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.
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I'm realy buffled here, i'm getting scrolbars on my published multi size images in Google Web Deigner.
So, I just want to create multiple sizes of image ads in Google Web Designer.
I go to File / New file / and i select Image (new) and multi size format. In my Responsive window i select multi-size layout, and i select 2-3 different sizes (ie 300x250, 970x250, 300x600).
Next, i import some images in the Library, and i do my design setup for each size in Edit Base document. Then, i make the needed changes for every size.
Bare in mind that since my sizes are completely different, my imported image in some of them is bigger than my actual ad size and leaks out of the borders of the ad.
When i Publish, in every size that my image is bigger than the ad size, i get... scrollbars in my result.
I'm using version 15.0.1.0922 In Windows 10
What i'm i doing wrong? I can't find any posted bug in Google Search, so, any ideas would be appreciated...
Same problem but no answer. I made the ad bigger and cut it out by hand.
New update really ain't good, Googles doing a very poor job.
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!
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).
I am designing a home page by using the GWT designer.But when I reached the height of more than 600 the images are not displayed.I have placed some images and run the application then it will show.But in the design mode it is not visible.Is there any such limitation in the size ?.I am unable to align the text in the footer which is obviously at the end ....
This is a known limitation of GWT Designer. There's no way around this limitation so far.
This is a known operating system limitation (it won't render anything larger than the physical display). Use a larger physical (or virtual) display.
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.