKScene, How do I create a singleton class for all of them, and call them and preload them at once. Each texture is around 4096*2048 pixels.
Before you start wasting your time, I would propose that you do some math.
A single image 4096*2048 with 32bit pixel format RGBA8888 costs you 32Mb of RAM.
If you want to load 40 of these in your memory you'll end up with 1.2GB
An iPhone 6 Plus only has 1GB of RAM - and you can't use all of it.

How to evaluate the file bytes size and the disk's real usage?

First, I throw the truth: When you write 1KB bytes to disk, the real disk usage is not
precisely 1KB, maybe more of that.
I'm downloading file from some third-party file system to
local disk. On each file downloading, I can get the file size from HTTP response, for
example, 7kb, and I added it the the disk's usage (a counter variable), when the usage reach 90% of the disk's
capacity, the program will switch to other available disk automatically. But when I do
the real job, the disk's real usage increase faster then the real received bytes, before
I download 2TB bytes (at 1TB, for example), the disk's usage has reached to 2TB (use
df -h), how to precisely evaluate the disk usage when downloading files? is there a
ratio between file byte size and the real disk usage?
Once I plan to use df -h to get the realtime disk usage, but on each file download creat
a OS process is not realistic.