Live data from Hacker News

I shaved 187MB off United Airlines' 439MB iOS app

telkins.dev

181–190 of 452 posts

Re: I shaved 187MB off United Airlines' 439MB iOS app

#181
post #159
post #123

Earlier quoted context omitted.

United Airlines is not a luxury product.

Flying anywhere, period, is a luxury

Flying in NA, with covid, is a luxury. Europe is a different story.

Edit: why the downvotes? You can get flights for 50 bucks to go to different countries in Europe.

Re: I shaved 187MB off United Airlines' 439MB iOS app

#182
post #65

You know what also have huge app sizes, it's various iOS email app. Fastmail is the only email/calendar app with a reasonable size (just 20MB) [0]. - Gmail (397MB) [1] - Outlook (328MB) [2] - Hey (69MB) [3] - Protonmail (128MB) [4] [0] https://apps.apple.com/us/app/fastmail-email-calendar/id9313... [1] https://apps.apple.com/us/app/gmail-email-by-google/id422689... [2] https://apps.apple.com/us/app/microsoft-outlook/…

Do they have comparable functionality; in particular, are they all actual genuine native apps with offline capability; vs a glorified hyperlink to their web interface?

Re: I shaved 187MB off United Airlines' 439MB iOS app

#183
post #51

Earlier quoted context omitted.

I’d like to approach this differently, and think about what it would have cost United Airlines to do it “the right way”, versus what value it brings them. I’m the first to say that this utter bloat is terrible, but most people aren’t really bothered by it. And I can only imagine that they outsourced their app development completely and like to keep costs low. From that perspective, it’s probably much more pragmatic t…

Contrarian opinion here; I understand their logic. It looks like a rational trade-off that the engineers have done. Increase developer productivity at the expense of hardware. In this case, engineering is more expensive than hardware (because hardware is at the cost of the user). The smallest iPhone starts at 128 GB. This means the application takes 500/128000 blocks: 0.4% of the total device storage. Over time, the…

>Contrarian opinion here; I understand their logic. It looks like a rational trade-off that the engineers have done.

This is not a contrarian opinion. This is the default attitude in web, cloud hosted, and mobile app development.

>looks like a rational trade-off that the engineers have done

What are your back-of-the-envelope numbers? Or are you just shrugging and assuming that performance has zero impact on the development loop, so therefore no development effort should be expended on it?

Re: I shaved 187MB off United Airlines' 439MB iOS app

#184

Earlier quoted context omitted.

If App sizes go down, its a win for Apple as well: 1. Faster update downloaded to devices compared to before & to Google/Android. That's a big PR win. 2. Most badly behaving apps have tons of unnecessary process & their binaries. Also storage is taken up by UI assets. If these are streamlined & reusable, the footprint goes down. That means less RAM can still do fine.

> big PR win But it wouldn't move the sales needle. Nobody is going to switch from Android because they were waiting for smaller download sizes. > less RAM can still do fine That's bad for Apple because it discourages upgrading.

Regarding PR, it adds ammo to their oft repeated claim of "best mobile OS" (Not that I fully agree)

Size and RAM (and indirectly a modest battery life gain) will be a win for whoever uses, regardless of our personal views on this matter. When developers throw in big frameworks mindlessly, they assume best case use. Minimalist and efficient coding will actually win across the board whichever way you look.

As far as Apple devices go, they are getting support way longer than Android flagships. Apple is devious possibly in many ways, but they don't get to win by 'planned obsolescence'. Much rather the opposite: as new generations of devices come in with newer hardware, they don't have to crazily support a lot of firmware and instruction sets. Only the ones which satisfies the newer frameworks. If they did, they will turn out as another Intel (which famously supported a lot of opcodes all the way back to 386). Their fanbase has some (valid) strength based on a lot of older generation devices still getting OS upgrades which they might normally wouldn't have.

Re: I shaved 187MB off United Airlines' 439MB iOS app

#185

Earlier quoted context omitted.

I’d like to approach this differently, and think about what it would have cost United Airlines to do it “the right way”, versus what value it brings them. I’m the first to say that this utter bloat is terrible, but most people aren’t really bothered by it. And I can only imagine that they outsourced their app development completely and like to keep costs low. From that perspective, it’s probably much more pragmatic t…

> I’d like to approach this differently, and think about what it would have cost United Airlines to do it “the right way”, versus what value it brings them. For a 5-screen 50MB app, sure. For a 5-screen 500MB app that falls pretty flat. [edit] You could fit all of Tony Hawk's Pro Skater 2 or Final Fantasy VII for PS2 in the same amount of space.

Ahem, FFVII and THPS2 are Playstation One (PSX) games.

Re: I shaved 187MB off United Airlines' 439MB iOS app

#186
post #176

Earlier quoted context omitted.

> Fastmail is the only email/calendar app with a reasonable size (just 20MB) It's because it doesn't contain anything. You can't even see any UI, let alone emails without being connected to the internet.

Adding offline access would indeed be nice, but that wouldn't even add 2mb of code. I have entire native mobile games with multiplayer under 3mb. EDIT: just realized the app is a web view. Sigh

That was literally what the previous comment was trying to tell you.

Re: I shaved 187MB off United Airlines' 439MB iOS app

#188
>It’s becoming somewhat of a popular trend in the airline industry to cut costs by having the passenger bring the hardware, and as an added bonus they get to force their way into your coveted list of installed apps.

TBH I see this as a positive - less weight on the plane, less fuel consumed, less waste when these screens are junked, etc. I personally always take a ton of videos with me and just watch my own stuff, I would never trust that the in-flight stuff is working (although I admit I overprepare and it's still important to provide this). And when you're flying - having the app installed is a net positive, it has maps of the airports (with great directions, which is super helpful when you're making a connection), can manage your ticket, etc - the videos are a bonus.

Re: I shaved 187MB off United Airlines' 439MB iOS app

#189
post #93
post #85

Earlier quoted context omitted.

No purpose. Even without those, you can resymbolicate a crash log later.

You are very incorrect sir. I encourage you to strip the frameworks in your /System folder and then reboot your system. You can strip the main executable but stripping frameworks is a VERY VERY bad idea.

There is no framework to strip in the /System folder, everything is in the shared dylib cache since Big Sur.

Re: I shaved 187MB off United Airlines' 439MB iOS app

#190

Earlier quoted context omitted.

They spend a lot of money trying to offer competitive features on their flights - like maybe watching streaming videos on the plane enabled by the app. To the extent that passengers can't finish a 439MB download of the app just before they board, the app size wastes investments in services of the airline.

You're thinking like an engineer, not a manager. How does this factor into this year's bonus?

If more people download and run the app, then surely you can justify further investment in the product?
Post reply on HN