[MonoTouch] MonoTouch app size - how to reduce?
MonkeyWorld
steve at rennocks.co.uk
Sat Oct 29 12:13:14 EDT 2011
Miguel de Icaza-2 wrote:
>
> Hello,
>
> I spotted the other day that the AdMob.a fle is a huge 8.8MB so that's
>> compounded the issue, but are here any known techniques for keeping
>> MonoTouch written app bundle sizes down?
>>
>
> A few options include:
>
> * Enable the linker for your assemblies
> * Use LLVM for compilation, this will make your code smaller
> * Avoid "fat" binaries, and target a single platform (armv6, instead of
> both
> armv6 and armv7)
>
> Look at the generated dll files in your build process, chances are that
> you
> are bringing a lot of code through innocent looking dependencies.
>
> Miguel
>
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>
Thanks Miguel,
now spotted my biggest error that's caused my bundle size to grow huge... in
my rush to include AdMob in my app I managed to set the build action on the
8.8MB libGoogleAdMob.a file to Content rather than Nothing... so been
including that in my bundle unnecessarily!!
I'm already using LLVM, but building for armv6 & v7 (when v7 is probably not
really necessary for my app yet) as was a quick fix at time to get me round
missing entries in my entitlements.plist file when App Loader/Store rejected
my first iOS 5 ready app submission with the missing binaries/architecture
message.
I've had the linker set to SDK only, but yep, think I'll go for link all
assemblies - check doesn't cause any issues - particularly with xml
serialization and use that.
Guess another option is to look whether I can sacrifice a tiny bit of
quality in some of my background artwork (not icons) images by perhaps
saving them as maybe 80/90% quality JPEG - reloading and then saving out as
.PNG.
Thanks
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