I'm trying (mostly in vain) to optimise the startup time of my app. It
takes about a second to build the main GUI via FXMLLoader.load() - probably
because the GUI is getting a little bit complex but I think mostly because
it's all running interpreted, as it's one of the first things the app does.
On 26.04.14 11:42, Mike Hearn wrote:
I'm trying (mostly in vain) to optimise the startup time of my app. It
takes about a second to build the main GUI via FXMLLoader.load() - probably
because the GUI is getting a little bit complex but I think mostly because
it's all running interpreted, as
At e(fx)clipse we have an FXML to Java translator who removes all the
reflection overhead from FXML. It does not yet support all FXML features
but we are steadily improving it and with test cases we are able to fix
problems quite fast. Maybe this is an option for you?
That would be very
Hi Tom this is also true for Swing and the EDT. I had heard years ago jre 8 was
going to address this via 2 drawing threads and modularity but jigsaw was
delayed and not sure what happened to the 2 drawing thread idea. I really wish
we could instantiate windows in memory and when needed draw
If you don't use Tooltips context menus you can construct the scenegraph in
any thread.
Tom
Von meinem iPhone gesendet
Am 26.04.2014 um 21:48 schrieb Tony Anecito adanec...@yahoo.com:
Hi Tom this is also true for Swing and the EDT. I had heard years ago jre 8
was going to address this
Why do tooltips and context menus matter? Is it because they will later be
instantiated on the wrong thread when they pop up?
On 27 Apr 2014, at 7:04, Tom Schindl tom.schi...@bestsolution.at wrote:
If you don't use Tooltips context menus you can construct the scenegraph in
any thread.