> My first Chrome plugin is nearing completion and I'm beginning to
> wonder - are there options to specify the aggressiveness of the
> JavaScript compiler/minimizer that I can use?

One thing to look at is the OPTIMIZE macro in your config.json. If this is
not set explicitly, the maximum of optimizations for build versions is in
effect by default. If you are setting OPTIMIZE or
compile-options/code/optimize by hand, make sure they have the full range
of optimizations set.

Also, it might be interesting to turn some of the optimizations *off*.
E.g. turning of "strings" optimization can lead to more compact code, as
this optimization trades some space to optimize string performance on
older IE's (which is not among your target platforms).

The other thing is compile-options/code/format which is true by default.
Setting this to false will save you a couple of line breaks.

You can even run Google's Closure compiler over the build version, see if
that gives you some extra savings.

> The current minimization
> is fine for working, but as I need two separate applications packaged
> together, I'm still sitting in the range of 1.4M of generated code
> that is minimized.  It seems that the minimizer in its default
> settings is not overly aggressive, when I look at the code that it
> generates.

What makes you think so? Do you think there are excess classes in your
build? Or are you looking at the syntax level?

> Is it possible to set an option to a stronger value so I
> can try and get the code size down?  I know gzip is also an option,
> but the smaller I can get the code, the better, in my opinion.

See above.

> Also, a couple of megs worth of tiny pngs come with the theme - is
> there any hope those might turn into a single spirte for the final
> release version of my application?

If you turn them into sprites, why not :). There is basic support for
creating sprites in the generator (see [1]). But you need to have
ImageMagick installed, and must do the selection of the images that go
into the sprite by hand. So there is little logic support. Once you have
created a sprite, the generator will pick it up if it contains an image
that is required by one of the build classes. So it makes sense to get the
set of used images clear upfront.


T.

[1]
http://manual.qooxdoo.org/1.5.x/pages/tool/generator_config_ref.html#combine-images




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