IPA file size Flash Builder export - ios

i'm going to build an IOS app for the IPad, and i made a quick test.api. My issue is that the size of the file is already 13 MB big. i added a video and a sound for testing (together like 9 MB) so i was wondering is there a minimum file size when making a ipa in Flash Builder?
Maybe around 4 MB?
13MB - 9MB = 4 MB?
and then 4MB is the standard ipa size.

Flex/AS3 mobile apps must include the SDK in the output in order to run. It is referred to as "Captive Runtime" and is an option on Android, but mandatory on iOS. Essentially, they are native apps that run as virtual machines that allow you to display your AS3/Flex apps on the device without a hint of Objective-C or Java. Those SDKs are far from small. If you look in %FlashBuilder Install Directory%/sdks/, you'll see that those SDKs can be close to 1GB in size. Obviously, that doesn't all get included, but from my experience, the smallest IPA I have ever created was around 8MB.
I don't have a solid answer for what the absolute minimum size of those SDKs are, and Google turned up nothing, but my guess would be somewhere between 4-8MB, depending on if you used Flex or not.

Related

IOS 64bit IPA file size compression

when deploying my IOS app to my mac the IPA file size is 87.3mb - After I publish the app to the iStore, Apple sends me a warning telling me that after they do some stuff it will be larger than 100mb and will only allow users to download it over wi-fi. It's quite imperative for me that my app stays below 100mb so that users can download it via mobile connection
Now - I've done some things that in my mind that should have decreased the app size but to no real avail
Compressed all the images I use in the app (combined size of all the images is less than 3MB - including splash screens and launcher icons)
Removed all unnecessary references to units (cleaned up the "using" sections)
Removed all design time components that can be instantiated in code
I'm not using livebindings
I am using Firedac with SQLite (the database is less than 1MB)
The APK file size is 43 mb which is well below the 50mb max google wants it
Any help or advice in getting the Apple IOS IPA file smaller would be great
edit
Upon further inspection as suggested by #Robotic Cat in the comments I find that the Unix Executable is the culprit... this is then definitely something to do with how delphi builds and links the package
end edit

What determines size of app in App Store?

I'd really appreciate if anyone enlighten me about this issue.
I've an example which is detailed below, if necessary i can give more example.
This is size info about items my app is composed of:
Size of .ipa file: 105 mb,
Size of application file(located in Payload folder): 184.6 mb,
When i show package contents of application file, i've got executable and media sources whose total size amount is circa 36 mb:
Size of executable file: 29.9 mb,
Size of media sources(splash images, etc): circa 6 mb
Also, in Symbols folder(which located in the same directory with Payload folder) there are 2 .symbols files. Their sizes are 37.8 mb and 40.4 mb.
Finally, in App Store my application appears with size of 171 mb.
While .ipa file is much more less (105 mb), i cannot get why App Store size is so great.
Previously, my apps' size were too close to .ipa file size. However, for last couple of months there are great difference between the sizes(this also valid for updated apps, not only valid for new apps). I could not find updated statement related to this issue on Apple's documentation. If anybody clarify this issue for me or direct me any source on this issue, i'd really be thankful.
One difference since iOS 9 is app thinning: "A variant contains only the executable architecture and resources that are needed for the target device."
Many resources not needed for a specific device may be removed, so the size downloaded to a device is based on that device.
There may also now be a difference on how thw esize is reported in the app store since there is no longer one-size fits all devices.
Additionally the upload to the app store may contain Bitcode which is not downloaded to the device.
When you upload file your executable is not encrypted so can be packed effectively by zip. However, when you download from the App Store executable is encrypted so it cannot be compressed that good anymore, so IPA size is increased.

FacebookSDK.a increasing installed app size dramatically on iOS with Unity

I have tried this with an empty project. Integrating the FacebookSDK.a lib which is linked by the official Unity Facebook plugin makes the size of the installed app (appname.app) jump from 8~9MB to 70MB.
Note that I am not talking about ipa size which stays normal, but really the installed app size.
I don't think this is normal and I am wondering if there is a way not to link the FacebookSDK.a and do it with the normal FBSDKCoreKit.framework instead ? or actually any other way that doesn't have such a huge impact on installed app size.

size of iOS app in relation to project size

I'm making an iOS app on XCode and the project folder size was small, ~ 1MB. Then I needed a screen which showed some information and markers on a map, so I used Google Maps for iOS. This required me to add the Google maps framework into my project folder, so now the size is ~50MB. Will the size of the app be this huge? I have searched a LOT, and I can't find a way to check the size of my app without subscribing to the Apple Developer's Program (I am not ready to pay 99$ a year yet) and I do not have sudo privileges as well (I am trying out iOS app dev using a Mac in Cloud, it is not my own Mac).
I know it is a slightly stupid question, but I can't find solutions anywhere. If you feel compelled to downvote please at least leave a comment as to why you are doing so.
You can check the app size to following path:
/Users/saurav.nagpal(User)/Library/Application Support/iPhone Simulator/7.0/Applications/yourAppFolder/ProductName
It gives you exact size of your application.

What is the size of my Iphone Application when downloaded from the App Store?

When my app starts on my device xcode says it uses 3.4MB of memory.
When I use every feature in my app on my device xcode says it uses 14MB of memory.
When i submit my app on the appstore, when a user goes to download it, under information what will be the size of my app?
thankyou
That's your RAM usage, and has nothing to do with the download size.
The download size will be the size of all the png images/videos/etc in your application, plus a tiny bit more for the actual code.
To find out the exact number, do an "archive" build, and in the organiser there is an "estimate size" button.
The size of your app and the amount of memory it uses while running will be different because these are different things.
The size of the app is the size of the IPA on disk (which is a zip file) containing:
code (e.g. armv7 and armv8 slices)
supporting files (e.g. graphics, sounds etc...)
I would do an Ad-Hoc build in Xcode and look at the IPA produced in order to get the size.

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