slow plist loading

Hi!

I’m currently trying to port one of my games from iOS into Android. When the game starts, it loads a HUGE plist (~500KB): This operation is fast on iOS but takes around 23 seconds on my Galaxy S. Is there any way to improve the performance of the libxml library?

Thanks!

  1. change xml file to binary code
  2. try to use tinyxml

Minggo Zhang wrote:

  1. change xml file to binary code
  2. try to use tinyxml

I would greatly appreciate if this could be expanded on, as I am in the same situation and having difficulties applying that solution to my Android project.

I have tried converting my plist to binary using “plutil -convert binary1 filename” in terminal. My project crashes when attempting to load this file, now. Specifically, I’m trying to use CCDictionary::createWithContentsOfFile.

As far as tinyxml, I’ve come across conflicting reports in these forums whether the output of tinyxml is compatible with cocos2dx. If it is, what should my approach be? Do I need to read in from file using tinyxml, then build my CCDictionary manually from the result?