Android device speed
jonathandlynch at gmail.com
jonathandlynch at gmail.com
Thu Aug 3 17:07:04 EDT 2017
I would rather test the GPU in LC, but I don't know how to do that without having a visible animation on the screen.
Sent from my iPhone
> On Aug 3, 2017, at 9:05 AM, jonathandlynch at gmail.com wrote:
> 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.
>> 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.
>>>> Sent from my iPhone
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