Android device speed

jonathandlynch at gmail.com jonathandlynch at gmail.com
Thu Aug 3 09:05:10 EDT 2017


Thanks Roger,

In this case, the issue is more with the map presented in a browser widget, which is less about LC and more about the embedded chrome framework.

I think that my device is not really a high-end android machine, either.

It looks like max-texture-size might be a decent proxy for measuring GPU power.


Sent from my iPhone

> On Aug 3, 2017, at 8:36 AM, Roger Eller via use-livecode <use-livecode at lists.runrev.com> wrote:
> 
> I would be more inclined to not say in general "...that Android runs
> slower...", but rather "Android runs LiveCode apps slower."
> 
> There are plenty of Android apps in the Play store that handle large
> graphics VERY well on Android.  It may or may not be just how LiveCode
> rolls, as an improved experience can be achieved by handling images better
> in your code. Breaking them up into grid pieces, and only displaying the
> portion that is within the current view is one way.  You can also reduce
> the size of PNG files using specialized utilities like TinyPNG.
> 
> ~Roger
> 
> On Thu, Aug 3, 2017 at 3:20 AM, J. Landman Gay via use-livecode <
> use-livecode at lists.runrev.com> wrote:
> 
>> Android devices come with a variety of different specifications. The high
>> end models will be more capable than low end ones. Depending on
>> manufacturer and model, the graphics card will vary in capability and
>> available RAM. Screen resolution also makes a difference. I'm using older
>> test devices because I figure if it works there it will work on most
>> others. But my Samsung S4 runs more slowly than my S5 and they were
>> released only a year apart. And my Nexus tablet, which is older than both
>> Samsung phones, runs as well or better than either of those, probably
>> because it has a lower screen resolution. I'm not sure there's a standard
>> you can rely on.
>> 
>> I guess in general you could say that Android runs slower, but it's
>> probably because there are so many low cost phones with subsequently less
>> processing power. When you get into the higher range phones they can be
>> quite acceptable. The same app that lagged on my Samsung ran fine on
>> someone else's Pixel.
>> 
>> --
>> Jacqueline Landman Gay         |     jacque at hyperactivesw.com
>> HyperActive Software           |     http://www.hyperactivesw.com
>> 
>> 
>> 
>> 
>> On August 2, 2017 6:14:06 PM Jonathan Lynch via use-livecode <
>> use-livecode at lists.runrev.com> wrote:
>> 
>> Hello everyone,
>>> 
>>> I just put my app on a galaxy tab E as a test.
>>> 
>>> It is painfully slow, but not just in the LC portion of the app. The map,
>>> delivered through a browser widget, is also slow.
>>> 
>>> So, I used the regular browser (chrome) at the webglearth website. That
>>> was slow too, although not as bad. I think the main difference was that the
>>> map div at their website is small, so it takes less processing power.
>>> 
>>> I had thought I selected a midlevel Android device that can handle
>>> moderate amounts of computation.
>>> 
>>> In y'alls' experience, are android devices just slow? Do they have
>>> inferior graphics processors? If you make computationally heavy apps for
>>> Android, do you just warn users that the app will only work on some devices?
>>> 
>>> I want this to work on as many devices as possible, but 3D maps require
>>> lots of processing.
>>> 
>>> Thanks,
>>> 
>>> J
>>> 
>>> Sent from my iPhone
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>> 
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