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author | Elliott Hughes <enh@google.com> | 2010-03-11 15:05:56 -0800 |
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committer | Elliott Hughes <enh@google.com> | 2010-03-12 16:40:02 -0800 |
commit | cb6b7c19888c71fe9accacbaf7a8fa8d56dc928f (patch) | |
tree | 0112b1b8be0e0bd2aa657ca5597a737a0efa016b /docs/html/guide/practices/design | |
parent | 7b467d8b44c00d14590c021928b6a9ad5a36348e (diff) | |
download | frameworks_base-cb6b7c19888c71fe9accacbaf7a8fa8d56dc928f.zip frameworks_base-cb6b7c19888c71fe9accacbaf7a8fa8d56dc928f.tar.gz frameworks_base-cb6b7c19888c71fe9accacbaf7a8fa8d56dc928f.tar.bz2 |
Replace the outdated table with links to the benchmarks.
Also a few more slight changes of emphasis.
Change-Id: If28f3389e7431f1ea37ffb118d8e0525fd2a00fd
Diffstat (limited to 'docs/html/guide/practices/design')
-rw-r--r-- | docs/html/guide/practices/design/performance.jd | 139 |
1 files changed, 44 insertions, 95 deletions
diff --git a/docs/html/guide/practices/design/performance.jd b/docs/html/guide/practices/design/performance.jd index baed020..b3f8830 100644 --- a/docs/html/guide/practices/design/performance.jd +++ b/docs/html/guide/practices/design/performance.jd @@ -1,21 +1,12 @@ page.title=Designing for Performance @jd:body -<p>An Android application should be <em>efficient</em>. It will run on a mobile -device with limited computing power and storage, a smaller screen, and -constrained battery life. Battery life is one reason you might want to -optimize your app even if it already seems to run "fast enough". Battery life -is important to users, and Android's battery usage breakdown means users will -know if your app is responsible draining their battery.</p> - -<p>One of the trickiest problems you'll face when optimizing Android apps is -that it's not generally the case that you can say "device X is a factor F -faster/slower than device Y". -This is especially true if one of the devices is the emulator, or one of the -devices has a JIT. If you want to know how your app performs on a given device, -you need to test it on that device. Drawing conclusions from the emulator is -particularly dangerous, as is attempting to compare JIT versus non-JIT -performance: the performance <em>profiles</em> can differ wildly.</p> +<p>An Android application will run on a mobile device with limited computing +power and storage, and constrained battery life. Because of +this, it should be <em>efficient</em>. Battery life is one reason you might +want to optimize your app even if it already seems to run "fast enough". +Battery life is important to users, and Android's battery usage breakdown +means users will know if your app is responsible draining their battery.</p> <p>This document covers these topics: </p> <ul> @@ -32,15 +23,18 @@ performance: the performance <em>profiles</em> can differ wildly.</p> <li><a href="#avoidfloat">Use Floating-Point Judiciously</a> </li> <li><a href="#library">Know And Use The Libraries</a></li> <li><a href="#native_methods">Use Native Methods Judiciously</a></li> - <li><a href="#samples">Some Sample Performance Numbers</a> </li> <li><a href="#closing_notes">Closing Notes</a></li> </ul> +<p>Note that although this document primarily covers micro-optimizations, +these will almost never make or break your software. Choosing the right +algorithms and data structures should always be your priority, but is +outside the scope of this document.</p> + <a name="intro" id="intro"></a> <h2>Introduction</h2> <p>There are two basic rules for writing efficient code:</p> - <ul> <li>Don't do work that you don't need to do.</li> <li>Don't allocate memory if you can avoid it.</li> @@ -221,6 +215,16 @@ ISBN: 0123790506.</p> </blockquote> +<p>One of the trickiest problems you'll face when micro-optimizing Android +apps is that the "if you will be running your program on ... multiple hardware +platforms" clause above is always true. And it's not even generally the case +that you can say "device X is a factor F faster/slower than device Y". +This is especially true if one of the devices is the emulator, or one of the +devices has a JIT. If you want to know how your app performs on a given device, +you need to test it on that device. Drawing conclusions from the emulator is +particularly dangerous, as is attempting to compare JIT versus non-JIT +performance: the performance <em>profiles</em> can differ wildly.