[codenameone-discussions] Re: build web app for ios requires an Apple OS and vcode

2020-04-08 Thread Dave Dyer
I concur that it's a pain that you need a real mac for 5 minutes each 
release cycle, just to upload the app.
I've wasted lots of hours playing with macs running in VMs, and maybe got 
it to work just once.

Mac In cloud is the way to go, or scan ebay for a not too old mac you can 
run; but a an old one
probably can't run the necessary uploader version.

Sadly, one of the differences between the Microsoft and Apple is that Apple 
has always opted
to screw the developers and make their current platform cleaner and simpler 
for them to maintain.

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Re: [codenameone-discussions] Re: graphics performance

2020-04-08 Thread Dave Dyer
Qualitatively speaking, these numbers aren't out of line with with what I 
would expect
based on my assessment of raw cpu speed as delivered by codename1.  That 
is, with
all the ineffeciencies of the code you generate taken as given.  I'm not 
complaining, 
but the cpu speed of my ipad is 6% of what I get on my trusty old desktop.

I get similar results on android devices.

The main contributing factor on the ipad is the much larger number of 
pixels being
pushed as a consequence of the retina display.  It's disappointing to have 
to resort
to clever programming to get performance, rather than letting the raw speed 
of the
device do the work :)


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Re: [codenameone-discussions] Re: graphics performance

2020-04-08 Thread Steve Hannah
Underneath the covers, iOS has a completely different graphics
implementation than desktop, so it's possible that some graphics operation
you are performing is "slow" on the iOS stack.  Even just comparing
graphics rendering of mutable images vs to the screen on the same platform,
there may be very different implementations under the hood.  On iOS,
especially this is the case as the graphics implementation of mutable
images shares very little with the implementation to screen; the latter
using OpenGL - and soon Metal.  In the past, iOS was known to have slow
mutable images - i'm not sure to what extent, if any, this is still the
case.

There is a method Display.areMutableImagesFast() which returns false on iOS
and true elsewhere.  This is used in various parts of our codebase where we
may consider rendering to an image for performance reasons (e.g. during
transitions) - we use this flag to decide not to render to an image buffer
in such cases.



On Wed, Apr 8, 2020 at 4:44 AM Dave Dyer  wrote:

> This is only for rendering the main frame, not the buffering costs which
> are incurred elsewhere.  But this rendering is to an offscreen
> buffer rather than where ever the direct paint would go.  I'd be happy to
> paint directly if that was visually acceptable.
>
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-- 
Steve Hannah
Software Developer
Codename One
http://www.codenameone.com

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[codenameone-discussions] Re: graphics performance

2020-04-08 Thread Dave Dyer
This is only for rendering the main frame, not the buffering costs which 
are incurred elsewhere.  But this rendering is to an offscreen
buffer rather than where ever the direct paint would go.  I'd be happy to 
paint directly if that was visually acceptable.

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[codenameone-discussions] add ( ios.forceIncludePush ) hint to codename one

2020-04-08 Thread Fuad Nassar
hi,
 the ios.includePush build hint not work as fine in free & basic account, 

I need a build hint to do these things on Xcode project :

1) Uncomment these comments
//#define INCLUDE_CN1_PUSH it's found in CodenameOne_GLAppDelegate.m & 
CodenameOne_GLViewController.m 
//#define INCLUDE_CN1_PUSH2   it's found in IOSNative.m
//#define INCLUDE_CN1_PUSH3   it's found in CodenameOne_GLAppDelegate.h
~> ( just delete // )

2)add this capabilities:
   -push notification
   -background modes( remote notification )
~> ( maybe ios.plistInject hint can help to do this )

Thank you in advance.
*On the other hand, I have a good news for cn1
after publishing my cn1 course on udemy I got 1565 Arab student for it 
within tow day only.
course link: www.udemy.com/course/codenameone

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