First, they complained about the performance,
they said that AIR was bloated and slow etc.
Except that was around AIR 2 (a long long time ago) and things have improved dramatically since then
but those people will still repeat that AIR apps are slow
What about other apps ?
Electron is flash for the desktop
where some guy think try to memory-shame electron apps comparing them to flash apps
see the discussions on reddit and hacker news
another one in the same vein,
Where’s all my CPU and memory gone? The answer: Slack
My point here is just to show that hey look other app not using AIR can also use a lot of CPU, memory, etc. and feel slow
Performance, is more related to the dev working on the app and less to the technology used imho,
but ultimately if you have an app that does a lot, yeah this app will surely use a lot of resources.
Slow is always kind of subjective, nowadays I would expect trolls using Windows XP with 1GB of RAM complaining that everything is slow.
I would say for perf, first you have to program the app right from the starts thinking about perf and so measuring those perf, and whatever happen it will always be a trade off between time and size, if you want it fast it will use more size, if you want it to use less CPU/RAM you will trade time for size, eg. slower.
Why something like an Electron app can be seen as slow or too resources hungry, is directly because of the Chrome browser engine, to give the impression that HTML pages load fast Chrome is super aggressively caching everything which lead to use as much RAM as possible etc.
Google is optimising for time, eg. they want the page to load as fast as possible, so they use a lot of caching for that.
If they were to optimise for size (amount of RAM used) people would still say it's slow, eg. the page load in 1 second instead of 0,3 seconds, while not realising that now much les RAM is used.
Still, accusing AIR apps to be slow no matter what is a bullshit arguments.
And later people complained that AIR apps were too big in size: "OMG a 50MB mobile app?!? that's too big"
funny how life comes at you fast ...
App sizes are out of control
and the hacker news comments
so the guy is complaining that apps are too big (in the range of 250MB) etc.
and I find that hilarious when I compare to ppl saying that 50MB was too big for AIR apps
and reading the comments get even more hilarious looking at all those people who try to explain that SVG can be used but it's completely ready ...
and me thinking that the vector rendering is a problem that has been solved long time ago in Flash and AIR
Sure, we have things like Starling that will render bitmaps on the GPU, but unless you have specific needs (like for a game), I would say you can not use Starling and directly program the display list with vector graphics and it will work fine (eg. it will not be extremely slow).
But ultimately you will find yourself with the same performance problem,
do you optimise for time or size (as you can rarely do both).
Do you manage all those different screen resolutions with vector graphics,
they can scale and stay crips but they use more memory.
Or do you use bitmaps, that use less memory, but then either have to pack all the different possible sizes
in the app, which them make the app bigger, or force the user to wait while you generate bitmaps from vector graphics.
Again, always a trade off.
My final point is just to say that Adobe AIR does not make your app slow and big by default,
it does happen with other tech too.