- From: Sangwhan Moon <sangwhan.moon@hanmail.net>
- Date: Sun, 16 Sep 2012 10:10:39 +0900
- To: HTML KIG <public-html-ig-ko@w3.org>
이번에 모바일 페이스북 어플리케이션을 네이티브로 전향하게 된 계기 및 한계점에 대해서 페이스북 입장에서 정리해놓은 메일입니다. 어플리케이션 개발하시는 분들께 참고가 되셨으면 하는 바램에서 전달합니다. 문상환 배상 Begin forwarded message: > Hi, > > Following the recent announcements[1] we (Facebook) made about rebuilding > our iOS app using more native technology, we have had a lot of requests to > provide detailed feedback on the performance issues we encountered while > building for the mobile Web. Here it is. Comments welcomed. > > 1. Tooling / Developer APIs > --------------------------- > > The lack of tooling in mobile browsers makes it very difficult to dig down > and find out what the real issues are. Hence tooling, or rather, > lack-thereof is a key issue. > > The biggest issues we've been facing here are memory related. Given the > size of our content, it's not uncommon for our application to exhaust the > hardware capabilities of the device, causing crashes. Unfortunately, it's > difficult for us to understand exactly what's causing these issues. GPU > buffer exhaustion? Reaching resource limits? Something else? hard to say. > > ### What's missing? ### > > Mainly, dev tools on the device and/or easily accessible remotely. > > Things we'd want to know more about as we develop: > > #### Down memory lane #### > > - Heap size, > - Object count, > - GC cycles, > - GPU buffer size, > - resource limits. > > Some of those are very much useful outside of the development phase, > however. E.g.: Linkedin uses UA string sniffing[2] to determine how many > pictures can be kept in memory before hitting the device's limit, an API > to the device's memory resource would be a much more appropriate (albeit > finger-printable) way of doing that. > > #### FPS #### > > - The ability to measure fps at the hardware level. This is essential for > testing[3], but would also be very useful to determine whether to use > infinite scrolling or pagination, for example. Same fingerprinting caveat > as above. > > > 2. Scrolling performance > ------------------------ > I've already started sharing some of it with the W3C WebPerf WG[4]. Will > continue bringing it to other relevant WG in the upcoming weeks. > > This is one of our most important issues. It's typically a problem on the > newsfeed and on Timeline which use infinite scrolling (content is > prefetched as the user scrolls down the app and appended) and end up > containing large amounts of content (both text AND images). Currently, we > do all of the scrolling using JS, as other options were not fast enough > (because of implementation issues). > > ### QoI Issues > > - Inconsistent framerates, UI thread lag (stuttering). > - GPU buffer exhaustion due to size of content and number of images. > - Native momentum scrolling has a different feel across operating systems. > JS implementation end up being tailored for one OS and feels wrong on > other ones (uncanny valley). > - Perf issue with touch events on Android devices (latency, not enough > events) which makes JS implementations of scrolling more brittle there. > > ### Requirements: > > - Scrolling must be fast and smooth (this is really important for > engagement). > - It must trigger a given set of events so content can be prefetched, > computed and appended as the user scrolls towards the bottom of the loaded > content. > - It must allow i/o and computation in the background (without affecting > the smoothness). > - It must allow appending fresh content to the main content while > scrolling (again, without affecting the smoothness). > - It must reliably handle scrolling though a lot of content, including > lots of images. > - It must be possible to capture touch events during scrolling. > > ### new API suggestions: > > - A standardized way to enable momentum scrolling across browsers. > - `onscroll` events triggered *during* scrolling. > - Structured cloning of rootless document fragments (for building doc > fragments in workers and moving them back to the main thread to be > appended). > - Simple way to implement pull to refresh (via dedicated off-bound-scroll > events?). > > > 3. GPU > ------ > > Currently, the GPU is a black-box (which from what I understand is what > vendors would like to keep it as). In truth however, developers rely on > tricks[5] to force given content to be hardware accelerated. So it > basically a black-box with a clunky API to add things to it. Given the > size of GPU buffers relative to the size of content consumed on devices > nowadays, I doubt well get to a place where managing GPU can be left > strictly to the browser in a reasonable amount of time. > > Think there's value in at least discussing the pros and cons of providing > some form of API to the GPU, if that's possible at all. > > > 4. Other > -------- > > - Better touch tracking support, especially on Android. > - Smoother animations are always an asset. > - Better caching. > - AppCache is soooooo busted we stopped using it[6]. > > Best, > > --tobie > > --- > [1]: > https://www.facebook.com/notes/facebook-engineering/under-the-hood-rebuildi > ng-facebook-for-ios/10151036091753920 > [2]: > http://engineering.linkedin.com/linkedin-ipad-5-techniques-smooth-infinite- > scrolling-html5 > [3]: http://lists.w3.org/Archives/Public/public-coremob/2012Aug/0014.html > [4]: http://www.w3.org/2012/09/12-webperf-minutes.html > [5]: http://davidwalsh.name/translate3d > [6]: https://etherpad.mozilla.org/appcache-london > > >
Received on Sunday, 16 September 2012 01:11:23 UTC