Flutter : What is the maximum weight of global variables? - flutter

Good morning all,
I'm looking to know how variables are stored in a flutter application. I don't really know the world of mobile, so I'm a little lost. I'm on a project in which I have to store information when launching the application, which I retrieve via an API (they are then deleted when the user closes the application). Currently, the amount of data is reasonable, but I would like to know how much data I can temporarily store in my application (10kb? 10mo?), what are the risks with this way of doing things, does it have slow down the app...
I couldn't find anything on the flutter doc (https://docs.flutter.dev/perf/memory - At the time of writing this message, the line returns to an empty page with the letters TBD). I couldn't find any articles explaining the specifics of memory, performance related variable storage, related to flutter.
Thanks for your help !

The Dart compiler used by Flutter is actually very good at optimizing code, so variables have almost zero overhead.
Having said that I must add that using global variables is not a good way of storing data in any kind of software. I suppose you select a suitable state management technique to handle your data.
Regarding the amount of data, I don't think 10mo will be too much on a modern mobile device, but as always, ymmv.

Related

How to set up an iOS app to have perpetual memory?

I am asking what code to use to save user data in the app so that it is perpetual, even after the app is closed and reopened. I watched a few videos but my code isn't working.
I'm not interested in fixing code, I want to understand the process so I can reapply. Can anyone help me to understand how to do this and explain it in a way that makes sense for long term app development.
It will differ by application, depending on how much data and how it's organized.
If it's simple stuff, look at NSUserDefaults. If it's complicated and represented as objects, look at Core Data. If there's a lot of it and you see it as table rows rather than objects, you can use the sqlite3 database directly. If it has to be shared with other users or by other apps, start thinking about an external server or "the cloud".
There's no single right answer but those options should get you thinking about requirements.

Need advice modelling a large application with EXTJS 4.2

I am currently working with a Banking firm, we have a requirement to develop a fairly complex but Rich UI application. We are using EXTJS 4.2 and Spring MVC.
The first release of the app went into Production about a month back.
Now while modelling the new phase, we have come across a major hurdle. The application load up time is fairly high at this point of time. This is happening because the application has followed a single Page web 2.0 model and multiple JS files which when minified -> all-classes.js is 3 MB.
Now there is a lot of work to be done going ahead in order to build additional functionality.
Since all code is getting loaded at once during startup it would take a lot of time for this.
I figured out a design but I am not sure if that would help.. If we divide our application into multiple pages each have a different --> all-classes.js , will it help improve the performance ?
I need some advice on this.
You can refer to this links which I found : http://docs.sencha.com/extjs/4.2.0/#!/guide/command_app_multi
http://www.sencha.com/forum/showthread.php?130449-Large-Single-Page-Architecture-in-ExtJS-4.0/page2
Well, there are a number of answers to this, the best of which is "it depends".
Splitting into multiple pages is obviously going to produce some performance improvements. After all, you'll (presumably) have smaller files to initially load, fewer controllers to instantiate, etc.
The question is how much? I'm not sure I can answer that very well, without knowing more about the app and how it's structured.
I do know this, however. I have an app whose all-classes.js is around 2 MB. While there is obviously the initial hit loading it, subsequent visits use a cached version of it. And even the initial load of the 2MB file is pretty fast on most decent connections.

multithread database fetch xcode

Hi thank you for the help in advance,
I have looked at some of the posts and I am a bit confused about the multi threading. It seems that it may be pretty easy, however I am very new to programming so I am still trying to grasp this.
These are two calls to pull data from a database, and they take forever as it is... So I'm thinking about multithreading these until I can learn how to build a core data for this. Right now i am using sqllite and the database involves 10,000 + recipes... So not lightning fast like I would like...
Please let me know what you think, and how I can make these happen maybe simultaneously? (If thats even possible)
Thank you in advance.
requestCount++;
[[DataPuller sharedDataPuller] getAllDeletedRecipeList];
[DataPuller sharedDataPuller].target = self;
requestCount++;
[[DataPuller sharedDataPuller] getAllRecipesList];
[DataPuller sharedDataPuller].target = self;
If you're doing SQLite, you might want to contemplate using FMDB which (a) gets you out of the weeds of sqlite3 calls; and (b) offers a FMDatabaseQueue which allows you to coordinate queries from multiple queues, so that the data operations don't stumble across each other.
Having said that, you suggest that you're having significant performance issues which you're hoping to solve with a shift to Core Data or going multi-threaded with SQLite. That's unlikely. Poor performance of local database operations is generally more of a matter of your application design (e.g. it's unlikely to be wise to try to retrieve the entire details for all 10,000 recipes ... you probably want to retrieve just the unique identifiers, perhaps only those required for the given screen, and then only retrieve the particulars for a given recipe at a later point as you need that). For local database interaction, you rarely have to contemplate a multithreaded implementation, but rather just design the system to retrieve the least possible information at any given point that you need for the presentation. I personally find that my database-driven apps generally only need to go multithreaded when I'm doing extensive interaction with some remote web service (in which case, it's the retrieval of server data and the parsing of that which goes on the separate thread, not necessarily the database operations themselves).
If you're having performance issues with your recipe app, I'd suggest you submit a far more detailed question, with code samples, that articulates your particular performance problem. And I wouldn't be surprised if multi-threading was not part of the solution. Likely, appropriate use of indexes and a more judicious retrieval of information at any given point might be more critical.
Get records from database in the form of pages; i.e. 20 or 50 recipes per page. Have a look on YouTube app. on iPhone or have a look on my app. HCCHelper

