I don't understand the part about embedded assets.  Can you provide more
details?  The -externs option should let you keep any class out of any SWF.

You can create a shared code module or pack other classes needed by
modules onto extra frames of the main SWF.

-Alex

On 12/3/13 4:05 PM, "David Coleman" <david_coleman_...@hotmail.com> wrote:

>I do agree with your numbers, (how could I not - they are spot on).  The
>primary issue is that WE host the rsl or the static link difference.  and
>the static link difference affects the size of our modules too.  So it's
>100% more for modules, and since we have 7.8 MB of modules (18 different
>popups each with animations/hd graphics etc), then we are talking about
>static linking costing a lot more.
>
>If i can customize an RSL to service all 18 modules and the main app and
>only have to distribute one file, that is even better for a new user than
>the Adobe RSL's... ok we have to pay for the CDN costs... but it's less
>than an extra 7.8 MB of static links for all our modules.
>
>Harbs pointed out the exact reason RSL is so critical to our use case.
>Modules are doubled.
>
>Now, if the modules could only statically link what is lacking in the
>static links of the main application, with out optimizing them and
>pushing all the embedded assets to the main application... kinda like a
>"half-optimized" module, then static link could really work for us.  but
>as long as an optimized module will push all the assets into the main
>app, i can't optimize them to share the static links.  so they need their
>own static links...
>
>Maybe this is something that can work!
>
>how can i optimize a module to share the static links of the main app
>without pushing all the embedded assets in the module to the main app?
>does mxmlc include a metatag to exclude a class (embedded asset) from
>module optimization?  so it would stay in the module while i optimize it
>for the main app, and then only have to statically link the few bits and
>pieces that are lacking in each.
>
>> From: aha...@adobe.com
>> To: dev@flex.apache.org
>> Date: Tue, 3 Dec 2013 15:51:44 -0800
>> Subject: Re: SharedLibrary not works with SDK 4.11
>> 
>> OK, so let me make sure I understand:
>> 
>> For first time users, they have to download 3MB of Assets and the 600K
>>SWF
>> and hopefully not the 1.4MB's of framework RSLs.
>> For returning users, 3MB Assets and 600K SWF is hopefully in the browser
>> cache.
>> 
>> If you switch to Apache Flex:
>> First-time users will have to download either
>> 1) 3MB of Assets, 600K of SWF and 1.4MB of RSLs from your CDN.
>> 2) 3MB of Assets and 1.2MB of SWF if you statically link.
>> 
>> So, Apache Flex statically linked is another 600K and represents an
>> additional 12% in download time.
>> 
>> I don't know what the RSL penetration is of Flex 4.5.1, but every day
>> folks are buying new computers and there are fewer and fewer Flex 4.5.1
>> apps out there in the world so the probability your first-time customers
>> will have those RSLs is diminishing.  Over time, more and more of your
>> customers will be downloading the 1.4MB of framework RSLs as well, and
>>the
>> statically linked solution will be the smaller download.
>> 
>> Have you used ItDepends or a similar link-report analyzer to see how
>>much
>> of that 600K is Greensock, Tweener and other stuff?
>> 
>> -Alex
>> 
>> On 12/3/13 3:11 PM, "David Coleman" <david_coleman_...@hotmail.com>
>>wrote:
>> 
>> >Upon re-reading this I realize that I didn't understand your question.
>> >
>> >What it will save us is that in the majority of instances, we will
>> >benefit from the cached RSL.
>> >
>> >And we will be able to still push smaller files so that NEW users do
>>not
>> >see a jump in the time that it takes to open the app.
>> >
>> >Competition is high in this genre of games, and being the fastest to
>>load
>> >is important.  We won "Best social Casino Product of 2013" this year.
>> >Maybe if we were not the fastest to load we might have still won.
