size

Unity - iOS/Android build size too high/large for no apparent reason

半世苍凉 提交于 2019-12-08 08:34:28
I have a very small game with just 2 scenes and least number of assets.3 plugins have been used like Unity IAP, Googleplaygames plugin and google admob plugin. Thats all there is. Yet the build size is way too high. Over 600MB(over 700MB in archive)!! Below I have posted the build report in the editor log for both iOS and android. As you can see no specific category is taking up much space but yet the complete size is large for both andorid and ios. iOS size way more than android as well. Does anyone know whats causing this extra size as its not even showing in any other category? iOS - Build

How to get exact capacity from storage

醉酒当歌 提交于 2019-12-08 06:19:36
问题 I want to read the exact capacity from the intern storage programmatically. I's a Samsung Galaxy S7 Edge 32GB device what I am using. In the preinstalled Samsung FileManager (In German: Eigene Dateien) it shows me the total capacity of 32GB. Even in the menu => settings => Storage it shows me 32GB. (Showed in screenshots) When I use my code below it shows me a total capacity of 24,4GB. (Showed in Log at the end of the post) Question: How to get the exact 32GB total capacity of my device?

WPF Grid and DataGrid sizing

对着背影说爱祢 提交于 2019-12-08 06:01:58
问题 The UserControl I'm trying to work with is essentially laid out like so: <Grid> <Grid.RowDefinitions> <Row Height="*"/> <Row Height="*"/> </Grid.RowDefinitions> <wpftoolkit:DataGrid x:Name="PrimaryGrid"/> <!-- ~10 rows --> <Border> <Grid> <Grid.RowDefinitions> <Row Height="*"/> <Row Height="*"/> </Grid.RowDefinitions> <wpftoolkit:DataGrid x:Name="SecondaryGrid"/> <!-- ~2 rows --> <wpftoolkit:DataGrid x:Name="OtherGrid"/> <!-- ~50 rows --> </Grid> </Border> </Grid> This UserControl is then

How to find number of elements present in an array?

感情迁移 提交于 2019-12-08 05:26:25
问题 I have an array variable, say for an example:- int a[10]; And suppose i have added 4 elements say 1,2,3,4 starting from a[0] till a[3] . Now how do i find that how much element is present in the array variable a whose max size is 10 ? My way to obtain the number of elements present in the array assuming that user will give input greater than or equal to Zero:- #include<iostream> using namespace std; #define SIZE 10 int main(){ int *a = (int*)malloc(sizeof(int)*SIZE); int iCount=0; int

Creating an ICNS Programmatically : “Unsupported Image Size”

泄露秘密 提交于 2019-12-08 05:13:49
问题 I'm trying to create an ICNS (including a 1024x1024 image) programmatically. Currently I'm creating an NSImage , then I create CGImageRef objects with the appropriate resolution, finally I'm adding them to an icon by using CGImageDestinationAddImage() . Peter Hosey has helped me create '@2x' images already, but the sizes of the images don't wanna be set. This is the code (still a bit messy, sourcefile represents the path to the image) : NSSize sizes[10]; sizes[0] = NSMakeSize(1024,1024);

Printer Page Size Problem

孤街醉人 提交于 2019-12-08 04:16:14
问题 I am trying to set a custom paper size by doing: Printer.Height = 2160 Printer.Width = 11900 But it doesn't seen to have any effect. After setting this up, i ask for that values and it returns the default ones. And this: Printer.PaperSize = 256 Returns an error... Any ideas?? 回答1: Either your printer doesn't allow these properties to be set, or you're exceeding their maximum allowed values. From the Visual Basic Reference If you set the Height and Width properties for a printer driver that

FBO lwjgl bigger than Screen Size - What I'm doing wrong?

吃可爱长大的小学妹 提交于 2019-12-08 04:00:23
问题 I need your help again. I wanna use Frame Buffer Object bigger than the Screen size. When I do it as below FBO size 1024 x 1024 is cut off from the top in resolution 1024 x 768. I couldn't find the solution on my own - that's why I'm asking. First part of code is the way I create FBO, I do the rendering between activate, and deactivate. Later I use texture. What am I doing wrong? What is the fastest way to clear Frame Buffer Object for reuse? public FrameBufferObject(int width, int height) {

Get true content size

心不动则不痛 提交于 2019-12-08 02:54:17
问题 I am wondering if its possible to get the size of the content ( not the div ) in javascript/jQuery. So if the box has a height of 200px but there is only one line of text, the content size would be around 12px. Thanks for all your help 回答1: You may create a range of the element's text-contents and use the properties of the range: /** * @param object o DOMElement * @return int|null boundingHeight **/ function fx(o) { if(document.createRange) { var r = document.createRange(); r

Fixed icon size in OpenLayers 3

懵懂的女人 提交于 2019-12-08 02:16:59
问题 I searched for 2 hours now, but it's still not clear if it's possible or not in OL3. I would like my icons to be fixed size (not to the screen, but to the image map I'm using). I mean, it should cover the same area even if I'm zoomed out, and not covering the half of the map (like I was using a circle polygon, but I have complex Icons so I have to use it as point features). Is there any solution to it? Like in QGIS: MAP UNITS. I already have these: var jelekStyle = function(feature,

Component sizes in Delphi Android

我的梦境 提交于 2019-12-08 01:55:16
问题 I am creating an Android app in Delphi XE5 using Firemonkey, and for one of my forms I need a TImage that will fill the entire form where I can draw on it's Bitmap. What I did was this: I added a TImage component to my form and set it's Align := alClient. In the designer it fills the entire form. In my FormCreate procedure I initialized the Bitmap of the TImage by setting it's size to the size of the TImage procedure TDrawForm.FormCreate(Sender: TObject); begin Image1.Bitmap.SetSize(Trunc