Wednesday 15 July 2015

xamarin.ios - MonoTouch on device performance in Debug vs. Release builds -


I am currently working on the iPhone project related to image processing and running my iGoogle test on the device with debug builds I am The performance was dissapointing to say the least. The performance was great when I switched to the release build.

Looking at my experience as a Windows developer, I have never changed such a huge profit (have ever seen for many magnitudes in release vs. debugs) in release mode - especially one Not for the application, which leaves most of the time to take heavy weight for iOS, nobody cares to tell anyone why monochouch is so fast in release mode?

There may be many reasons and you have not given too many details, most common reasons:

  • Under the debug configuration, the first obvious code is not optimized , because some custom debugging creates debug builds as compared to the release build Need to generate additional code (to compare the last basic executable size of your original executable You have to provide an idea how much he can represent);

  • Debug Icon (.mdb files) will be loaded on runtime This app will slow startup but necessary additional memory can also affect some applications;

  • Removes the managed linker, in the release build, check all UI threads inside the UIKit binding (i.e. they are only executed, and will only throw in debug build).

    If you have other options that are different, it can be expensive (in debug) if your app Looping is on the code. Next to enabling debug between your debug and release configuration, their performance may also be affected, e.g.

    • Release builds, optionally, can be done with the LLVM Optimizer Compiler ; this is a different AOT engine and you have small and fast native executables (but compile Takes more time to do it);

      If you want specific answers for your application, then you should use the Apple device both debug and release build.

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