>>Maybe
>> >not.  But we are.  And I would hazard the guess that it played a role.
>> >Many ppl already HAVE the RSL's cached on their machines.  I have to
>> >offset that benefit by minimizing as much as possible the hit that any
>> >Apache based solution would incur.
>> >
>> >As with any social game the first impression is the most important one.
>> >Especially with those who are disposed to spend real money.  I know
>>that
>> >TECHNICALLY there are many reasons to just link it statically and
>>forget
>> >about it.  But from a business perspective, every shred of speed that
>>we
>> >can statistically extract from the app is worth it.
>> >
>> >I can't justify moving all the framework RSL's to our CDN and storing
>> >them in browser only cache instead of perpetual flash player storage.
>> >That's why I asked about local storage hacks.  I CAN justify putting a
>> >SINGLE file on our CDN, if it means greater stability (ie: new SDK) and
>> >downloading a smaller amount of bytes than the 4.5.1 RSL's.  a few
>>bytes
>> >are big money when you are distributing them to a million ppl.
>> >
>> >Unfortunately, that's the reality of the business side of a social
>>app. :(
>> >
>> >
>> >> From: david_coleman_...@hotmail.com
>> >> To: dev@flex.apache.org
>> >> Subject: RE: SharedLibrary not works with SDK 4.11
>> >> Date: Tue, 3 Dec 2013 19:56:13 -0300
>> >> 
>> >> It saves us a great deal of time and resources when we have to
>>release
>> >>new art.
>> >> 
>> >> We can break cache on the art asset module and not have to run a full
>> >>QA regression on the main app.  This gives us the flexibility as a
>> >>company to deliver constantly changing content to our users w/o
>>forcing
>> >>them to download every file again, or dedicating our time and
>>resources
>> >>to QA of the application when we only want to change a single image in
>> >>the game list.
>> >> 
>> >> It is a logistical and political need as much as it is a technical
>> >>decision to approach it this way.
>> >> 
>> >> > From: aha...@adobe.com
>> >> > To: dev@flex.apache.org
>> >> > Date: Tue, 3 Dec 2013 14:43:33 -0800
>> >> > Subject: Re: SharedLibrary not works with SDK 4.11
>> >> > 
>> >> > 
>> >> > 
>> >> > On 12/3/13 2:38 PM, "David Coleman" <david_coleman_...@hotmail.com>
>> >>wrote:
>> >> > 
>> >> > >Actually Alex, what is the biggest culprit in our file is
>>Greensock,
>> >>and
>> >> > >after that, a whole mess of engine logic needed to handle the
>> >>interface
>> >> > >with the games.  Also some of our legacy animations use Tweener,
>>so
>> >>for
>> >> > >now I'm cursed with having to include BOTH libs in the main app.
>> >> > >
>> >> > >I also think that 500K is too much and like I said, each version I
>> >> > >whittle it down a little more.
>> >> > >
>> >> > >I've often thought of loading the engine container as a module to
>> >>remove
>> >> > >another 100K or so from the main app.
>> >> > >
>> >> > >How would i create a custom RSL?  Can I automate it via ant to
>> >>generate
>> >> > >it via the link-reports?  I'd like to keep one RSL for ALL files,
>> >>app,
>> >> > >and modules to increase cache hits, and not hit a different file
>>each
>> >> > >time.
>> >> > >
>> >> > >I'm really curious to experiment with this.  It's ok if the
>>browser
>> >>cache
>> >> > >expires, that's beyond my control, but 99% of the time it will be
>>a
>> >> > >benefit - I'm ok with those numbers.
>> >> > I asked this in the other reply, but how will that save you over a
>> >>single
>> >> > monolithic SWF?  If you're not in the cache, then instead of
>>loading
>> >>two
>> >> > things, one of which may contain classes you don't need until
>>later,
>> >>you
>> >> > only load what you need when you need it.
>> >> > 
>> >> > -Alex                   
>> >> > 
>> >>                                     
>> >                                      
>> 
>                                         

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