We have much larger apps built with Codename One but a rule of thumb is problematic as bytecode/binaries can translate to vastly different things after compilation.
Having said that performance is a big topic. I spent a lot of time talking about it in the online course and I still feel it's a nail that's hard to hit on the head. The problem starts with the description "performance" which is way too vague. I doubt memory is the issue on that ipad. I'm guessing there are two many repaints and complex styles which trigger slow code pathways. Use the performance monitor on a particularly slow form. Then go through the tree of operations you see occurring within the hierarchy. A graphics operation that doesn't make sense might lead you down an optimization path. You can also use standard Java profilers to find bottlenecks in your code. Performance improvements on the simulator are usually translated to improvements on the device. -- You received this message because you are subscribed to the Google Groups "CodenameOne Discussions" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. Visit this group at https://groups.google.com/group/codenameone-discussions. To view this discussion on the web visit https://groups.google.com/d/msgid/codenameone-discussions/536eec3c-7b8e-448f-8aa1-11e012bda8f7%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
