Is HarmonyOS JS UI framework similar to React-Native UI framework? - huawei-mobile-services

Will the development of HarmonyOS JS affect its performance? Is it similar to the operating principle of UI frameworks like React-Native?

The principle of HarmonyOS JS is different from React-Native. The bottom layer is a set of UI self-rendering frameworks, which can be cross-platform. For example, the preview effect on the PC is the same rendering path as watch or TV, and the effect is the same. In terms of performance, the current performance of some typical scenes such as gallery, e-commerce, a long list can basically reach full frames. However, due to the performance limitations of the JS language itself, complicated JS logic operations are not recommended. HarmonyOS will continue to optimize the overall performance, please continue to pay attention.

Related

Building an iOS app with Adobe Flex Builder - Performance Issues

I'm building an app for iOS with Adobe Flex builder and compiling it into an .ipa using Adobe's tools.
Through initial testing, I see that the end result isn't as rich as native code, nor is it as fast or smooth.
Without simply saying 'why dont you just use objective-c', are there any documentation as to the overhead to building an app this way?
Specifically, what kind of performance hit can you expect when using Adobe's platform instead?
Make sure you are using the latest AIR 3.0 SDK for iOS packaging. It is notably higher performance.
Consider best practices when developing your app:
http://www.adobe.com/devnet/flash/articles/optimize_content_ios.html
http://help.adobe.com/en_US/as3/mobile/flashplatform_optimizing_content.pdf
http://www.mikechambers.com/blog/files/presentations/fitc_amsterdam_2010/flash_iphone_fitc_2010.pdf
Blanket comparisons to native Objective-C is a wide topic, to which capability of Flash ubiquitous deployment to multiple platforms should also be considered if you're targeting Android and BlackBerry.
Perhaps citing specific issues of your implementation would help yield insight.
I too have been developing a Flash-based iOS app. My initial prototype was useless in an iPad 1. I had to look for ways to optimize. My second prototype is performing quite well. So here are some pointers.
1) Don't use timers. I had to write my own utility "FrameWorker" Singleton class to manage and delegate all my animations, or even delayed actions to a single enterFrame event. This alone will give you a huge speed boost.
2) Don't use many enterFrame events on different objects. As I said on point one, find a way to use a single enterFrame that you can add and remove processes to.
3) Avoid vectors as much as possible-use images. If you need to draw objects in the Flash IDE or via action script, use cacheAsBitmap = true.
4) Don't use visual objects that are much larger than the screen area. If you need to use large objects across the screen, then manage them off the display list and learn blitting techniques to draw to the screen ONLY the rect that will be display at that time. Lee Brimlow has a couple of good starter tutorials.
5) Be very disciplined about managing events. Make sure you always remove listeners that are not necessary anymore for instance.
6) Distribute your app's load to different frames. Don't do too many intensive things on a single frame.
If you follow these pointers your app will be as fast as any out there.

Crossplatform framework is suitable to do all things in Mobile Application as Native?

