At a previous job we had a monolithic java server that ended up at over 350Mb of compiled code simply because each development team had imported whatever libraries they thought they needed. In some cases, 2 or 3 versions of the same library were included.
Most of it is actual code - not assets. For some types of apps (see: games) assets do take up a significant portion of total size, but for most everyday apps bloat by code over-inclusion is likely a bigger problem than asset-bloat.
I wonder if it's possible to get major open-source libs to move towards more fine-grained build targets and internal dependency management, so that devs don't pull in a gigantic binary when they're only using a small slice of the functionality.
Also I think we, as programmers, have taken the "don't reinvent the wheel" principle too far. The idea is to use 3rd party code to (1) save time writing, (2) reduce the risk of bugs, and (3) lower the maintainance burden.
But this makes sense only if the benefits outweigh the corresponding costs of integration, which also (1) takes time, (2) might be done wrong (especially because you don't understand the part you added), and (3) creates a maintainance burden. Of these, only #1 is solved when your development environment makes adding new libs quick and easy.
Fwiw, this is already a trend in JavaScript land. Libraries are moving towards many small packages so you can import only the parts you need either manually or using a tool like Webpack to throw away what isn't used.
What I think GP was arguing for is that you have libstring.so which you can strip down to just having leftpad or w/e with Kconfig or similar configurations (preferably at link time not build time -- otherwise you still have the same problem).
But I agree with what you're saying in the second paragraph, which actually sounds just like what my GP meant by using "Webpack to throw away what isn't used". Having unused parts of larger libraries cut out would be a much cooler solution than just telling everyone to eschew kitchen sinks in favor of many tiny, bespoke items. Especially since finding the right small libraries is much harder than finding a kitchen sink that just works and has a sizable community behind it
Not necessarily. Distributions have to build everything, and in openSUSE we have an integrated build system[1] which has a lot of very useful features (rebuild when dependencies are updated, and automated QA runs before releases). Those features require you to have all of the dependencies of a project in an RPM package. Even if you don't end up shipping that package, the package is used for tracking security issues and backports and so on. You can't pull anything from the internet during a build, you have to depend on your BuildRequires.
Now take any average JS application that has over 800 dependencies. Ruby was already bad enough with ~80 dependencies, but adding another order of magnitude is just not maintainable. One of my colleagues gave a talk at LCA about this problem[2].
[1]: https://build.opensuse.org/ [2]: https://www.youtube.com/watch?v=4ua5aeKKDzU
If we're going to talk about linux packages, aren't they often written in languages with amazing optimization skills? If I write some C99 code that uses a gigantic library but I only use like 2% of it, my compiler will cut out the 98% my code doesn't use, so libleftpad sounds like an awful idea. That's one reason why packages on linux distros aren't too big.
But I'm talking about iOS apps where, as others have pointed out, the available optimizations suck[0], and as such, I think that having libleftpad.o included in everyone's iOS apps isn't a big deal (note that iOS doesn't really have a nice way to create libleftpad.so anyway AFAICT because all code for your app is supposed to be sandboxed so no one else can mess with or use it). I agree that it would be really cool to just cut out the 98% of $GIGANTIC_LIBRARY that isn't used at compile time, but since Objective C doesn't seem to have that now, I think small things would be a really nice way to give users more space on their phones without removing features.
And then you'll have to use software written in 50 different styles, with 50 different type and error conventions, with pieces that couple together or not at random.
All of which matters not one hoot to folks _using_ the software.
Behind the scenes, lodash is built out of many modules, but you as a developer don't need to think about that.
Because tooling isn't perfect yet, you have the option of helping it out manually and being explicit about importing submodules. We were able to reduce our compressed JavaScript size by some 60% using a combination of automatic and manual tricks like that at my day job.
I've seen people try to package JS projects inside a distribution. >800 nested dependencies is simply not sane nor sustainable. The fact that they're small is even less excusable because it means that there was an active decision to not consolidate them into a single dependency that is properly maintained.
(If you link against the static library then the linker pulls in only the .o files that the app used, so assuming that the library was written in a sensibly modular way you pay only the binary size cost for more-or-less what you use. The linker can probably discard at a finer granularity than whole-object-file these days, but only-the-.o-you-use has been there for decades.)
Since you normally need to bundle dependencies to account for different versions, this adds up quite fast. Qt adds 20MB for OpenGL, 15MB for the VC++ redist, about 30MB for other core libraries. Some stuff in OpenCV requires Nvidia's performance primitives (NPP), so in goes nppi64_80.dll - that's 100MB alone. opencv_cudaarithm310.dll is 70MB and even opencv_imgproc310.dll weighs in at 30MB. And on and on.
So yes, one little call to cv::cuda::remap adds in a boatload of dependencies when all the algorithm is doing is using a lookup table to sample an image.
https://github.com/opencv/opencv/blob/master/modules/cudawar...
Now it has turned out exactly the opposite way. If we went back to linking object code together we would get smaller sizes. Instead we have to include huge DLLs.
I'm pretty sure the main motivation is/was to allow patching of dependencies independently from applications. Very popular shared libraries might save space overall, but that is a secondary effect.
It's now 6mb.
I understand your argument, but in this particular case things aren't volatile enough that it causes any problems, and if it does it's just as easy to solve.
Even if you can throw away dead code, you can run into bloat because a library has a massive set of foundational APIs that the rest is built on, and using one little feature of the library ends up bringing in half the library code because it's used everywhere.
PS: Do you have an example?
https://developer.apple.com/library/content/documentation/Ge...
https://developer.apple.com/library/content/documentation/Co...
https://developer.apple.com/library/content/documentation/Co...
Objective-C's dispatch is built around looking up methods by their selector, which is effectively an interned name. Looking up the selector can be slow, but once you have one, invoking a method using a dynamic selector is as fast as invoking one with a selector that's known at compile time.
Due to the frequency of this, objc_msgSend (which handles dynamic method calls) is hand-written in assembly, with caching and "fast paths" to improve speed. The overhead can usually be brought down to that of a virtual function call in C++.
Look at how much code is written in Ruby and Python. Their method dispatches are way slower. To put it in perspective, it takes CPython about an order of magnitude longer to add two numbers together than it takes Objective-C to do a dynamic method dispatch.
When you get down to it, an ObjC message send performs a superset of the work of a C++ virtual call. A C++ virtual call gets the vtable pointer from the object, indexes into that table by a constant offset, loads the function pointer at that offset, and calls it. An ObjC message send gets the class pointer from the object, indexes into that table by a constant offset, loads the method cache information at that index, uses the selector to look up the entry in the cache's hash table, and then if all goes well, it loads the function pointer from the table and jumps to it.
There (usually) is no dead code elimination for libraries.
(Also Electron bundles 'just the rendering library from Chromium' [1], not 'all of Chrome').
[1] https://electron.atom.io/docs/tutorial/about/#core-philosoph...
(I also don't agree with 'don't need to'. The main takeaway from the leftpad debarcle was the fixes to the npm module deletion policy, and hopefully people learning they shouldn't rely on an 'npm install' for production deployments! Whether people should use small modules is still up for debate, there are trade-offs [1] [2]).
[1] https://github.com/sindresorhus/ama/issues/10#issuecomment-1... [2] https://medium.com/@Rich_Harris/small-modules-it-s-not-quite...