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!
> >>
> >>
> >>
> >>
> >>
> >> >
> >>
> >
> >
> >
> >
> >
> > >
> >
>
> >
>

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