Flutter web site takes time to show up - flutter

My simple web application takes 7 seconds to 9 seconds to start.
I've added a loading view but I think that is not normal... I've tried also with the base app created by default. Tried with different browser, connection and devices.
Any idea?

My suggestions are;
Try to generate a light house performance report. Then find out what makes your web app to load slowly.
Try some alternatives for the heavy files like images, assets by resizing the image.
Learn more on how to improve the light house performance through (https://web.dev/lighthouse-best-practices/). You can also find lot of resources, topics, hands-on codelab to learn new skills.
I hope this helps you to reduce the web app load time, if so reply back how did you improved the performance and loaded the web app instantly.

Related

Firebase Storage - Different projects load images with different speeds

I have multiple projects using Google Firebase and am using Firebase Storage to store my images and load them on mobile devices. The mobile app is developed on Flutter.
The marketplace app project loads images pretty quick, while the other app is very slow with the loads [nearly 5 seconds :(]
Below are the links to pics from each project. First one, being 900+kb loads pretty quick, but second one being 77kb takes much longer. What I see is the webpage itself takes so much time to load when open in the browser. At first I thought it must be the loading and caching in the app but now since it behaves differently on the browser to load, I am confused.
I am not sure maybe I am overlooking at some settings. Please help :)
https://firebasestorage.googleapis.com/v0/b/revivemarketplace-e61ec.appspot.com/o/03523bc0-cb82-11eb-a754-47c8b7348079?alt=media&token=ec7d02d5-7f6b-4493-9c99-6d2e9ac53da2
https://firebasestorage.googleapis.com/v0/b/diaeh/o/resized1000%2F00000apexels-christina-morillo-1181244_1000x1000.jpg?alt=media&token=b698c7ae-38ab-41ac-8761-bc6f4f18d98a
you can try this formula
Reupload your pic to firebase and set new link to your app of image

How to improve performance of Flutter websites?

I've developed a Flutter Webapp, it's a small and functioning multi-page app with image assets, database connections, and several other features. It shouldn't be heavy but the loading time is very slow and the performance in general is not good.
I'm fairly new to Flutter but I can't understand why its so slow as I've kept it quite lean during development.
Please run my site https://www.coursekiosk.com on https://web.dev/measure/
The main thing seems to be the JS scripts (which is Firebase code for connecting to database etc), and the content painting - which I'm not sure how to make fast without losing the quality of assets used.
I have a feeling it's my overall design/structure which may not be very efficient, and I'd like to know how to develop a website, whether Flutter or not, with performance in mind.
I'm happy to give more information if needed.
Thanks for the help.

iPhone vs website development times for website style app

I build websites for a living and have a very accurate way to cost them.
I am being asked to price an iPhone app for viewing real estate properties that is virtually a website on an iphone.
I need to know roughly how much more/less it would take to build.
Here are the screens.
Home page
View all houses (about 20)
Click on house for details
View images, floor plans
Add to favorites
The app is hard coded, nothing is downloaded from the internet.
There is nothing particularly "iPhone-y" about the application - no complex visual interfaces, no GPS functionality and so forth.
Could someone give me a rough estimate as to how long these apps take to build compared to a website for an experienced developer? I am not talking about a newbie, someone whose has plenty of iPhone experience.
It takes no time at all for simple static content. Actually, I would say it takes FAR less time than a website (Interface builder is WAY faster than CSS).
For an experienced developer, it would take a couple hours, max.
There's learning curve time and individual project execution time.
After you've learned the tools and the process, wrapping a simple web site or web app into a self-contained iOS app might only take a fraction of an hour.
Learning curve time is harder to forecast. A consultant might be able to walk you though the process in a couple hours. But some developers have spent days debugging their way though developer certificates, provisioning, the build process, and the App store submission process the very first time.

Why are iPhone apps so slow?