Yet another 'Should I use Core Data' question

I know little about Core Data. Read: I've read a few tutorials, kinda understood how it works, but never tried to use it in any of my apps. That said, I'd like to know if it's worth the effort to use it in the app I'm developing. Note that I'm not asking if I should learn Core Data, but if it's worthwhile to invest time learning it for this specific app I'm making, or if I should use archiving instead, ship the app, and only then learn Core Data in my spare time.
Basically my app reads a list of items from a web service, and needs to save the last N items. The user should also be able to bookmark items, so that's another thing I should store somewhere. So, right now I'm just archiving a subarray with range 0-N of the latest items. Does it work? Yes. Is it efficient, and the best way to achieve this? That's my question for you actually.
My doubt comes from the fact that whenever I see someone asking 'Is Core Data overkill for my project?' everyone suggests to use it anyway.
If the amount of data you need to persist can easily fit into memory without degrading the apps performance then you should just archive the array and ship the app.
Core Data gives a lot of advantages when handling large and complex data sets. It gives a lot of advantages in maintaining and upgrading a shipped app. However, those advantages should not get in the way of shipping an otherwise completed app. Later, you can always write code to migrate a shipped version to a Core Data version. It's more work, but hey, at least you've got a shipped app to work on.
I've seen a lot of small startups/developers come and go and the major factor that separates the successful from non-succesful is that the successful actually ship/release product. You can spend forever polishing an app but the key thing is knowing when to say, "It's good enough" and get the thing into the user's hands.
If it's a small list and you have the data in NSDictionary or NSArray collections, use writeToFile:atomically: instead for flat file XML Plist storage.
I still think you should learn Core Data eventually, but.

Pitfalls of developing for iPhone

Are there any guidelines on pitfalls to avoid while developing iPhone applications?
Sure, thousands. The same is true for any software development. Unfortunately, the easiest way to enumerate them is to write them down on a sheet of paper while waiting for a friendly soul to release you from the one you just fell into.
However:
Don't try to reinvent the wheel. The iPhone API is very complete -- you just have to LOOK for the facility you need. Things are NOT always implemented the way you would expect. Read the guides, carefully. Look at the tutorials and analyze how they work. (Try changing a line here or there in the tutorial to see what difference the change makes.) The single biggest mistake I have made in 1 year of iPhone development is not trying hard enough to find the iPhone way of doing something.
Don't ignore memory management; master it early and often. Use the Object Allocation and Leaks tools in Instruments to check for memory leaks frequently. I'd recommend checking after you complete each feature or view; more often than that if you keep finding bugs. Eventually you may understand it so well you can stop doing this.
Don't just use the default build settings. Play around with them to understand what they do. Figure out certification and distribution. GET INTO THE DEVELOPER PROGRAM QUICKLY -- it can take a while to push through that pipeline. [ AND when you get that notification that you need to renew, get it on instantly -- there have been problems with that process. ]
Don't neglect to read the Human Interface Guidelines (HIG) carefully. If they say not to do something -- DON'T DO IT. Apple will reject applications that misuse their iconography.
Don't stint on marketing. Yes, the App Store puts your app in front of millions of people... In theory. But the odds of getting front-paged are slim. There are a lot of great apps on the App Store that haven't sold much because no one knows about them.
Don't rest on your laurels. If a new technology comes out, find out if it makes your job easier; if it does, take the time to learn it. Personal example: I'm just now trying to switch from SQLite-based data management to Core Data, because I was in a hurry at the time I started my most recent project; now I wish I had slowed down and thought about it.
Don't go into your design thinking (for example) "How do I implement my concept with a table view?" It's true that table views are natural for many informational and utility applications, but don't be constrained. Instead, think about what users will want to be able to do, how you can make it easier for them -- put things together that will be used together, etc. If you've never explored the concept of Use Cases, read up on them.
Don't hesitate to build composite views. Many of the questions I have seen here on Stack Overflow have to do with putting a toolbar at the top of a table, or having an image in the background of a text field. I understand the desire to do things the easy way, and as I state in #1 above, if there is an easy way, use it. But in many cases the solution is just to layer a couple of views with appropriate placement and transparency.
Think about what might be Apple-approved from the start.
App Rejected is one of several useful sites to help understand Apple's mostly undocumented standards. (One more.) (A previous question on app store rejection reasons.)
A few quick examples:
Using a UIWebView can get your app a 17+ rating.
Coding with an undocumented/private API = rejected
Version number < 1.0 might= rejected
Not enough feedback about network success/fail = rejected
Too much network use = rejected
Clearly limited free version vs full version = rejected
The word 'iPhone' in the app name = rejected
The above links contain many more examples, and more details about those examples.
Don't neglect the programming guides. While the documentation is quite extensive, the programming guides contains a veritable trove of useful tips and "insider" information that simply cannot be gleaned from reading method definitions. I spend just as much time reading the guides for a technology (say, Core Data) as I do actually implementing it.
Don't assume you know what a method does. If you have any degree of doubt about the functionality of a method, it is well worth your time to go look it up in the documentation to verify.
Wonderful examples from #Amagrammer above.
I would love to add that the first place to start is iPhone development is Photoshop. This is still the best advice I can give to anyone who is starting out. I now use OmniGraffle because it has awesome stencil templates.
What I find is that even for super simple app's, draw up your prototype and look for usability issues and work flow issues. It is 100x quicker to redraw your app than re-code it. I have fallen into this trap numerous times and now actually draw up some pretty simple functionality to see what it will look and feel like.
This advice will save you 10s maybe even 100s of hours in hopefully getting your app right first time and getting you to think through what the issues are. Throwing away code sucks and I have done it not because the code was bad but because it made the usability or solution worse. I think the best of us end up throwing code away and prototyping your design definitely will help in having to RTFM for something you did not have to build in the first place.
If you don't have an great designer, and can't do great design by yourself, then don't even start iPhone app development. This rule only applies if you want/need to make money with your apps.