If your app is serving hundreds of cities with specific per-city customizations and all code and assets are in a single binary, life gets tough.
If your app is serving hundreds of cities with specific per-city customizations and all code and assets are in a single binary, life gets tough.
The localization files (50MB) -> All the strings files are double the size (unpacked), because of useless comments. There's 25MB already.
In the assets catalog -> half an MB for an upscaled (!) visa card. Other images where jpgs of heif are a better choice. probably in total 10-20 mb.
Strip all ICC/Gamma from the PNGS -> another 10mb.
pngcrush the images -> about 40%
And then of course the binary itself which is probably full of unused information.
Few app developers have the time/bandwidth to do these things and it would be a very inefficient use of resources to have everyone do it over and over again.
The image optimizations, precalculation should be done be apple. But the dev could use a lossy format for certain files. That’s up to the dev, not Apple.
Maybe it’s because I used to write some j2me games. Or some games when Apple only allowed 15mb I think. I had to optimize the hell out of my assets. Still I think I’d Lucy’s that certain apps are almost half a gb in size
Especially with A/B tests, because they are just temporarily
https://www.infoq.com/news/2020/04/uber-piranha-unreachable-...
I also know it first-hand as just last week I've been doing a mega-cleanup of years-old A/B test flags in our own code.