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.
--
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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