I have a cheap phone, and due to this I can only have like 6 apps installed at a time. I'm constantly removing Facebook/Messenger for situations like when I had to download Ticketmaster app for a concert ticket. And with all these apps disallowing you from moving them to SD card, I can't even really use my 32GB SD card for them.
protip: switch to browser-based FB. it's perfectly reasonable.
App sizes are out of control
41–50 of 455 posts
Re: App sizes are out of control
#42Earlier quoted context omitted.
Facebook did flirt with HTML5 but ditched it in the end. So that's not really true.
They went off the deep end with their "engineering" of the app (see: https://www.reddit.com/r/programming/comments/3m5n2n/faceboo... ). It's really amusing to me when "engineers" start talking about the "scale" of the UI. It's a client. Thin vs. Fat aside, if it's that fat it's almost certainly a bloated mess of redundancy and what is called "overengineering" (which is actually underengineering--that is, a deficiency…
Re: App sizes are out of control
#43Normal apps are around 10 to 20mb, which is still big. But the reason for this is support for different screen resolutions. Images of different sizes are bundled with the app, even though the phone only needs on of them. Vector graphics will solve this, but is not mainstream yet. The facebook android app is 88MB (zipped), i did check the APK of why its so big: 90mb of code 30mb of assetes (javascript, metadata, librt…
Then you're trading off battery life vs. space. Vector graphics can be far more expensive to render than bitmaps.
Re: App sizes are out of control
#44It's making app bundle sizes explode in size
Re: App sizes are out of control
#45Six apps, six embedded web browsers.
Apparently, Crosswalk [1] for Android adds "only" about 20MB. I just compiled a Cordova-based Android-app without Crosswalk, but also without images. Just JavaScript, HTML and CSS and a few plugins and the APK is [1]: https://crosswalk-project.org/
Re: App sizes are out of control
#46Pretty soon these will start to hit Apple's limit on downloads over cellular (something I still can't believe exists in 2017).
Something that I'm very happy about in 2017 :-) Data is expensive in many places, and wifi/broadband is typically cheaper.
Re: App sizes are out of control
#47I have a cheap phone, and due to this I can only have like 6 apps installed at a time. I'm constantly removing Facebook/Messenger for situations like when I had to download Ticketmaster app for a concert ticket. And with all these apps disallowing you from moving them to SD card, I can't even really use my 32GB SD card for them.
Re: App sizes are out of control
#48Earlier quoted context omitted.
protip: switch to browser-based FB. it's perfectly reasonable.
And, you can still access messages by selecting "Request desktop version" from the Chrome menu.
Re: App sizes are out of control
#49Earlier quoted context omitted.
A huge chunk of that probably goes to, well, videos or hi-res photographs to be used in building the UI. Hi-res splash screens plus a bunch of hero images plus 2+ prerendered sizes of each display element for different pixel densities plus a dozen 30 second tutorial videos can easily add up to a couple hundred megs of assets alone.
I think a large factor is the ever increasing need to have different display sizes for different pixel densities, developers essentially have to create and package a couple versions of the same application into one package and that is alot of waste.
Re: App sizes are out of control
#50I never understand where this increasing size comes from. For videos or hi-res photographs, I understand. There is however no reason that code, either compiled to a binary format or in a textual format, uses so much data. Heck, the memoirs of Casanova spans 3000 pages, and is 6,5 MB. People don't understand how incredibly large a megabyte is for simple code. Surely the 275 MB isn't all useful data (I wonder what comp…
A huge chunk of that probably goes to, well, videos or hi-res photographs to be used in building the UI. Hi-res splash screens plus a bunch of hero images plus 2+ prerendered sizes of each display element for different pixel densities plus a dozen 30 second tutorial videos can easily add up to a couple hundred megs of assets alone.