Mark, At first I wanted to object to the need for JPEG only for large images as all of the research that I have done (especially concerning transparency issues) has told me to never use JPEG (except for the web) in most of my apps but then I realized that I have not tested those same results for iOS and Android engines, so I will need to do those tests again to verify/reject my findings. That said, using 2048 png's with transparency layers on fourteen cards with special visual effects and playing song files on one channel and a voice over on another channel did not slow down either the logic code or the effects code. I created a Ken Burns effect in LC and it runs as smoothly with the larger images as it does with smaller variations. So I'm not sure what would constitute a stack being 'much larger' than it needs to be - in my first case it was the main stack that was large and now it is the images folder that is large - either way the download is going to be the same size and be too big for cellular download (which is why I believe Apple has that warning in the first place.) I would not think that 14 retina sized images on 14 different cards is too large for a mobile app and that instead they must be referenced and that that would be a requirement. Normally I think if it was like 50 images it should be referenced but not just 14. Most LC projects I have seen all use lower quality images or regular 1024 images enlarged for retina via code, but they are definitely not retina images.
All of that said, I think what you stated is spot on and should be included in a best practices type document somewhere for mobile development. Maybe with some recommendations for audio and compression comparisons. Thanks, Tom -- Tom McGrath III http://lazyriver.on-rev.com mcgra...@mac.com On Jun 5, 2013, at 5:21 AM, Mark Wilcox <m_p_wil...@yahoo.co.uk> wrote: >>> I may be wrong about this (can anyone verify?), but if you're building for >>> iOS 5 or later, you should be perfectly safe selecting armv7 only and >>> building for that, since any devices capable of running iOS 5 and above are >>> armv7 devices only. > > > Yes, this is correct and a good idea - the iPhone 3G was the last device to > have an ARMv6 processor and that can only run iOS 4.3 or earlier - that's why > Apple has dropped support for armv6 builds from the more recent Xcode > versions. > > I expect (really hope) that LiveCode only duplicates the engine code within > the Universal binary and puts the main stack in a data section that is shared > by both code variants - if that's the case, this might only save you a few > megabytes of engine code, but you should do it anyway - iOS5+ with armv6 is > pure waste. > > I'd not seen the main executable size issue before and a quick Google > suggests both this and the not yet mandatory PIE warning are new. This is > either a subtle crackdown on low quality apps produced by tools other than > XCode or there are some new products or tools on the way which will care > about this in the future. I'll bring it up on the engine forum. > > As I understand it, only the main stack is actually bundled inside the > executable in a standalone, so a simple fix would be to create a launcher > stack as your main stack which simply loads the previous main stack which you > can include in the bundle separately. However, creating apps much, much > larger than they need to be is not friendly to your users. Large images > should be JPEG compressed - if they contain text that loses quality due to > JPEG compression then split the images up (or if it's all text, store it as > text not an image!). Audio should also be in a suitable compressed format > (i.e. not WAV). > > In this case it sounds like LiveCode 6's application browser might be handy > for finding out what's actually inside the stack easily, then removing all > the media and referencing it externally. Otherwise it might be easier to > rebuild the stack by copying the scripts across into a new one that only > references external media from the start? > > Mark > > > ________________________________ > From: Chris Sheffield <cmsheffi...@icloud.com> > To: How to use LiveCode <use-livecode@lists.runrev.com> > Sent: Monday, 3 June 2013, 20:54 > Subject: Re: First App rejected for odd reasons > > > Another thought. In the standalone settings, are you building a universal > binary? I may be wrong about this (can anyone verify?), but if you're > building for iOS 5 or later, you should be perfectly safe selecting armv7 > only and building for that, since any devices capable of running iOS 5 and > above are armv7 devices only. This may also reduce the size of your > executable. > _______________________________________________ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your subscription > preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode