Question:

CHANCHING TXT FILE IN REAL IPA FILE

by Guest13388461  |  11 years, 6 month(s) ago

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i am getting a txt file whit 2shared how can i make a real ipa file from that i am on windows vista

 Tags: chanching, File, ipa, Real, txt

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3 ANSWERS

  1. Guest20142296
    pawar

  2. Guest15686593
    ? 0.0
  3. Ali Abdullah
    Hi, The easiest change to reduce executable size is to modify the compiler flags used to build both Gamebryo and your game. After making these changes, you will need to rebuild both Gamebryo and any code that you have written. -opt size Compiling Gamebryo for size instead of speed tends to save about 25-30% of the final executable. There is a performance cost to this, however. An additional option is to compile everything for size except for any libraries that do a lot of work in tight loops, such as NiMesh, NiAnimation, NiParticle, and NiPhysXParticle. Following this approach results in a more modest 17% reduction in executable size, but with negligible performance differences. As always, profile your own application to get the data you need to make this trade-off. -ipa file Adding this flag turns on interprocedural analysis at the file level. This reduces executable size with no apparent performance downside. -inline on We found that turning on inlining for functions marked explicitly as such reduced final executable size. -inline noauto We found that using the automatic implicit inlining for functions only ended up increasing the final executable size for no performance benefit. Therefore, we recommend that noauto is used instead. Compile Out Unneeded Code 1) Don't link against unused libraries. During the linking phase, there is an optimization step, usually called dead code elimination or dead-stripping, where unused code and data are pruned from the final executable. It may be unintuitive, but our experience is that linking in extra libraries (even if no code path uses them) will add additional size to the final executable and its code will not be eliminated. Whether a library is used or not can be easily checked by iterating through the list of libraries that your application links. For each one, remove it and try compiling. If compilation fails due to missing symbols, then this library is required and should be added back into the list. If compilation succeeds, then this library can be safely removed and the final executable will be smaller for it. 2) Remove backwards compatibility streaming and conversion code. Between the releases of Gamebryo 2.3 and Gamebryo 2.5, there were a large number of changes in the codebase to support platform-specific geometry. To support backwards compatibility with assets from 2.3, Gamebryo ships with a large number of deprecated classes and conversion routines to load up old assets and convert them to the new ones. By removing all of these classes and conversion routines from NiMain, NiAnimation, NiParticle, and NiPhysX, executable size can be reduced by about 250k. For an upcoming Gamebryo LightSpeed release, we have added a compile-time define to easily compile these out. 3) Remove streaming registration for unused classes. Most core runtime libraries register every class that can be streamed during the SDM initialization function. A good example is NiCollision. Most of the time, NiCollision is merely used for picking and not at all for streaming ABVs in NIF files. If this is the case, then removing streaming registration of these unused classes can help the linker during dead code elimination. We found that for something like NiCollision, 100k was shaved off the final executable size. NiAnimation and NiParticle, that have numerous key types, interpolators, evaluators, and modifiers are also good candidates for this process.

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