The frame drop looks huge as since Gingerbread the GC is clamied to work
concurrently.


On Sun, Mar 31, 2013 at 4:38 PM, Jason Polites <[email protected]>wrote:

> I'm 90% sure it wasn't, but I make this claim based on profiling heap
> allocations and I don't think I confirmed that the process ID was actually
> different. I'll confirm (or otherwise) this and post back.
> On Mar 31, 2013 2:52 AM, "RichardC" <[email protected]>
> wrote:
>
>> Is/was 2590 your process?
>>
>> On Sunday, March 31, 2013 8:07:50 AM UTC+1, Jason wrote:
>>>
>>> Hey folks,
>>>
>>> So I'm in the midst of creating a game and I'm hitting some occasional
>>> slow down which "seems" to be a result of GC calls triggered by other
>>> processes on the device.  I have profiled *my* app and am 100% certain
>>> there are no allocations going on while the game is running, but in certain
>>> circumstances (i.e. most of the time) logcat is spewing out GC_CONCURRENT
>>> freed...blah blah entries.  Here's a typical output from the console:
>>>
>>> 03-30 23:58:58.868: DEBUG/dalvikvm(2590): GC_CONCURRENT freed 407K, 6%
>>> free 8758K/9224K, paused 5ms+3ms, total 29ms
>>> 03-30 23:59:05.970: DEBUG/dalvikvm(2590): GC_CONCURRENT freed 408K, 6%
>>> free 8757K/9228K, paused 4ms+2ms, total 30ms
>>> 03-30 23:59:13.063: DEBUG/dalvikvm(2590): GC_CONCURRENT freed 407K, 6%
>>> free 8757K/9224K, paused 4ms+4ms, total 33ms
>>> 03-30 23:59:20.142: DEBUG/dalvikvm(2590): GC_CONCURRENT freed 407K, 6%
>>> free 8757K/9228K, paused 5ms+3ms, total 30ms
>>> 03-30 23:59:27.227: DEBUG/dalvikvm(2590): GC_CONCURRENT freed 407K, 6%
>>> free 8757K/9224K, paused 6ms+2ms, total 31ms
>>> 03-30 23:59:34.306: DEBUG/dalvikvm(2590): GC_CONCURRENT freed 407K, 6%
>>> free 8757K/9232K, paused 4ms+2ms, total 23ms
>>> 03-30 23:59:41.392: DEBUG/dalvikvm(2590): GC_CONCURRENT freed 407K, 6%
>>> free 8757K/9224K, paused 4ms+2ms, total 27ms
>>> 03-30 23:59:48.470: DEBUG/dalvikvm(2590): GC_CONCURRENT freed 407K, 6%
>>> free 8757K/9232K, paused 5ms+2ms, total 30ms
>>>
>>> Now I have no idea which processes are to blame, but I did notice that
>>> when "other" events on the device occur it can lead to a spike in (I
>>> assume) CPU usage which causes a visible drop in frame rate in the game.
>>>
>>> For example my wifi connection dropped out one time and the logs went
>>> crazy with other processes complaining about a lost connection and trying
>>> desperately to tell me about it.  This caused a fairly severe jolt in the
>>> game dropping the frame rate from 60fps to around 20fps for about a minute
>>> while everything settled down and got on with things.
>>>
>>> I had noted on a previous 
>>> thread<https://groups.google.com/forum/?fromgroups=#!searchin/android-developers/Garbage$20collector$20suspend/android-developers/85yj9CZEqH4/YIiElemqiuoJ>a
>>>  statement from Dianne Hackborn:
>>>
>>> *"as of 1.6 such GCs in a background process can not together take more
>>> than ~10% of the CPU from any foreground process that wants to run."*
>>>
>>> This sounds good, but I'm wondering if this is still the case as of
>>> 4.2.2?  I am seeing behavior that appears to indicate this may not the case.
>>>
>>> Is there anything I can do to ensure other processes are not using more
>>> than 10% of CPU (or any number really)?  Or some other
>>> restrictions/priorities that might help alleviate this external resource
>>> usage?
>>>
>>> Thanks,
>>>
>>> Jason.
>>>
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