This question is unlikely to help any future visitors; it is only relevant to a small geographic area, a specific moment in time, or an extraordinarily narrow situation that is not generally applicable to the worldwide audience of the internet. For help making this question more broadly applicable, visit the help center.
Closed 10 years ago.
When building an iOS app, how relevant is it to make sure the number of native frameworks is to minimum? meaning that if I want to ad AVfoundation, ot coregraphics, I assume it would add to the memory footprint? is that assumption correct? or is it because those are apple frameworks they don't add to the memory footprint?
what if I add third party frameworks? do those affect memory footprint or app size?
I just couldn;t find good documentation on this issue.
Thanks.
Since they are dylib they won't make your app size heavier. Of course they will consume RAM when you will use them. By the way static library (third party frameworks) will add memory footprint. Since you can only create custom static library on iOS.
Related
This question is unlikely to help any future visitors; it is only relevant to a small geographic area, a specific moment in time, or an extraordinarily narrow situation that is not generally applicable to the worldwide audience of the internet. For help making this question more broadly applicable, visit the help center.
Closed 10 years ago.
If I build a game/program with phyre engine, will I be able to use it on xna without a workload of recoding? And is it ok that phyre is coded in c++ while xna is c#, and then subsequently onto steam.
Need to have a game released vis psn, xbox, and steam.
You won't be able to, they are two completely different engines.
This question is unlikely to help any future visitors; it is only relevant to a small geographic area, a specific moment in time, or an extraordinarily narrow situation that is not generally applicable to the worldwide audience of the internet. For help making this question more broadly applicable, visit the help center.
Closed 10 years ago.
It's so weird that my program.
I study directx and I usually use tutorials on my practice.
this time I want to make whole project on my own.
So I make project and set the Link setting and directx directory.
but my program doesn't work!.
error said cannot open file 'd3d.lib'.
I set the option the same as tutorial, there's no difference.
and the code is same, cut and paste.
the only thing different is whether I make or on tutorial.
I need your help T.T
I use directx9 and SDK is Microsoft DirectX SDK (June 2010).
My OS is window 64bit.
It is not opening d3d.lib because there's no d3d.lib, It is d3d9.lib which you need to link.
Add this in your source code.
#pragma comment(lib, "d3d9.lib")
This question is unlikely to help any future visitors; it is only relevant to a small geographic area, a specific moment in time, or an extraordinarily narrow situation that is not generally applicable to the worldwide audience of the internet. For help making this question more broadly applicable, visit the help center.
Closed 9 years ago.
While integrating ZXing library in IOS, I am facing a strange error in Library. Compiler says that CoreScr folder doesn't contain any files.
I check out the code using SmartSVN 6. In that ScanTest Sample application is also throwing same error.
Any help on this appreciated. Thank you.
Sounds like a typo in your project. There is no "CoreScr" folder anywhere. There is a "cpp/core/src" folder that is relevant. Make sure you've entered the right paths.
This question is unlikely to help any future visitors; it is only relevant to a small geographic area, a specific moment in time, or an extraordinarily narrow situation that is not generally applicable to the worldwide audience of the internet. For help making this question more broadly applicable, visit the help center.
Closed 11 years ago.
I use macbook air and my system version is 10.6.8 snow leopard.
Because of the slow network,I give up the apple resources.I download an xcode4.2 with ios5 sdk from other websites.
This xcode didn't be verified.
How to install this xcode on my computer?
Did anybody meet this problem before?
I check the log from the installer,it said:
An error occurred while extracting files from the package “Dashcode.pkg”
I am going to go out on a limb here and suggest that the only reasonable answer to this question is—download an official copy of Xcode from Apple, and install that. It's not really possible for us to recommend anything else. If your network access is slow in your specific location in China, is it possible to get to a location that can offer you faster access?
This question is unlikely to help any future visitors; it is only relevant to a small geographic area, a specific moment in time, or an extraordinarily narrow situation that is not generally applicable to the worldwide audience of the internet. For help making this question more broadly applicable, visit the help center.
Closed 11 years ago.
Since ARC will work in 4.0 are we able to compile our applications with LLVM3 now and put them into the App Store?
Or do we have to wait until Xcode 4.2 to release?
There's no problem with submitting ARC enabled applications. You have just to sign and submit the app with XCode 4.1.
The runtime support for ARC is already there (current Snow Leopard and Lion versions have it built in already). And as you are allowed to use whatever tool you want to build your binaries there should be no problem with a binary built with the clang/llvm3 suite.
If you manage to force Xcode 4.0.2 to compile with Clang from LLVM 3, I imagine you could. If you use the LLVM 3 backend, Apple may or may not detect this and invalidate your binary. Of course, you can't submit with 4.2 as the standard procedure is to only allow stable SDKs.