What is the maximal size of a .cap file to be loaded on a sim card - applet

I am trying to load a CAP file (an applet binary) onto a SIM card. I face some problems when loading it! I would like to know if the size of CAP file can be the reason. If yes, what is the maximal size?

And manufacturers of card and javacard version.

Related

Why did the images increase in size after importing them into Unity?

I have a large set of jpg images with a total size of 10 mb, but when I import them into unity, their size increases several times! How do I keep the original size of the images?
Above answers are wrong, thus, I decided to explain it further here.
Be careful, size for disk is different from size in ram/gpu.
The one you found in import settings is the size on ram. The default one(without mip) should be the smallest size(almost) for app size.
Although it shows bigger size in import settings, your app will still compressed them again for the build app, and app installer.
Why the size in ram is so huge?
In graphic rendering, all the images(no matter jpg or png) will be read and decode. The decoded result will be all pixels array..etc, depending on your texture format(after decode), you will have different size in ram.
However, your source image is usually the highly compressed(encoded) image for disk storage. That's why you get a bigger size after importing to Unity. It counts on how many pixels in total.
You can still keep the original size, only if you keep it as separate resource and load it in runtime. as external resource in resource folder etc. However, it won't reduce the memory usage in RAM or GPU.
Any images which you imported to the project, will be resampled and encoded by their format. The size you see in import settings, which is also the size for ram.
JPEG or PNG is just a format for disk storage. The size you seen inside unity is the size in Ram for rendering. The larger the size, the more ram it needs too.
If you are looking for smaller app size, Unity's default compression will be the best(without mipmap). When you export as apk for example, it will recompress all the assets anyway.
Of course you can still keep the original image as external source and load it in runtime, but your overall app size with external source will be much huge, according to my experience.
As external image in resource folder won't be compressed together with the app assets.
you can click at image in unity ,the image has a propertie call Pixel per unit
you can adjust it to control size of image

reduce size of apk using HoloEveryWhere

I am using HoloEveryWhere in my project. But i am not happy with the size of the final apk. Can anyone provide specific guidelines on how to reduce size or include only specific styles that would be effective application wide.
P.S. Spinners are not looking as they should be. Is there anything special to do for spiiners to make use of holoeverywhere styles.
Since Proguard does not reduce size of library projects you can't signifcantly reduse total size of your apk. You can delete unused resources such as dark theme, if you using only light one, but it will save only about 300-400 kB.

Reduce app size cocs2d iOS

I am new with cocs2d. I have created an app using Cocos2d. The app is working fine but problem is that application size is too large 350MB. There are many images in this app. I have used png and where possible jpeg images. There are many png images that have larger than 1 mb.
Is there any way to reduce the application size. I've reduced the size whereever possible. Is there any other format that can be used in place of png? There are no many animations. The png are used only purpose of transparency.
Your images are way out of size. Even if you put them on server, and then download it will take time to download.
The best option is to reduce the image size. A couple of sites that can help you do that are:-
Reduce image size
Compress image size
You can keep the image content on your server and then download the image content asynchronously (which is more imp download it first). If there are levels then download initial levels first and download remaining on the background thread. You can always display a loader on launch and display some help kinda stuff meanwhile the data gets download and cached.
You can make use of SDWebImage and other libraries to get your images stuff async.
Hope it helps.
While your pictures are fairly large and you should try to reduce the number and size, you can make gains through packaging the .png into pvr.ccz files. There are multiple different programs available to do this. I like to use Texture Packer which is available here: http://www.codeandweb.com/texturepacker
You can find some tips in my post on reducing memory usage & bundle size.
Most importantly use texture atlases in .pvr.ccz format and where possible reduce image color depth to 16 bit. Avoid JPGs altogether because they're terribly slow to load in cocos2d.
There is no issue in using png files although your images are too large, You can reduce their size by 70 - 80% by using tinypng and it will not going to hurt your graphics.
https://tinypng.com/
I usually edit the image size now https://resizeimage.io , you try!

iPhone application Icon not registering

I am at a complete loss because my application icon simply will not register. I've tried just about everything and the icon still just will not register. I think it may have to do with the fact that I was trying to re-name my project something else, and perhaps the targets now do not match. Can anybody provide advice on why my icon simply will not show up on the phone?
Thanks
PNG compression is a little algorithm that the compiler performs to cut down on the space images take up in your app. Unfortunately, it has been the Bain of many a programmer's existence because it often doesn't de-compress the images once the binary is made and ran. Just set it to NO.
PNG compression also optimizes the PNG's for an iOS device like so:
Extra critical chunk (CgBI).
Byteswapped (RGBA –> BGRA) pixel data, presumably for high-speed >direct blitting to the framebuffer.
Zlib header, footer, and CRC removed from the IDAT chunk.
Premultiplied alpha (color′ = color * alpha / 255).

Default-Portrait.png for iPad: any way to make the file size smaller?

I'm making a Universal App using MonoTouch, and I'm adding my Default-Portrait.png file. That file alone (a 768x1004 .png file) is adding 711k to the size of the app. My app itself is only about 7 megs, so it's adding 10% just for the splash screen.
I could easily make this thing an 80k jpg file instead of a png, but the device doesn't seem to look for a .jpg file. Does anyone have tips for reducing the size of this launch art?
At this point, I'm thinking I might just leave the launch art out and load my own jpg and display it as soon as I have the ability to. That'll keep my app size down, but it's not as nice as having the launch art scale in immediately like most apps do.
Hmmm...given the screen of the iPad and the visual quality users are expecting, I'd just leave it like that.
But if you do want to reduce the disk space, try going to Project > Edit Project Settings > Build (tab at top), and searching for a parameter called "Compress PNG Files." Make sure that's checked. It'll run the pngcrush utility before loading the file onto disk (check the size of your IPA archive after to see if it had any effect).
pngcrush is nice as well, however that will not reduce the quality of you image. If reducing the quality of the image is an option for you, then you might try this tool: http://www.punypng.com/ - or just use an image editing tool to "optimize" the image ...
I recommend pngout if you want to really squeeze those PNGs down, and this won't cost you any quality. It simply removes unnecessary metadata (like pngcrush) and uses its own compression algorithm which is compatible with the regular decompressor used in PNG (zlib). It's really slow, though.
A simpler option is to try "Save for web" in your image manipulation program of choice. Exporting from Acorn (not just the regular save) sometimes gives me vastly smaller files. This is especially true for default images which have large, uniform areas in one colour (screenshots, a small logo in the middle of a black screen).
Is there any reason why you want to reduce the file size that badly? I don't think it matters in your case. I just checked 3 of my apps and the Default.png (of various portrait/landscape varieties) is between 29KB and 422KB, so whilst yours do seem a little heavy, your still way under the 3G download limit.
Are you positive it's adding that much to the size of the app? Did you compare a before and after?
Xcode uses pngcrush on the images for you. I know because I just tried to substitue jpegs for pngs and got the following result:
So, in short, there's not a lot to be done except simplify the image beforehand. Xcode will handle the rest.