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December 2, 2011
Question

AIR package size & and why Adobe AIR rules..

  • December 2, 2011
  • 3 replies
  • 2619 views

Here is one for all the flash dooms-dayers:

I just published my app Gig Ink to Amazon App store. My app is now on iTunes for iPad/iPhone/iPod, Android Market for over 460 phones and tablets, and soon for Blackberry and desktop for mac/pc/linux with no runtime needed as I use captive runtime to package. And soon I will have access to Stage3D using the GPU to render full 3D content AND with Native Extensions I can do In-App billing, native notifications etc..

Every one of them is the same 1 project in Flash Builder, same code, works landscape/portrait/phone/tablet etc. etc. etc.

If I tried to do that with native code I would have to employ 5 separate developers and pay them heaps and anytime a change or update occurs... no way.

Honestly are people thick? Doesn't anyone get how awesome this is, considering the massive and constant changes to web development recently?

I hope Adobe know how important Flash Builder/AIR/AS3 is to a lot of developers now focusing on apps and keep making it better. My No 1 request? Reduce the file size of packaged AIR for captive runtime, possible allow us to select only dependant classes? Any suggestions? Is this an issue others think important?

--

Cheers

Blackmarketbear Mobile

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3 replies

Participant
February 6, 2012

I totally agree with blackmarketbear !!

Developing for mobile devices using Adobe AIR, Flex and Flash Builder brings exceptionnal productivity, and reduces a lot development cost !! =D

However, the only drawback to this is the final packaged file size which won't let users download the app via 3G on Apple Store...

This is such a big issue i think since our last client wanted his app to be downloadable via 3G ... =(

I hope Adobe is working on this point, it is really important and if no improvment is made, i might fall into another development solution (native development with Java and Objective-C ...)

Participant
February 9, 2012

I have to agree with the previous comments.  I think being able to port one code-base to multiple mobile platforms is really exceptional, especially since I've been using Flex for several years now (since 1.5).

BUT, the resulting filesize of AIR apps is waaaaay too high.  Compound that problem with the fact that Apple encrypts iOS binaries for DRM purposes which can (in my case) TRIPLE the size of the final binary in the App Store, and you make it near impossible for people to download over 3G.

There are also many people with smartphones that don't have 8, 16, 32 or 64Gb devices and simply cannot install apps over a few Mb's.

Colin Holgate
Inspiring
February 9, 2012

There is that separate issue, of what devices will allow to be installed. Kindle Fire for example has a 1 GB limit for apps. They're assuming that you want to use your 8 GB for music and video. So, smaller apps is a good thing.

It would be nice to find out what is involved in making the IPA be so big. I can't manage it in Flash Pro or Flash Builder, so there's something I'm leaving out that would normally be in a Flash Builder project.