On Tue, Jan 13, 2009 at 12:38 AM, Tomei Ningen <[email protected]> wrote:
>
> Thanks Stoyan,
>
> For 1, faster GC, is this related to stuttering in animation due to GC. Is it 
> possible to avoid them by calling System.gc() directly (such as when you 
> change between different game levels).

Actually it's not. In my hopefully-ready-and-about-to-release game I
preallocate object pools for *absolutely everything* and don't
allocate (directly) *any* objects (except when changing levels, where
I do call System.gc), so no stuttering whatsoever and quite steady
(and very close to 60 fps) frame rate (drawing is *extremely*
expensive on Android, so I draw as less as possible; btw, drawing
images is *very* fast).

However, if you get for example the call log (this has been reported
by someone else, but can't remember the guy's name), if you have a
hundred+ calls and try to scroll it, the stuttering is quite annoying.
I don't know the exact reason for that (other than I know that GC
kicks in 3.5 secs or so) but probably many
not-optimized-as-much-as-possible apps will benefit faster GC.

>
> For 2, are you writing intensive computation in your app? Do you want to have 
> just a few loops run faster? If so, will it be OK if you were able to load 
> native code into your app (but otherwise there's no JIT).
>
>

JIT will allow game writers (or developers of any intensively drawing
apps) to really focus on their games, and not the gory details of how
many instructions this or that costs, especially for extremely simple
things like calling getters/setters.

>
>
> ----- Original Message ----
> From: "[email protected]" <[email protected]>
> To: [email protected]
> Sent: Monday, January 12, 2009 2:28:50 PM
> Subject: [android-developers] Re: What's slow on Android?
>
>
> I'd iike to see:
>
> 1. Faster GC
> 2. JIT - if you could jit an entire app the first time it's started
> (or better yet - installed)
> 3. Implement/fix SoundPool
>
> On 1/13/09, Tomei Ningen <[email protected]> wrote:
>>
>> Hello Android developers,
>>
>> We are building an Android-based device, and would like to know what we
>> should try to improve in terms of performance. If you can have just 3 things
>> be much faster, what will they be?
>>
>> .... please be specific (instead of "graphics is too slow", something like
>> "drawing red poker dots on translucent canvas is slow")
>>
>> .... and why are they important (a real-world use case would be good).
>>
>> Thanks!
>>
>>
>>
>>
>>
>> >
>>
>
>
>
>
>
> >
>

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