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Adobe's iOS packager java.lang.OutOfMemoryError.

May 27, 2012 10:45 AM

Tags: #air #adobe #ios

Hello,

 

I'm using Flash FDT to compile my game for iOS device. The game is not so complec, but it's not small too (few .swc libraries used, and few K lines of code).

 

I tried to increase memory for Java to resolve this problem, but I'm always getting error with following stacktrace:

 

Packaging failed!

Packaging error message:

Exception in thread "main" java.lang.OutOfMemoryError: Java heap space

          at java.util.TreeSet.<init>(Unknown Source)

          at adobe.abc.Algorithms$SetMap.get(Algorithms.java:225)

          at adobe.abc.Algorithms.addUses(Algorithms.java:164)

          at adobe.abc.Algorithms.findUses(Algorithms.java:186)

          at adobe.abc.GlobalOptimizer.cp(GlobalOptimizer.java:9381)

          at adobe.abc.GlobalOptimizer.dce(GlobalOptimizer.java:9627)

          at adobe.abc.GlobalOptimizer.sccp(GlobalOptimizer.java:4638)

          at adobe.abc.GlobalOptimizer.optimize(GlobalOptimizer.java:3514)

          at adobe.abc.GlobalOptimizer.optimize(GlobalOptimizer.java:2215)

          at adobe.abc.LLVMEmitter.optimizeABCs(LLVMEmitter.java:527)

          at adobe.abc.LLVMEmitter.generateBitcode(LLVMEmitter.java:337)

          at com.adobe.air.ipa.AOTCompiler.convertAbcToLlvmBitcodeImpl(AOTCompiler .java:510)

          at com.adobe.air.ipa.BitcodeGenerator.main(BitcodeGenerator.java:80)

Compilation failed while executing : ADT

 

I've completly no idea how to fix this problem and compile my game for iOS device :/.

 

Other, smaller projects work fine (compile for iOS without any problem).

 

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