i've build a couple of apps ,, at first i thought my computer is running slow and that's why the apps are running slow on my iphone
but then saw everyone is actually complaining through out the internet
We need a soultion to this problem
i think we need some one from adobe to come up and say something
i've wasted a lot of money on adobe products (i'm ready to sue)
does adobe care????????
The most of people visit forums only when they have some problem - this is the main reason you read only complains here.
The performance of Packager for iPhone is ok if you follow the basic optimization rules.
Just read something about it:
I had the same issue with slow builds for Ad hoc and App Store builds. Before when I would compile, it would estimate 5 min to complete the precess, count down to 0 and then display 5 min remaining forever. It took me a while to realize it was still compiling and not just frozen. Anyway, I let it one evening and found out it took like an hour to publish.
The info from jendabek was very helpful. The updates to the code are painless.
Here's what I did.
1) I double checked that I wasn't importing any classes I didn't need.
instead of...
import flash.events.*
for example I'd do this...
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.TimerEvent;
2) I double checked that I defined the variable types when I defined them.
These 2 things alone had drastic results when compiling.
When I went to compile this time I had a time estimate of 26 min. It finished in under 5min. These 2 steps took my compile time down from Over an hour to under 5 min. It makes a difference.
Thanks
Dude, if you're not happy with the speed of the packager then learn Objective-C. It's amazing that this tool EXISTS at all. They're clearly working on it again now that Apple is allowing these packaged apps in the store. Give it time, it will get better.
But using a flash packager will always be slower and produce less efficient apps than coding in native Objective-C. Nature of the universe.
People need to realise that they are developing for a mobile phone. Its a mobile phone. It weighs the same a piece of fruit and fits in your pocket. It is not going to perform like a PC.
Like tuning a car - after the big issues are out of the way (GPU, filters, bitmaps etc) incremental improvements in the app will lead to incremental improvements in performance (linked lists, object pooling, event listeners etc).
There is no magic button. It's hard work and perseverance.
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