</p> + <a name="object_creation"></a> <h2>Avoid Creating Objects</h2> @@ -529,87 +533,21 @@ is about 9x faster than a hand-coded loop on a Nexus One with the JIT.</p> <a name="native_methods" id="native_methods"></a> <h2>Use Native Methods Judiciously</h2> -<p>Native code isn't necessarily more efficient than Java. There's a cost -associated with the Java-native transition, it can be significantly more -difficult to arrange timely collection of your native resources, and you +<p>Native code isn't necessarily more efficient than Java. For one thing, +there's a cost associated with the Java-native transition, and the JIT can't +optimize across these boundaries. If you're allocating native resources (memory +on the native heap, file descriptors, or whatever), it can be significantly +more difficult to arrange timely collection of these resources. You also need to compile your code for each architecture you wish to run on (rather -than rely on it having a JIT).</p> +than rely on it having a JIT). You may even have to compile multiple versions +for what you consider the same architecture: native code compiled for the ARM +processor in the G1 can't take full advantage of the ARM in the Nexus One, and +code compiled for the ARM in the Nexus One won't run on the ARM in the G1.</p> -<p>(See also <em>Effective Java</em> item 54.)</p> +<p>Native code is primarily useful when you have an existing native codebase +that you want to port to Android, not for "speeding up" parts of a Java app.</p> -<a name="samples" id="samples"></a> -<h2>Some Sample Performance Numbers</h2> - -<p>To illustrate some of our ideas, here is a table listing the approximate -run times for a few basic actions. Note that these values should NOT be taken -as absolute numbers: they are a combination of CPU and wall clock time, and -will change as improvements are made to the system. However, it is worth -noting how these values apply relative to each other — for example, -adding a member variable currently takes about four times as long as adding a -local variable.</p> - -<table> - <tr> - <th>Action</th> - <th>Time</th> - </tr> - <tr> - <td>Add a local variable </td> - <td>1</td> - </tr> - <tr class="alt"> - <td>Add a member variable </td> - <td>4</td> - </tr> - <tr> - <td>Call String.length()</td> - <td>5</td> - </tr> - <tr class="alt"> - <td>Call empty static native method</td> - <td>5</td> - </tr> - <tr> - <td>Call empty static method </td> - <td>12</td> - </tr> - <tr class="alt"> - <td>Call empty virtual method </td> - <td>12.5</td> - </tr> - <tr> - <td>Call empty interface method </td> - <td>15</td> - </tr> - <tr class="alt"> - <td>Call Iterator:next() on a HashMap </td> - <td>165</td> - </tr> - <tr> - <td>Call put() on a HashMap</td> - <td>600</td> - </tr> - <tr class="alt"> - <td>Inflate 1 View from XML </td> - <td>22,000</td> - </tr> - <tr> - <td>Inflate 1 LinearLayout containing 1 TextView </td> - <td>25,000</td> - </tr> - <tr class="alt"> - <td>Inflate 1 LinearLayout containing 6 View objects </td> - <td>100,000</td> - </tr> - <tr> - <td>Inflate 1 LinearLayout containing 6 TextView objects </td> - <td>135,000</td> - </tr> - <tr class="alt"> - <td>Launch an empty activity </td> - <td>3,000,000</td> - </tr> -</table> +<p>(See also <em>Effective Java</em> item 54.)</p> <a name="closing_notes" id="closing_notes"></a> <h2>Closing Notes</h2> @@ -617,3 +555,14 @@ local variable.</p> <p>One last thing: always measure. Before you start optimizing, make sure you have a problem. Make sure you can accurately measure your existing performance, or you won't be able to measure the benefit of the alternatives you try.</p> + +<p>Every claim made in this document is backed up by a benchmark. The source +to these benchmarks can be found in the <a href="http://code.google.com/p/dalvik/source/browse/#svn/trunk/benchmarks">code.google.com "dalvik" project</a>.</p> + +<p>The benchmarks are built with the +<a href="http://code.google.com/p/caliper/">Caliper</a> microbenchmarking +framework for Java. Microbenchmarks are hard to get right, so Caliper goes out +of its way to do the hard work for you, and even detect some cases where you're +not measuring what you think you're measuring (because, say, the VM has +managed to optimize all your code away). We highly recommend you use Caliper +to run your own microbenchmarks.</p> |