How to fix Slow Rendering (Android vitals) - android

I have an app that is listed as in the bottom 25% in the new Google Play Console - Android vitals section for Slow Rendering. I am concerned of this because of such articles that seem to say Google Play may penalize your app in the Play Store rankings if you fall in the bottom 25%.
However, it seems impossible to improve this metric for my app. It plays music and has a SeekBar and TextView which is updated every 250ms as any music player would. I made the minimum basic program to demonstrate:
public class MainActivity extends AppCompatActivity {
int count;
SeekBar seekBar;
TextView textView;
Runnable runnable =
new Runnable() {
#Override
public void run() {
textView.setText(Integer.toString(count));
seekBar.setProgress(count);
++count;
seekBar.postDelayed(runnable, 250);
}
};
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
seekBar = (SeekBar) findViewById(R.id.seek);
textView = (TextView) findViewById(R.id.text);
seekBar.post(runnable);
}
}
Full project here: https://github.com/svenoaks/SlowRendering.git
When I run this program on hardware similar to the Nexus devices, I get these results for a
adb shell dumpsys gfxinfo com.example.xyz.slowrendering command:
Stats since: 19222191084749ns
Total frames rendered: 308
Janky frames: 290 (94.16%)
90th percentile: 32ms
95th percentile: 36ms
99th percentile: 44ms
Number Missed Vsync: 2
Number High input latency: 0
Number Slow UI thread: 139
Number Slow bitmap uploads: 0
Number Slow issue draw commands: 283
This would mean almost all my frames taking >16ms to render, I guess due to the periodic nature of the updating. All other music player apps I have tested also have this Slow Rendering problem as far as I can see. I fear Google's algorithm ruining my app ranking, is there any way I can improve my score?

The TextView in your layout is causing the problem. Because it has layout width of wrap_content, which said that it's width has to be equals to the width of the content (the text in this example). Therefore, every time you call TextView.setText an expensive measure/layout pass has to occur. Simple setting the layout_width to match_parent will solve the issue.
Here are two images what is taken from systrace, it demonstrate the work run on the UI thread in 1 frame. The top one is done with layout_width=wrap_content and the bottom one is with layout_width=match_parent.
Two following methods that i have tested will improve the frame rate:
If you post the runnable in shorter span like 16ms (seekBar.postDelayed(runnable, 16)), you get this smooth 60fps:
P/s: I am not sure why yet.
Use some other way to update the count value instead of inside the Runnable. Use View.postOnAnimation(Runnable) to reschedule the Runnable. The result is 60FPS for the sample project.
EDIT:
two Runnable that uses postOnAnimation(Runnable)
Runnable runnable =
new Runnable() {
#Override
public void run() {
textView.setText(Integer.toString(count));
seekBar.setProgress(count);
seekBar.postOnAnimation(this);
}
};
Runnable updateCount = new Runnable() {
#Override public void run() {
++count;
seekBar.postDelayed(this, 250);
}
};

I checked your code. Not sure if this is the actual code or if you have more to this. In any case I will draw attention to some of the Rendering issues in android.
1. OverDraw
Overdraw is where you waste GPU processing time by coloring in pixels that only get colored in again by something else. These can be common if you have added a background to your parent container layout and then the children are also added a background or if you have added a common background on you styles file for the application theme and then added backgrounds to the rest of the xml layout files you have created.
The causes for the overdraw can be anything, try checking your code for this. There is a developer tool installed in all mobile devices to check Overdraw in developer options. Here is the official documentation for overdraw.
2. View hierarchy
To render each view, Android goes through three stages:
1.measure
2.layout
3.draw
The time it takes Android to complete these stages is proportional to the number of views in your hierarchy. I see in your layout file that you have constraint layout which includes a linear layout. I don't see the use of this. Constraint layout was introduced to help developers reduce view hierarchy. Reduce the number of childs a particular layout can have. There is also a tool to help you with this. Here is the official android guide to it.
Try these steps to figure out the GPU rendering issues.

