We introduced a new rendering pipeline for Android a while back, it showed a lot of potential but unfortunately still had some major bugs. Chen just made some major fixes for this pipeline which should hopefully address those issues, please start testing your app with this pipeline and let us know if you experience regressions as a result of that.
To test the new pipeline just define the build argument android.asyncPaint =true
You define the build argument by going to your project properties, selecting Codename One and you should see a "Build Hints" tab option. Just enter the values there.
Once we feel this is stable enough we will "flip the switch" and make it the default rendering pipeline on Android so hopefully it should be stable and performant by then.
The regular Android pipeline should still work for the foreseeable future although due to changes Android 4.x made to various types of rendering strategies things that used to work in Android no longer work as expected for various edge cases (device fragmentation is indeed a problem here).
Since the new pipeline is completely different performance of your application might actually degrade when you switch to it. You need to spend time investigating the paint chain in the Component Inspector tool (in the simulator menu) and make sure that there isn't too much "overdraw". Overdraw is the situation where a pixel on the screen is painted multiple times over and over. The old native pipeline eliminated this overdraw but the newer system doesn't do a good job with that.
On an unrelated subject we also added a "Clean Storage" option to the simulator and a "Remove All" option to the network monitor tool.
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