Executables mostly zero bytes?
Blitz3D Forums/Blitz3D Programming/Executables mostly zero bytes?
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When I compile my project into an executable the file contains large amounts of zero bytes. |
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Blitz executables are just over 1MB. They're only higher than that if you use a file packer to include files within the EXE itself. |
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Yep. Just over 1MB. You can shrink them using UPX as well. |
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Does that not increase depending on how much code you have? |
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Of course it will increase... code needs bytes, hehe |
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According to GfK a game with 8,500 lines of code is still only 1.6MB. So the amount of code isn't a huge factor, especially when you add in your media. |
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The ammount of functions tho I believe will. For those are indepentently compiled for use. Like DLLS. I believe. Logicaly. |
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My game has reached about 2.6meg. How on earth is Gav managing to create a 4meg file? |
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I just did a count. My app is 53,817 lines of code (probably including comments) and compiles to 3.576 MBs (obviously not including external media). Just as an example. |
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Maybe "Gav" is utilising large amounts of data/media in his source - ie, in data statements, etc? |
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That doesn't explaine the large amounts of zero bytes though, puki. Plus, there's a limit to the number of data statements you can have. |
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Well, all those zero's will disppear when you ZIP the file up, so wouldn't be a problem when offering them for download over the internet. Also, there is no limit to the number of Data statements - just A LOT of typing (unless they've been created some other way). |
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Funny, I'm sure someone hit a Data limit some time ago when trying to incorporate media as data items. Oh well. |
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Funny, I'm sure someone hit a Data limit some time ago when trying to incorporate media as data items. Oh well. i think that happens with the original blitz3d ide. there's was a filesize limit for inlcudes, if i remember right. problem got solved by using another ide ;) |