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

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?

Related

ImageResizer crashing on large images

Im using the awesome ImageResizing component and am experiencing an "Out of memory" error when trying to upload and read images that are about 100MB in size. It may seem large, but we're a printers so many people do need to provide images of that size.
The line of code that fails is:
ImageResizer.ImageBuilder.Current.Build(Server.MapPath(strImagePath), Server.MapPath(strThumbPath), new ResizeSettings("maxheight=" + "150"+ "&maxwidth=" + "238"));
This is probably the GDI itself failing, but is there any workaround other than detecting the error occured and letting the user know?
Thanks in advance
Al
A 100MB jpeg generally decompresses to around 8 gigabytes in bitmap form. Your only chance of getting that to work is getting 16 GB of RAM and running the process in 64-bit mode.
Alternatively, you could try libvips - it's designed for gigantic image files. There's no .NET wrapper yet, but I really want to make one and get some ImageResizer integration going! Of course, without anyone interested in funding that, it probably won't happen for a while....
As mentioned by Lilith River, libvips is capable of resizing large images with low memory needs. Fortunately, there is now a full libvips binding for .NET available: https://github.com/kleisauke/net-vips/.
It should be able to process 100MB jpeg files without any problems.

iOS get file size on disk

I'm trying to get the size on disk of a file in iOS using Objective C. As of now I've been able to get the actual size of the file and other file information using
NSFileManager and then getting the attributes attributesOfItemAtPath:error but not the size on disk. I also tried getting the file size from struct stat but again it doesn't give me size on disk.I tried using NSTask to make a call to du -h but iOS didn't allow me to fork other processes. Any ideas are welcome :)
I know this questions is similar to many others but the difference is that I'm trying to do this in iOS and most of the methods used in other systems don't work here.
Thanks
EDIT: It's worth reading Nikolai Ruhe's answer to the same question here: https://stackoverflow.com/a/28660040/97337.
See What is the block size of the iphone filesystem? for information on the iOS block size. The size of a file on disk will be it's stat size rounded up to the next block.

Signing Apps Taking Forever

I am trying to increase the work flow of my app deployment. From building to signing to getting it onto app it can take anywhere up to 40mins. What advice can somebody give me on:
1) Speeding up compile time
2) Speeding up the archive process
3) Speeding up the code signing
thanks
For reference, my early 2009 2.93GHz C2D iMac with 8GB RAM can archive and sign a 2GB application in approximately 15-20 minutes. My late 2011 1.8GHz i7 MacBook Air can do it significantly faster. 40 minutes for a 500MB application seems far too slow unless there is something else bogging down your system. Try checking your disk with Disk Utility and seeing what else is running with Activity Monitor.
Things to consider are the size of resources. Can any resources such as videos or images be compressed and still usable? Are there a large number of files that could be compressed into a zip file and then unzipped on first launch? Also check and make sure you do not have any long running custom scripts in the build process. After you've determined that resources or a build configuration setting is not an issue then I would advise investing in a faster computer (more RAM and processing power) if you are running on older hardware.
The rarely changed code could be imported to the libraries (maybe with the help of additional projects not to produce many targets), that dramatically increases the compilation speed while the signing and archiving is usually faster than the build itself.

vaadin cache.html size

Looking into Chrome Developer Tools' Audits tab when launching my Vaadin-based web application, I have been horrified to see that the cache.html file was > 4Mb big! I thought that Vaadin's runtime was at worst a few hundred k's. I need to enable gzip compression, but still... how is it even possible that such a huge file is meant to be sent to the browser?
4MB is too big. Make sure you are not using GWT's "draft compilation" as it makes the resulting widgetset huge.
The right size is around 400-600kB (uncompressed). The size depends on what widgets are included in the set. Adding new widgets makes it a little bigger while leaving out some unused widgets makes it smaller. Realistic minimum size is between 200-300kB.
Most important is that you have enabled the gzip encoding on you HTTP server. That way only 80kB to 200kB is actually transferred to the browser.
See also: http://vaadin.com/forum/-/message_boards/message/163146

iPhone app with audio files is just too big. How do I reduce the size?

I have a BlackBerry app that I am about to port to the iPhone. The app contains mp3 files which causes the BlackBerry version to be about 10MB in size (even after I reduced the quality of the files to 92kbps). 10MB won't do for the iPhone. Does anyone know of any best practices when it comes to including audio files in your iPhone app? I'm interested in knowing suggested format(s), quality, channels (left, right) etc. I will also need to play more than one file at a time (very important).
Thanks.
You could consider downloading (some of) the MP3 files after your app is installed. For low bitrate you're better off recompressing with AAC though (perhaps at 48-64 kbps); it provides better quality than MP3 at the same size. Also consider mono instead of stereo if it makes no difference.
Why won't 10 MB for the iPhone work?
Applications on the iPhone can be as large as 2 GB with apps larger than 10 MB can be downloaded over wifi or through iTunes.