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Abnormal executable file size when compiling for iOS #21
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Possible workaround: You might be able to export those values to a JSON file and load them at runtime from this file. Then the executable size should be much smaller. (That said, I'm curious why the file size is growing that much, too.) |
@hardcoremore Please also create an issue on tracker.adobe.com — this issue tracker here is just an add-on to simplify discussing AIR issues in the community. Thanks in advance! (I recommend you move the source code to a Gist for Adobe Tracker. And don't forget to post the link here!) |
I have created issue in Adobe issue tracker. Here is the link: https://tracker.adobe.com/#/view/AIR-4198454 |
Hi,
I have a lot of classes that represents vertices of polygons of Box2D objects. That classes are factories that have polygons for every scale of each object from scale 0.1 to 3 in 0.1 increment. So I have vertices for scale 0.1, 0.2, 0.3 etc. And there are a lot of vectors and a lot of b2Vec2 instances and of course a lot of numbers. And when I compile for iOS all that classes increase the executable file size to over 80MB which is insane. Without those classes my executable file size is 35MB. All those classes take around 3.5MB on disk uncompressed. So I really don't know what adobe compiler is doing to create 45MB(80 - 35) of executable file when I add 3.5MB of text worth of code. How on earth 3.5MB worth of code translates to 45MB of executable file?
That only happens on iOS. On Android the file size remains pretty much the same no issues what so ever.
I am using AIR 27 Beta and compiling on Flash Builder 4.7.
This is the one of the many factory classes as an example that are increasing executable file dramatically on iOS:
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