I am working in iPhone SDK.I have to convert from it to Crossplatform which may be either phonegap or titanium.As a iPhone Native application developer, I have some questions based on cross paltform.please consider the questions for other platforms android,etc also.I have already seen the stackoverflow Link.
1)Is it possible to get equal functionalities of all APIs which are in iPhone SDK through HTML5 and javascript?
2)If Apple releases New Version of iPhone SDK,will New APIs be included ASAP in Crossplatform?
3)If The App crashes in some situation, can I fix immediately through Device Debugging as we do in native Language?
4)The applications developed by Cross platform will be approved by Apple legaly?For example If i want to do live streaming in iphone , The restrictions have mentioned in Apple website.has it been followed by crossplatform?
5)will Application developed by cross platform take more memory?I mention the size of device build for appstore?If we develop the same through objective C,will size be reduced?
***My Conclusion is When we want to develop simple Applications for Multiple devices,crossplatform is suitable.Am I right?***I hope doing through native language(iphonensdk, Android) will avoid lot of Unnecessary things.
No.
If the API can be made available, it depends on how fast the creators of the framework implement it.
In principle, yes, as those frameworks employ a limited amount of OS capabilities to run web-technology (in most cases). This "wrapper" behaves as any native app does. For the content however the rules of the frameworks development language apply. It may be harder compared to native development to track down errors, since they must "pass the shell". Html errors for example may produce the same error for their enclosing webview again and again, despite being different in origin.
Propably.
That's hard to tell. It may depend on the framework. I wouldn't worry about the code as other ressources like imagery are usually the heavier load. But it may be very well the case that those frameworks bring along imagery necessary for their UI elements, since they do not rely on OS elements entirely. Compared to a native app which comes with no extra ressources at all, a crossplatform app with the same functionality might take more memory.
As to your conclusion: You're right. However I'd still encourage anyone to develop native applications whenever possible. Crossplatform frameworks tend to be slower at runtime and, in some cases, produce very ugly apps. I know several examples of apps which have been created with a variety of crossplatforms and I don't like any of them. They just don't feel right. Partly that's due to their UI elements which don't look and feel as you'd expect it on the platform you're on.
The principle behind crossplatform frameworks may appear to be logical, tempting and in some cases, straight economics mandate their use. But, for the time being, I find the results far from being satisfactory and for that reason would never touch a crossplatform framework.
In my experience (with a closed, private, expensive x-platform thing purchased by the employer), it was utterly frustrating, and incredibly difficult. Therefore, it is my preference to maintain multiple native apps.
The UI considerations that can be made/handled by the native app, as well as the functionality and speed gained by doing it natively, IMHO, far outweigh the benefit of having to write it 2 or 3 times.
In an ideal world, you would have a specialist for each platform that can lead the team on the "deep" things, and then everyone can generalize for all of the platforms, increasing their depth through the course of the project.

Multi-Mobile Device Application Architecture

I'm considering building an application for Windows Phone 7, Android, iphone, ipad, and potentially more. Since i'm going to be leveraging a similar look and feel and content, it seems to me like it might be worthwhile to try to create a common base structure that I could reuse across environments.
For instance, i could define the structure of the UI using XML or something, or utilize some common construction of the application which I could build a translator to gen the code in other environments, or even something else. I'm in the very, very beginning stages of thought, and was wondering if anyone has tried this and come up with a good approach? Any ideas?
Thanks.
Beyond simple applications, it not going to happen.
The are a number of problems you will face like:
Different native programming languages on different mobile platforms.
Different UI paradigms on the different mobile platforms.
Very different screen sizes even on the same mobile platform (e.g. iphone vs ipad).
UI Localisation
To really take advantage of each mobile platform, you need to build the UI for that platform to maximise it's UI paradigm. It also matters what screen sizes you want to support, catering for small screen sizes can hamstring you in what you can display in the UI unless you build different screen layout for different screen sizes to give a better UI experience (a lot of work). This can be a big problem on one platform let alone expanding it to other platforms.
For the platforms listed, you can try using mono, but that will only help in the following ways:
One programming language (C#) instead of a different language per platform.
Application engine logic can be shared between platforms.
Native UI per application.
The cons of using mono would be:
You still need to write the UI layer per platform as mono binds to the underlying UI api.
Mono runtime overhead in size and sometimes speed.
Mono on the mobile platforms are still new, I have developed one iphone application in monotouch and I found lots of first-release type problems with it.
If you don't mind some of the con's then mono can be a great platform for developing certain levels of applications.
I have found that trying to define a master UI layout just doesn't work in all situations in any application that gets to complex in the information it needs to display to the user. No matter how "complex" you can define the layout, something will break it. You either have to live with a "bad" UI in some cases or have a maintenance overhead.
I like to develop an application for the mobile platform to try can get the most out of that platform and it's features. This may mean that other platform versions of the app may work differently but at least it will feel correct on that platform.
There are some x-platform kits: appcelerator, phonegap, etc. Or you could go the hybrid route and use something like mono as a half measure, then there is the possibility of building a web app with html5.
I wouldn't try to roll my own, that's for sure
Be careful when translating iPad to Android designs. Hopefully this article can help you out:
http://morriscodes.blogspot.com/2012/09/designing-for-android-tablets-vs-ipad.html

How can I code an efficient mobile site like gmail's?

