>your JS is too big, you can't ship until you get it under 50 kB
Back in the glorious past, the iOS App Store either didn’t allow apps larger than 100 MiB, or at least forbade them from being downloaded over mobile connections. There’s an old blog post/Twitter thread you can find on Hacker News where an Uber engineer describes the challenges they faced in trying to keep their app under that limit. They were also rewriting the app in Swift, so some compiler patches were necessary.
Blog posts:
https://www.uber.com/us/en/blog/how-uber-deals-with-large-io...
Comments about a Twitter thread talking about the same thing: https://news.ycombinator.com/item?id=25373462
now App Store doesn't prohibit it, but it still asks you if you'd like to download an app that weights more than X mb or wait for a wifi connection to do so.
Apple UX used to be good, not anymore sadly
It still boggles my mind than such limits are a problem. Sure, a game with graphics and sound could easily burn past that.
But for a “boring” ride hailing app, it’s still beyond my imagination.
Microsoft Word was something like 8-10MB in the Windows 3.1 days. WordPerfect was about the same and even had a grammar checker.
The entire damn PC with DOS, Windows, and Word was 30MB.
We’ve fallen so far, we mistake the darkness for outer space.