50 mb limit

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Dave Dyer

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Jul 10, 2019, 10:32:35 PM7/10/19
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It finally happened, I've hit the 50mb limit on jar size - adding "one more game" to my app,
albeit one with a lot of imagery.   So my jar is now 56 mb, of which 33 mb is images which
I would bet don't affect build times in any material way.

What do you recommend?

Shai Almog

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Jul 10, 2019, 11:41:55 PM7/10/19
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33mb is HUGE, it should be pretty easy to reduce the sizes of these images significantly.

Dave Dyer

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Jul 11, 2019, 2:41:13 AM7/11/19
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...All good advice for novices, which I am not. Demand for image quality is increasing with increases in pixel density.

I found some default .png splash screens to delete, I vaguely recall including them was an attempt to reduce build
times - which have greatly reduced due to other improvements in the build process.

.. so file this discussion under the long term plans for codenameone. I don't think limiting upload size is a very
effective way of managing resources - your limits on build times are much more relevant.

Shai Almog

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Jul 11, 2019, 11:17:40 PM7/11/19
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The 50mb policy isn't likely to change. The server based restrictions aren't enough. They only apply after we wasted a HUGE amount of server resources. This limit applies even to enterprise accounts.

Dave Dyer

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Jul 12, 2019, 10:34:37 AM7/12/19
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Hypothetically, if I wanted to embed video or other intrinsically large content in an app, is there a way to
structure it so the limit doesn't apply?

Shai Almog

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Jul 13, 2019, 12:42:46 AM7/13/19
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We don't support that use case. You can stream a video via HTTPS pretty easily and also download it dynamically after the app install.
This is MUCH better as it keeps you're app small and allows you to update the video separately. Shipping resources within the app has a lot of drawbacks.
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