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
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
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
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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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