As a side note to answer your question (if anyone cares), call log is slow when scrolling because every time it binds a new list item it checks if its associated data needs to be updated.... Not a problem unless you're scrolling super fast, which you do if you have a giant log like *some* people :)
On Mon, Jan 12, 2009 at 5:59 PM, Stoyan Damov <[email protected]>wrote: > > 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! > >> > >> > >> > >> > >> > >> > > >> > > > > > > > > > > > > > > > > > > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

