Xcode 11: Huge Increase in ipa size compared to Xcode 10 archive size - archive

I have been trying to archive a binary file for App Store submission from Xcode 11 GM Seed 1. It has increased the binary size by more than 60 MB compared to build generated in Xcode 10.2 (Though there is no any single change in image resource assets, not added any new framework)
Can you please update me what can be the cause of this huge size increase issue?

Related

delphi accessing 200GB in images from a 32bit exe

On a windows server 2019, I have many directories under a main images directory, each with about 100 images.
A 32-bit executable currently relies on disk-caching for serving the images. The current load on the exe is about 100 images per second. It's coming to the point where It seems disk-caching only slows the threads - each calling for a different image.
My initial thought is to have a 64-bit exe load everything in-mem (about 200GB RAM). The RAM on the server is sufficient. Once loaded in the 64-bit exe - either find a way to share the memory between the 32-bit and the 64 bit exe's, or use TIdTCPServer on the 63 bit and TIdTCPClient on the 32-bit, calling each time for the image.
Also, my initial thought of the shared-mem is the limit of the 32-bit EXE (unless there is a way) to access the shared-mem from the 64 bit.
Only other way I see possible is preloading MSSQL-server 2019 with the images in a memory-table - which would guarantee performance, reliability and lower the development/testing time on the TidTCP svr/cli.
The main idea is is to have a good reliable solution with the lowest headache for dev/test/lifecycle support.
Any thoughts with applicable code are welcomed
TIA

unpacked size of my node module suddenly increased much bigger with no much change

I created this node package
When it was the version of 1.7.3, Its unpacked size was only 618KB
But after updating to the version of 2.0.0 with just a little file change, its size became 4.35 MB
The super weird thing is the fact that I rather reduced file size after the 1.7.3 version by removing a third-party module that I had imported and a few js and CSS files from this project but still, it's 4.13MB
1.I don't think the unpacked size is related to the actual size of the node module. is that right?
If I'm correct what exactly is unpacked size and is there a way to reduce the size?
If I'm wrong, what factors might have increased the size? and How could I reduce the unpacked size?
Note
I started this project with npx create-react-library command.
created by https://www.npmjs.com/package/create-react-library
Whenever I was trying to publish, what I did was just one command
npm publish
this command did all work for me to publish.
This was my first time to create a node package. So please understand me if it turns out to be a very silly mistake.
If it is packed into tgz or tar.gz, it is basically just the same thing as a zip file. They just use different algorithms for compression of data. They compress this data so that the download experience is more convenient. Smaller files mean quicker download times.
That said, The smaller size and larger sizes will be directly correlated. Imagine pushing the air out of a bag of potato chips. Although this will make any bag smaller, a full bag will still occupy the most space.
As we discussed earlier, the unpacked size is the size that your application will eventually be once it is installed on a machine. The same method used to zip it into a tgz file is used to reinflate it on the other end of the download, so that it can be used by node. The size that your package was just before you packed it should be the same size that it ends up being after it is unpacked. This is what 'unpacked size' is referring to. The correlation isn't perfect. In other words, a project twice the size doesn't mean a power ball twice the size. Other factors are at play. The average size for a single file in your package has a lot to do with it as well. In the earlier analogy, imagine crushing all of the potato chips to crumbs before pushing the air out. You would still be packing the same amount of chips, but would need a lot less space.
This is where the answer gets a bit murky. It is hard to know for sure what is causing your file size to bloat without actually seeing the unpacked files for both versions. With that said, I'm sure that you could do a very small bit of investigation and figure it out on your own. It is just simple math. The file sizes of your individual files, when added together, should be just a little less than the unpacked size of your package. The conversion from unpacked size 2 tarball size is as I mentioned above.
One thing that I will point out and highlight is that you need to check your dependencies for malicious software. If you don't trust it, as a rule, don't use it. If version 3 of a dependency is 3 times the size of version 2 with no reason, it is suspect.
Just yesterday, I read that more than 3000 docker images on docker hub currently contain malware. Doctor hub is used by industry leaders everyday!

Realistic memory usage for MLT Framework project?

I am trying to render a video project that I created with kdenlive. It is about 50 minutes long and contains a dozen short 1080p video clips and several hundred still images (mostly 18MP). melt runs and proceeds to consume all 4GB of my RAM, at which point it is killed by the kernel.
I have tried both mlt 0.9.0 that came with Ubuntu 14.04, and I have tried the latest version, 0.9.8, that I compiled myself. No difference.
Is this indicative of a problem with melt, or is it just not realistic to render this kind of project with only 4GB of RAM?
Do you have 4 GB free RAM before launching melt? I do expect a project of that complexity and resolution to consume near 4 GB. You can readily remove half the project contents and make a test to see how it compares. There is a workaround that requires editing the project XML to set autoclose=1 on the playlists, but that is not set by default since it only works with sequential processing and will break handling in a tool that seeks such as Kdenlive.

What are the default maximum RAM allotments for a Silverlight 4 app?

Dealing with an issue where loading a large file into memory in a Silverlight 4 app leads to a an out of memory exception, and a crash. The file is ~100MB. I am trying to determine if Silverlight has some sort of default limit on RAM.
I can tell you only about Silverlight 5, as I'm having issue with it now.
As some author has written here, on any machine (x86, or x64) for 32-bit process the memory limit by default is 2 GB. If special flag in .exe header is set (called IMAGE_FILE_LARGE_ADDRESS_AWARE), then the limit is increased to 4 GB. However, in OOB mode Silverlight app is lauched by C:\Program Files (x86)\Microsoft Silverlight\sllauncher.exe, which is 32-bit process that doesn't have appropriate flag set, so it has 2GB memory limit MINUS ~800 MB for .NET CLR usage.
In short terms: RAM limit (at least in my case, OOB mode) is 1.3 GB.
(sorry I'm answering 1.5-years-old question, but people may want to know...)

Titanium mobile installed package size is too large

I have made a very simple game in titanium mobile. I only use 90k of sound files, but use quite a lot of graphics, so my .apk file is about 2.5MB. I am guessing most of this comes from the graphics files. I have a couple of specific questions.
Does the size of graphics files that are not used get added to final package?
(I am guessing yes, because compiler can not execute dynamic javascript to figure out if file could ever be needed)
Does the size of graphics files in the Resources/iphone folder affect the size of the android package (and visa versa)
Are the packages bigger on average than using native code alone? If so, by how much?
What else can I do to reduce the package size?
What method of compressing images is most successful on android phone?
What size for a file do people consider normal? (when should I stop trying to optimise?)
So basically, how do I measure and reduce the size of the components and final deliverable package?
To answer questions 1, 2, 4 & 6:
1) Yes - unused graphics are added to the final package.
2) No - the Resources/iphone graphics are not included.
You can see the intermediate (pre-apk) by looking at build/android/bin/assets/Resources to see what is being compiled into your binary.
4) You could try minifying the JS files.
6) IMO 2.5MB is pretty small
i tried to answer a few questions:
i think so since the matching splashscreen should be loaded depending on the screen resolution of the device. so you need to have an image in different resolutions in stock.
packages should be zipalign. to check your apk use
zipalign -c -v existing.apk
2.5mb is not as big as i might think. many apps are >10 mb.. so no one will be confused about your app size.
try a look in the android doc.
You can remove unused libraries.
Unzip the apk
go to the /lib directory.
you will find 3 subdirectories:
armeabi
*armeabi-v7a*
x86
now you can create 3 deployments this three above named plattforms.

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