Android SDK size is too big -

Is there any lightweight version of the android sdk? Since its size is larger than my whole app. The SDK is 11Mb vs 9Mb of my app. It ends up being larger than 20Mb.

Yes, is big because card scanning is not trivial. You're welcome to excluse all the *.so files if you just want a manual entry form. Example documentation of this is found in the PayPal Android SDK

You may be happy because iOS version is a way bigger.
After including this Framework, a source code is about 300 MB larger, but a whole application's build (IPA file) is let's say, only an about 30 MB in total.


App size on Apple Store

I am using Unity 5.2.0. I developed my game for iOS and android. my android size is 23 MB. I upload and publish my game on apple store, and size is 142 MB for iPhone, 140 MB for iPad, and 43 MB on my macbook iTunes app. What is the reason/problem?
There can be many reasons. The most significant could be unity's new il2cpp compiler wich generates much bigger builds on ios devices than mono.
There are many threads on the official forums about this topic. Take a look here and here

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.

How to use Sphinx3 in an application

I used Sphinx4 for some time which really fits my needs. I load a recognizer, pass the audio data to it and use the recognized String in my application.
Right now I'm working on a C application (C++ is unfortunately not an option) where I need something similar and thought that I could use Sphinx3 which is written in C.
The problem is that I don't really know how it is used inside an application and there is no "Hello World"-example as Sphinx4 provides it.
I already compiled and installed sphinxbase and sphinx3 and now I can include the sphinx header files in my application.
Now to my questions:
Is there a "simple" and well documented example application that uses sphinx3 from a C environment?
How can I load up the sphinx3 engine and call a recognizer with my binary audio data?
OR: Do I need to start an application like "sphinx3_decode" and call it from my own application? If so, is there an example application for that?
Thank you in advance!
Best regards,
It's not recommended to use Sphinx3. From the website:
Sphinx-3 is CMU’s large vocabulary speech recognition system. It’s
older C based decoder that we continue to maintain. It’s planned to
make it obsolete in the future, it’s still most accurate decoder for
large vocabulary tasks. We are using it as a baseline to check the
recognizer accuracy. This decoder is only intended for researchers who
want to evaluate bleeding edge methods in ASR like tree search method.
If you need to use a decoder you should use pocketsphinx. You can find the tutorial and the API documentation on the website
I Recently worked on an Intregated Project on Punjabi Language.
Here are some steps that we used...
First we recorded the punjabi audio data in a vaccumed room in 16000 hz sample rate.
Then we took the recorded data and segmented it using Praat Software into small wav and raw files of 2 to 30 sec and saved them in a folder named train.
Then we took a system having Linux ie. Ubuntu and installed the required plug in like autoconfig, automake etc and untarred Sphinx 3 along with 4 packages that are cmuclmtk, pocketsphinx, sphinxbase, sphinxtrain.
Then according to the small wav files we made many files like transcription, dic, phone, filler, file id, ccs etc.
Then we opened the terminal and typed –"sphinx_fe” to check the whether the sphinx is functional or not.
Then we created an folder named “man” and then in terminal wrote its path.
Then we run the command- “sphinxtrain –t man setup”. By running this command an folder named “etc” will be formed in “man” folder containing files “feat_paramas” & ”config”.
Changes were made in the in the config file according to our data.
Then we moved all the files that we created before ie. transcription, dic in the etc folder in that is located in man folder.
Then we placed ‘” script in etc folder and remaining 4 scripts in man folder.
Then we opened the path for etc folder in terminal and run command- “”
Then we run series of commands in terminal – “” then “” then “” and at last “” to get the final result.
Rest if you have worked on Sphinx 4 then you may know about the files that are mentioned above in the steps. I hope this helps you.

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:
now you can create 3 deployments this three above named plattforms.

Where can I download FluxJpeg from?

What happened to the home page of FluxJpeg (or FJCore)? Many pages point to
but that page has no downloads available as of today (June 28, 2011).
Q1) Where can I download it from?
Q2) Is there anything better? I need an open-source class that I can use from Silverlight 4 to decode a JPEG, reduce its size (preferably using some interpolation algorithm) and encode it back to JPEG, to upload the file to a server.
Thanks a lot.
I think you're supposed to use Subversion to check out the source, and then build it yourself:
Alternatively, you can use LibJpeg.NET: It's a straightforward port of the unofficially canonical libjpeg. Only downside is that it's more complex and a bit harder to hack on.
Have a look at imagemagick Very stable, tons of functionality and the likelihood that it'll disappear is close to 0