Is there any way to calculate time consumption on androidx.startup? - android

I recently brought androidx.startup library to my project. but I don't know how to calculate time consumption on androidx.startup initializing.
Can I get the time consumption on androidx.startup initializing by log or some other test framework?

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Getting average values with Android Profiler in Android Studio

I've been using android profiler to see how well my application performs on different devices and I was wondering if there's a way to automatically get average values such as average memory consumption in a set amount of time or for the entire duration of the profiling session. Peak values are easy to notice and mark down but an average would be very hard and time consuming to manually determine. I couldn't find any option that would allow me to easily get theses averages for me to make a report on how well my application performs in general.
I've tried searching for any examples on how to do this but haven't been able to find anything similar to what I'm trying to do.
Have you looked into Firebase Performance Monitoring?

Android - How to slow down battery Drain

I am developing a game for Android. It uses a surface view and uses Bitmaps to draw objects each frame, redrawing on the Bitmap objects only when required.
Using the app I noticed that the battery is draining.
I would like to know if there is a library to understand which part I am consuming a lot of battery in or a way to apply the battery safety function in my surface view.
Each bitmap in the game is recycled every time it is instantiated. So apart from this little trick I don't know how to optimize my code.
Can anyone suggest me what I can do?
Thanks in advance
There is no exact solution to minimize battery usage - it depends on your code, and it's all about minimizing CPU & Network usage. Basically you already have powerful Profiler in your Android Studio. It shows CPU, RAM, network & battery usage on dashboards and you can find most heavy part of your code using it. More you optimize your code, more effectively app will use battery.

what are the reasons for variance in performance measurement of android app

I want to track the boot time and time for certain operations of my app on android.
I am using the code markers approach to measure time for all the basic operations in my app. I have inserted some code markers at various places in code. I record the system time whenever a code marker is reached. And then I take the time difference between the start and end markers to measure boot time and other operations time.
I get some variance in the milliseconds time every time I measure the time for a scenario. For example if I measure boot time in 10 iterations I get different values in the range 1400 ms to 1600 ms everytime.
Due to this variance in readings, I am not always 100% sure whether my change is impacting the boot time and other operations time.
As far as I know, variance can be due to the following reasons :
CPU frequency scaling by Linux kernel. So I have disabled the scaling and set the scaling_governor to performance.
Resources usage due to other processes executing on the device. I have eliminated this also. I use the stock android OS, without any external apps. And before running the tests I first reboot my device. So everytime I run my test, same set of applications are running on my device.
Different battery levels. I always run my tests when my phone is 100% charged and is plugged in.
Also I take the measurements on a same device every time. I have a dedicated device for this task.
What can be the other reasons for variance in performance measurement?
Is there any better way to measure performance?
App performance can vary for several reasons. For example,
Keeping often-requested data in caches by CPU.
File caching by Dalvik/ART runtime.
Since Android runs multiple processes at the same time. Other processes may be executed in between of execution phases of your program.
Garbage collection may halt the execution at any time to analyze the memory.
Those external factors will affect your time measurements, by stealing away CPU time, tying up I/O channels, etc. You need to average your tests across several runs to try to average out those external factors, and accuracy/precision will suffer as a result. A useful discussion for getting accurate time while measure execution is discussed in Best method to measure execution time in Android?.
Apart from those, the performance can also vary on the app side too. For example,
App initializes a lot of objects in the launch process.
App is doing some heavy operations in Activity lifecycle starting
methods — onCreate(), onStart() or onResume()
Layout is too rich and/or too complicated to measure and draw it for
the first time.
To see how performant are the most common operations like object initialization or Activity lifecycle methods, you can use AndroidDevMetrics
Also check, Using Traceview from Android Studio

How to measure speed of incrementing of a variable?

I've been developing an app for a project of mine which includes a module where I track the steps of the user using an accelerometer.
As of now, I currently can only track the number of steps that the user walks but not the speed. I did some research but I couldn't find much.
The code that I'm using for the pedometer module in the app is from this:
https://github.com/google/simple-pedometer
Any help would be appreciated.
Accelerometer with gyroscope won't work here because of dead reckoning - drastically increasing error caused by integrating original error. You should calculate speed by taking GPS coordinates, taken with some equal time intervals. I used that here: https://github.com/AlexShutov/LEDLights/tree/ReadingSensors/app/src/main/java/alex_shutov/com/ledlights/sensor/gps

Usage of memory increasing rapidly in Android

When starting my Android wallpaper application, the application consumes slowly more and more memory. I am trying to figure out why this is happening and haven't been very successful yet.
At one time I got an information in logcat as "Low memory no more background process". At this time my app quit for a few seconds and restart it again.
Am calling two native functions repeatedly on the background to draw the wallpaper. Is this problem?
Please read: http://android-developers.blogspot.co.uk/2009/01/avoiding-memory-leaks.html
You are probably using static members and reusing widgets with old Context and that makes android unable to free the memory of old contexts that expired long ago.
Don't use static members when you can avoid it
Under no conditions should you set a widget to public/default static always use private
Use final as much as you can
Do more research online

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