My web site has a different mobile version that's suited for iPhone/Android devices. The problem, however, seems to be in the site's performance. It's really slow and heavy, even though I'm not loading any images.
On the other hand, when I use Gmail's or YouTube's mobile version, they're so fast they almost perform like a native mobile application.
How do they do that?
Your help is much appreciated :)
See my comment. Also, if the slowness you perceive is when interacting with the site it could be that it lacks the ability to accept touch events. On mobile web, if you have not wired up the UI for js touch events the experience will seem slower because the device browser has to fall back to standard click and other mouseevents which are not optimal. Frameworks such as mootools and jquerymobile/jqtouch have these events baked in. Take a look at the mootools solution which has quite a good write up: http://davidwalsh.name/mootools-touch
They probably making use of local storage http://dev.w3.org/html5/webstorage/
Are your pages too large? Try to use gzip and/or reduce output
Your server's connection speed may also be responsible of slowness
Well, You don't need to include any javascript framework to make it fast clickable.
By implementing some JavaScript you can achieve that. Google has released a solution for that
https://developers.google.com/mobile/articles/fast_buttons
This will allow visitor to interact with application native way. From Android 4 (as far as I remember) version by setting viewport meta tag the browser will automatically apply the fast click functionality.
For the animation issue always use Hardware accelerated animation with a fall back for older mobile browser. Using hardware accelerated animation it will make your application smooth as silk.
Follow this guideline and you can make your application as fast as gmail / youtube mobile version.
http://www.html5rocks.com/en/tutorials/speed/html5/
Best of luck.
Your webapp is consuming too much RAM. Don't use so many libraries and don't attach so many event handlers.

Will Web Development Frameworks replace Native IPhone Programming?

I need help clearing up some questions regarding these several third party dev-support frameworks (e.g. ViXML, Titanium Mobile) which promise iPhone app development at lightning speed using only Javascript and XML, without knowledge of Objective-C.
Questions
Are there any features possible on a regular Xcode development platform that are NOT possible for someone creating an app using these frameworks?
Is there any real savings in money and time when working with these platforms?
The approach to simplify development like this has been tried time and again, on many different platforms.
You always have the problem that the development framework will lack some features the "real" system has, and while sometimes a passthrough mechanism is offered it is invariably clunky.
Sometimes they do offer speed gains, but the degree to which they benefit you depends on the domain you are in - Unity is a great example of a framework that obviously saves people a ton of time developing games.
I personally think, that outside of gaming I don't think the benefit of using a third party framework to be really worthwhile. All of the best apps are ones that leverage the system to the fullest in terms of animation or UI abilities, meaning that someone spending some time crafting will be able to make a nicer looking app than someone who has to rely on the abilities of a framework.
The other problem you can run into is that no matter how popular a third party framework is, you are always going to have lots more support for the official platform - like the number of books around today on Objective-C and iPhone development, or even the very active Objective-C support on this very site.
The only exception would be if you had to have a cross-platform app and the app supported development for all the platforms you need. But even then I would argue for making the iPhone app distinct and take fullest advantage of the platform, or your app will languish and other competitors will overcome you.
Q1) Yea, performance. Javascript is slow on the iPhone, because the processor is slow. It's just a cold hard truth. Heck, loading NIBs vs using hand coded views is slow, because of the processing and loading involved, and that's simple compared to Javascript. Javascript is wonderful, but partly because we have really fast processors today. The iPhone (nor the Pre for that matter) have particularly fast processors, and Javascript's performance suffers because of it.
I have not used the frameworks, so can not comment on their productivity claims.
For question 1: non-native apps may not be able to access GPS information or other hardware on the phone.