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.

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Jacqueline Landman Gay         |     [email protected]
HyperActive Software           |     http://www.hyperactivesw.com



On August 2, 2017 6:14:06 PM Jonathan Lynch via use-livecode <[email protected]> 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.

Thanks,

J

Sent from my iPhone
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