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Some questions about using JavaScript (and Cocos Creator) on iOS

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@ryukbk wrote:

Hi, I have some questions about using JavaScript (and Cocos Creator) on iOS.

  1. It seems to offer "hot update" of JavaScript code via cc.sys.cleanScript and cc.game.restart, but isn't it against Apple's rule of prohibiting interpreters in apps?

  2. As I understand it JIT is disabled on iOS for SpiderMonkey, but how slow is it compared to Android on a similar-spec iOS device?

  3. Commenting out unused modules in
    https://github.com/cocos2d/cocos2d-x/blob/v3/templates/js-template-default/frameworks/runtime-src/Classes/AppDelegate.cpp
    helps to reduce the binary size, but how much? According to
    https://github.com/chukong/cocos-docs/blob/v3-unified-documentation/manual/framework/html5/release-notes/v3.2rc0/upgrade-guide/en.md
    the minimum size for Android is 4.4MB, but how large is it on iOS? (In other words, how bloated is it compared to a C++ project on iOS?)

  4. In
    https://github.com/cocos2d/cocos2d-x/blob/v3/templates/js-template-default/frameworks/runtime-src/Classes/AppDelegate.cpp
    there are lines

        // ui can be commented out to reduce the package, attention studio need ui module
        sc->addRegisterCallback(register_all_cocos2dx_ui);
        sc->addRegisterCallback(register_all_cocos2dx_ui_manual);

but do they affect Cocos Creator if commented out?

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