How to make a 60fps navigation flutter - flutter

Recently, I have used flutters navigation.It works good but it lags even on my physical device. I was thinking to change it to pageview but than I have second thoughts so I decided to use its navigation.How can I make smooth navigation?.

You were probably using the debug mode on your device. Connect your device and run the command flutter run --releaseto deploy the app in release mode to your device, it shouldn't lag like that - if it does you might have some work running on your UI thread in an awkward way.
It's not recommended to use pageview for the entire app navigation as those views will be kept in memory.

To check the fps or the performance of your flutter app, run your app in profile mode instead of release mode. You will be able to see the rendering time of your frames in profile mode. For more info, visit https://flutter.dev/docs/testing/ui-performance.

Related

How Do You Diagnose MAUI Splash Screen Issues

I use a custom PNG for the splash screen in my MAUI app. It works fine on all of the IOS emulators I run the app on. It works fine on the Android emulator it runs on. However, when I connect my physical Android device to my computer and deploy to it, the splash screen does not appear.
I've tried looking at the device log, but there are literally thousands of entries in there which make it problematic for troubleshooting. What are the recommended debugging or diagnostic steps I can realistically use to track this down?
EDIT:
I managed to grab the device log entries during the splash screen loading and thought I would paste them here to see if anyone can make any more sense of what's going on. Here's a color coded version of it that I formatted in Excel:

My animations are not smooth using animations package in flutter

am using the animations package in flutter for default animations but by using open container method from a listView item to a screen the animations are not smooth without any errors.
please help me guys.
Are you running the app in the iOS Simulator or Android Emulador? The Simulator/Emulator performance is not representative of real devices, so you should always test the app's performance on an actual device.
If not, are you running the app in debug mode? Debug mode is not optimized, and often the animations will be janky. Instead, try running your app on an actual device and in release mode (flutter run --release).

Keep iphone unlocked when building it in xcode

When I use the build button in xcode to run my cordova app on the phone, if the build process take too long I get a "Device locked" error.
Is there a way or any hack I can do to keep my iphone unlocked when it's building? Is there a way to tell xcode to keep my phone unlocked?
The easiest fix for this is to disable sleep mode (for up until ~1hr) for your phone. Then you won't have to worry about it locking.
Open the Settings app.
Tap Display & Brightness.
Tap Auto-Lock.
If this option is grayed out, visit this Lock screen settings tip to
learn what to do. Set the lock feature to a time that works for you.
To fiddle with the phone's auto lock duration whenever you're working, and then changing it back to normal is not ideal for me since I use my primary phone for testing apps too. My workaround was to run a youtube video on silent and let iOS switch it to my testing app whenever the build is ready!

Flutter animation is not smooth at first time render

Why buildTransition on screen navigation even Hero animation is never smooth at first run?
How to make a prefect smooth animation always?
Kind Regards
You need to build with --release or --profile. If you run from IDE you'll get a --debug build by default, which is unsuitable to measure any performance metrics or animations or build output size.
flutter run --profile
More details in https://flutter.io/docs/testing/ui-performance
This is a known issue in flutter where you have to "warm-up" the graphic api (SkSL) first. After a third run, usually it will become smooth.
The problem happens in both iOS an Android.
For iSO, the lag usually occurs in metal api as Apple has recently dropped support for OpenGL which is usually where the Skia graphic engine is implemented.
Work around and temporary solution are found on this page.
Extreme jank on iOS/Android the first time any kind of animation or transition runs (release build) - skia shader compilation #61450
Update
Flutter has updated their official docs on this issue
Reduce shader compilation jank on mobile

Bug Appears in Distribution (App Store) Version of iPhone App

I created an app that has a self-built photo tool. When I test (Debug & Ad Hoc), it works fine. It is built using a UIScrollView and adds each Photo to the UIScroll view as the photo's slot is scrolled onto the screen.
But now the app is in the App Store and the left-right swipe-to-load-photo feature is not loading the photos. This is the same situation on iPhone 3G and iPhone 4.
Any ideas why / how this could happen?
ADDITIONAL INFO
Upon further inspection and thinking about how I created this, here are some other notes.
If you swipe left/right after the first image appears, the app begins to 'lazy load' the next photo in sequence, depending on which way you are scrolling. If you get to the slot where an image is supposed to load and the image has not yet loaded, you see a UIActivityIndicator.
With the App Store version, I am usually just seeing blank screens. This makes me think it is lazy loading the images but not adding them to the subview, or not bringing them to the front of the view. If I scroll fast enough to outpace the lazy loading, I can get an image to eventually appear in one of the slots - so it is probably an issue with my lazy loading - but that doesn't answer "why does this work in ad hoc but fail in the app store version?"
Clean your build, then select Build and Analyze from the Build menu.
Maybe you get some helpful information there :)
try to test your app in device by building it in release mode than install in your device and test the app. You can also try in simulator in release mode.
Are the compiler optimization settings, preprocessor defines, SDK settings, etc., identical between your Ad Hoc builds and the final Distribution build? If not, that could cause a difference in behavior between the two versions on the same device.