Performance appears unusable.

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Daniel Gerson

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Feb 7, 2016, 5:01:03 PM2/7/16
to JavaFXAndroid
I really love the idea that you can write one JavaFX app in Windows and run and debug it everywhere... however what's stopping me from embracing this solution is a performant proof of concept on android.

From what I can see there are two apps available using Gluon and neither feature swift movements from their widgets.


The Java one conference app looks beautiful in terms of rendering quality, but lags in a way that I couldn't possible show it to any enterprise client or even demo it to a non-techy friend without feeling embarrassed.
This is running on a Samsung Note 4, a 1.5 year old flagship phone.

Is there acceptance that there is a problem here? I can't believe this is a problem with the Charm API, as it would surely be easy to fix in a such a demo so I believe it's something more fundamental with the framework. If so  what can be done to fix this?

JavaFX apps on Windows feature a silky smooth gesture scrolling with a ScrollPane on my touch screen Windows PC, so it must be a problem with the mobile version.
HTML5 apps on mobile are not this slugglish, and by comparison JavaFX should be faster: http://justmy2bits.com/2013/08/11/javafx-canvas-versus-html5-canvas/

There is an issue in the bugtracker, but it's marked as minor : https://bitbucket.org/javafxports/android/issues/60/javafx-slider-performance-on-android

Even iPhone version 1.0 in 2008 had silky smooth scrolling.
I work in the financial sector in London and would love to recommend this framework to our team, but cannot do so until it can be demo'd as sexy.
Until that point it makes sense for products to either build twice on native frameworks, or use HTML/react where the shadow DOM is pretty fast, despite the fact that many Java shops would rather not have to accept such a solution.

I do love the concept and look forward to a time when the product will be demonstrable.

Johan Vos

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Feb 8, 2016, 6:33:33 AM2/8/16
to Daniel Gerson, JavaFXAndroid
Hi,

Performance is at this moment my top priority. We are now in year 3 of JavaFX on mobile, and this has been my plan:
year 1: make it happen
year 2: make it easy (developer tools, IDE plugins)
year 3: make it fast

I agree the apps you mention don't have the performance where it should be.
Fortunately, there are a number of improvements in the pipeline and the next releases should allow you to create high-performance applications.

- Johan


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Daniel Gerson

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Feb 27, 2016, 9:40:12 AM2/27/16
to JavaFXAndroid, daniel...@gmail.com


On Monday, February 8, 2016 at 11:33:33 AM UTC, Johan Vos wrote:
Hi,

Performance is at this moment my top priority. We are now in year 3 of JavaFX on mobile, and this has been my plan:
year 1: make it happen
year 2: make it easy (developer tools, IDE plugins)
year 3: make it fast

I agree the apps you mention don't have the performance where it should be.
Fortunately, there are a number of improvements in the pipeline and the next releases should allow you to create high-performance applications.

- Johan



Thanks Johan. It's good to know that this is a priority.

Can you share where the improvements are likely to be made? Is it in the underlying native code that underpins JavaFX?
Given that LibGDX and other gaming ports that convert the Java bit into native are already quite fast, I imagine it's not the Java bit? Or does this rely on completely different stack?

Additionally, is it possible for you to share the expected dates of the next release? Even which year it will fall in would be better than nothing. Thank you.

Johan Vos

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Mar 18, 2016, 7:48:44 AM3/18/16
to JavaFXAndroid, daniel...@gmail.com
Hi Daniel,

In general, JavaFX allows for lots of freedom and configuration. It is possible to make a very fast app, but it is even easier to make a slow app. That is one of the reason we (Gluon) create a dedicated set of controls/widgets for mobile. 
The next public release of javafxports is due end of this month.

- Johan
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