I have a little issue with Flutter.
I did a clean install and everything works smoothly.
Nonetheless, there is a delay of half a second between my touch and the action of a button (or menu hamburger).
This delay exists only for the first touch action.
After the first touch / click, any further touch action is without delay.
This problem exists on the emulator but also on a real device.
Could you explain to me why (and how to fix it)?
Thanks to #RandalSchwartz the problem is now solved.
Flutter applications are slower in development mode (with the hot reload).
This cause the app to have a delay with the first touch action (on a button or hamburger menu for example).
This also cause the app to have a long splash screen in development mode (around 3 seconds)
Therefore the solution is pretty simple if you want to get rid of all the waiting times, just launch you app in release mode with the following command:
"flutter run --release"
Related
Ok, I'm confused..
I have an app that if I launch and use runs fine.. However if I click on the home button pausing the app, and then go into the list of running apps by double clicking the home button, and then delete the app instance in that list, effectively killing/ending that app run, and go back and click on the icon to launch the app fresh, the app simply hangs with a blank black screen... every time I try to start the app after that first time I get this problem.
Is there some event I need to handle in my app, to make sure it cleans itself up properly for relaunch?
I am admittedly confused and would appreciate any help.
I had the same weird problem, then i have realized that this only happens if you run the application through the XCODE (Debug Mode).
The application locks because the debugger/xcode receives the SIGNKILL and locks the application so you can inspect the code.
If you run the application directly from the device the application gets killed and does not remain locked on the screen :)
Even one year later, i had the same problem, so hope that helps someone that has the same problem.
Whenever I re-run my application by selecting the run button in xcode for, it says simulator already in use. So I have to stop it every time before re-running.
So my question is, is there any option or setting to avoid this. I want to run the application without stopping it like we used to do in xcode 3.
The issue is that pressing the Home button, even in the simulator, does not stop your app under iOS 4. You can either stop your app in the debugger, or in the simulator, or you can modify your app such that it doesn't run in the background. See Opting Out of Background Execution.
In Application PLIST file, we have a flag of “Application does not run in background”.
If you set this flag to “YES” and press home button, application will not maintain its status or perform any background tasks.
This is a bug in Xcode 4 which occurs sometimes. Usually you can make it go away by quitting the Simulator and restarting Xcode. If that still doesn't fix the problem, I would report the issue at bugreport.apple.com and see if the engineers at Apple can help.
When i start my app for the first time after installing it and exit before the splash screen disappears, from then on launching from the multitasking menu it comes up with a black screen. If I click on it from the home screen it loads fine but every time I try from the multitasking menu it is a black screen until I terminate it. If I add the UIApplcationExitOnSuspend property to the properties list the black screen continually appears until i restart the device. Any help is appreciated.
Thanks Sj
A couple things:
You probably don't want to suspend your app prior to the splash screen disappearing. applicationDidFinishLaunching is running code (you know, like adding a window to the app) while the splash screen is showing. If you suspend it early, it doesn't have a chance. This may not be the case after the first time install but if I were you, I'd give it the time it needs to do initial install instead of interrupting it.
Another less likely scenario: Are you doing this while the debug is still running? I've only had an issue similar to this (black screen after suspend) if I leave debug running and then suspend the app to the background. As soon as you bring it back out of the background, you get a black screen, so in that case it's a bug. If you hit the stop sign button in XCode to kill the app, it worked fine after that.. but you have to kill it before suspending it.
My guess is your likely cause is #1. Give the app more time to do the initial load. After that, it should be fine. For whatever reason, the first time installing/loading is always the slowest.
Trying to finish up an app I've been developing and have hit an odd bug that I'm not sure if it's on my end? a bug on apple's end? or perhaps the underpinnings of multitasking showing themselves.
My current app is doing this weird thing when you press the home button to quit the app, and then immediately relaunch the app. You see the Default.png image as the app starts up, but when it goes to display the window/view it briefly shows the screen as it was just before you quit the app, then goes to black for about 2 seconds and then displays the correct screen as if you were starting up fresh. I'm see this on all devices, iPods, iPhones, and iPad.
This is not just me, however, I've been trying other apps to see if they do it, and have found that the Air Hockey ( http://itunes.apple.com/us/app/air-hockey/id286106725?mt=8 ) is an example of an app that does this same thing. My instinct is that there are many apps that do. But the bulk of apps dont seem to have this issue.
I've done everything I can do make sure all views and view controllers are properly released, but it's almost like the device is taking a while to truly shut down even though the app has visually disappeared, and if you restart the app within probably 3 seconds or less then it still has something in the window buffer, or tht the full on view controller hasn't truly been released yet.
Anybody seen something like this and been able to solve it?
I'm the dev of that Air Hockey - It looks like it's probably Flurry that's causing it. I have a version without Flurry & it doesn't do it.
I solved this problem by updating my Flurry files to the latest version. http://dev.flurry.com/iphone_uploadNewVersion.do
Is there a way to programmatically set the iPad to run the iPhone app at 2x as it is launched (yet keep the iPhone app native). I understand I can create NIB files for each hardware platform, but for ease, I just would rather the app launch as if the user had tapped the 2x on the iPad. Thanks...R.J.
No. The pixel-doubling malarkey is not under your app's control, and is pretty much a crutch for apps that weren't designed for the iPad. If you didn't go nuts with specific pixel measurements in the original code, it shouldn't be difficult to move to the larger screen.
It's not quite program control, but you can get an app to start up in 2x mode on iOS 4.2.
I've had a couple of apps that have always started up in 2x mode, and very nice it was too, but I only worked out why this was today!
Steps:
Run iPhone app (e.g., from Xcode)
Use '1x' and '2x' buttons to select desired zoom level
Press home button to get back to launcher
Double tap home button to bring up task manager
Kill your app (hold finger down until icons start to dance, then press the '-' button on your app's icon)
(If you ran under the debugger in step 1, Xcode will tell you the program got a SIGKILL, and might stop somewhere random in the call stack; you can ignore this.)
Now next time you run the program, it will start up with the zoom level you selected in step 2!
I didn't test absolutely every method of closing the program, but this preference doesn't get saved if you stop it from Xcode (e.g., using Run|Stop menu item), and it doesn't get saved if your program terminates using exit. Closing it using the launcher is the only way I've found so far...