>> 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.
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