Something I've noticed about every iPhone app I've tried is that they all have places where they seem very slow and unresponsive. It's true of the games, the free apps, the pricy, popular, "professional" apps, and even a couple of Apple's built-in apps. They all seem to have places where they take many seconds or even a minute to respond to screen touches; bog down and show a spinning beachball for seconds at a time; "queue up" input so that a button press appears to ignored only to actually do something ten seconds later like a poorly made DVR; and lock up for so long that the OS watchdog just kills them.
Because these perf issues are so widespread it seems to me that there must be some common performance pitfalls some system gotchas that are coming up over and over again for lots of different people. I'm not an iPhone developer myself, so I'm canvassing the community's opinions:
What are the most common performance mistakes on the iPhone?
Or, what human factors of iPhone development make it too easy to ship with poor performance?
I think that the performance issues are a matter of perception. Apple has employed animation throughout every aspect of the iPhone's interface, which produces the impression of a smooth, responsive device. The slowdowns you refer to appear much worse than they might be because they stand out from the otherwise fluid interface. If you compare the total execution times of these tasks to similar applications on other mobile devices, I'd guess that the iPhone implementations would still come out near the top.
There's always room for improvement, though, and I'd expect that many of the tricks people have learned in the last year will lead to faster, more responsive applications. Even the development tools themselves are advancing, and that should make it easier to diagnose and deal with performance bottleneck. I know I keep learning new tricks every week for squeezing a little more out of the CPU, GPU, or onboard memory.
I'm still surprised by how quickly people have shifted their expectations as to what handheld devices can do. I'm the author of an open source application called Molecules, which does 3-D molecular modeling on the iPhone. A little over ten years ago, these types of renderings were being done on dedicated SGI Irix workstations. A few weeks after the launch of the App Store, I started receiving emails from people complaining that the application was a little jerky when they tried to manipulate molecules with over 20,000 atoms in their structure. In a very short time, people went from treating these devices like phones and music players to viewing them as portable computers.
Memory management is a bit of a beast.
But I think the biggest problem is this: How long can you afford to polish a product that will sell for 99 cents and compete with tens of thousands of other apps and has unknown revenue potential in a rapidly changing market?
The iPhone is a GREAT little device, but the competition for mindshare is fierce and expensive.
As mentioned before the ratio of profit/time spent in development would explain it.
More technically, I would say that the lag you see is created on startup when apps are either getting data over network or calling home to check for updates and so on. Additionaly it may be created with initializing application like loading large amounts of data from database/files, loading gui components and images, drawing and so on.
Similar to memory management this all can be solved by designing operations to run in background, lazy loading and so on but that requires more time, time is money, you don't get much for 99C app which may or may not sell at all.
It is interesting that so many times it is pointed out in professional articles (no ref...) that we should not care anymore about memory and speed because desktops are getting faster with more memory. What people tend to forget is that at the same we're trying to squeeze more power from smaller and smaller devices that are running with smaller resources.
Most web pages for example are nowadays designed to load huge amounts of animations and images and, unlike some, are not tweaked at all for performance but do just okay on desktops. Those web pages have no chance of loading on mobile device. The same goes for applications, designing a fat big framework (or gui widget library) for desktop will make it ultra difficult to port the functionality to sleek mobile device be it iphone, some fruit berry and what not.
As in other things in life, you get what you paid for.
My 99C.
I think the biggest issue is that it's impossible to determine the speed of an app without actually running it on the device. Developers perform most of the basic app testing in the iPhone Simulator (which can run up to 1000x times as fast in my experience). Some operations that take a split second in the simulator might require a progress indicator on the phone, and by the time you realize, it would require a lot of effort to go back and add (and in some cases thread) the operation in question. As Noshredna pointed out, it's generally a 99c app.
The iPhone's processor is also just fundamentally limiting. I've seen several nice looking apps that try to do very impressive things without accepting the constraints of the platform.
This is sort of a side note, and I don't want to start the mobile platform wars, but I've found that iPhone Apps are generally more responsive than Android apps...
Well, because maybe you deleated the app and install again because something wrong happens to it, so it must took awhile, it took me about 2 or 3 days to get full loaded so be patient, it will come eventually. Also maybe your iphone doesn't have any more spaces for your app, or your app is quite heavy, try and delete other apps so it will have rooms.

Optimizing iPhone Application Launch Time

As anyone with an iPhone knows, some applications launch quickly, while others take several seconds.
What are the best techniques for ensuring an iPhone app launches and becomes usable in a snappy manner?
Apple recommends you "lazy load" every view. I.e. only load the first page on start up, and other pages only when they are navigated to.
In terms of graphics, use PNGs wherever possible as the device is heavily optimized for this format.
Also include the startup screenshot so the user knows the application is loading.
I use lots of external resources, so I use Lazy loading to get up and running quickly. This way the APP can start with the barest minimum and then load the rest while its already begun.
Made a big difference in start time
This is one of those things where there is no sure-fire path to success. Use Apple's excellent Instruments tool to monitor your application's launch. You then need to delve into the results to figure out ways to optimise the launch process.
Also try profiling with Shark, to find any performance bottlenecks.
http://developer.apple.com/iphone/library/documentation/DeveloperTools/Conceptual/SharkUserGuide/Introduction/Introduction.html