Related

Slow SeekBar performance on Android

I'm trying to hook up a basic audio player. The audio side is done, but I'm using a SeekBar as a track scrubber and I'm having trouble with performance.
The SeekBar is from an XML layout, and I'm using fairly basic code to update it:
updateTask = new Runnable() {
public void run() {
int elapsed = 0;
if (player != null) {
elapsed = player.getElapsedTime(); // Seconds
}
trackSeekbar.setProgress(elapsed);
updateHandler.postDelayed(this, 1000);
}
};
updateHandler.postDelayed(updateTask, 1000);
This code is taking between 20%–50% CPU on a Nexus 10! It makes other parts of my app are very choppy so it has to be faster.
I have already taken out some things in the layout to try and reduce layout redraws (I was displaying the elapsed time in a text box but gave up because it was just too slow), but I do need a basic scrubber. When I take out the call to setProgress() CPU drops to 1%. Is there a better way of doing this?
The cause of the poor performance was a high resolution transparent PNG in the background. When I removed it, all the various performance issues disappeared.
On the Nexus 10, the image was 2560x1440 which is its native resolution. Seemingly Android is not able to cope with full resolution background images.

Android OpenGL gameloop outside onDrawFrame

I've got a problem with creating gameloop for my first game. I've read a lot about it but still can't figure it out. It's based on OpenGL so I've used onDrawFrame as a game loop and it works fine on my phone. Problem is that onDrawFrame is refresh time depends on hardware so it runs way too fast on some devices. So what I want is adding a separate game loop that will refresh itself at constant period of time on all smartphones. (and onDrawFrame will only take care of graphics as it should)
As for now I have:
myGameRenderer class with all openGl stuff an onDrawFrame
myGLSurfaceView that supports touch events
myGameActivity
onDrawFrame activates myGameUpdate function that controls changing positions of all objects in game depending on info from myGLSurfaceView
I've tried with creating new Runnable but it doesn't seem to work, I can't figure out how to start that runnable and where i should place it (I've tried to place it in myGameRenderer class, but it didn't seem to work, nothing was moving:
private final Runnable mUpdateDisplay = new Runnable() {
#Override
public void run() {
update();
}};
private void update() {
//some update stuff blablabla
//some update stuff blablabla
mHandler.postDelayed(mUpdateDisplay,40); //to refresh at 25 fps
}
but I guess I don't get the idea of it - I mean I create this runnable.
I've tried to place it in onCreateSurface to start it but no effect.
So - is the generall idea ok? And how to start the loop? Where to place it? Or should I use any other way?
Ok it was simple - I was just missing r.run();
But as allways there's something. Now it works as i wanted - I mean frames doesn't depend on hardware, but everything is not as smooth as it was - and part of objects in 3d are flickering. Seems like some objects visibly are drawn faster, some later and it looks ugly.
So what am I doing wrong? Is there a better way?

Graphics Choppy

I was trying to make an into transition to my game by having two bitmaps slide apart, like a garage door opening from the middle and half sliding downwards and half upwards. Anyway, when I do it, it looks really choppy and the frame rate seems unstable/unreliable. Here's how I'm doing it.
public class TFView extends View{
...
public void startlevel(Canvas c){
long l =(SystemClock.currentThreadTimeMillis()-starttime)/3;//*(height/500);
if(l<1000){
c.drawBitmap(metalbottom,0,height/2+l,p);
c.drawBitmap(metaltop,0,0-l,p);}
}
public void endlevel(Canvas c){
long l =(SystemClock.currentThreadTimeMillis()-failtime)/3;
if(l>=height/2){
c.drawBitmap(metaltop, 0, 0, p);
c.drawBitmap(metalbottom, 0,height/2 , p);
}
else{
c.drawBitmap(metalbottom,0,-height/2+l,p);
c.drawBitmap(metaltop,0,height-l,p);}
}}
and i set the times for when I want to open/close the doors respectively. So what do you think I should change to make it a more smooth transition? Would converting it to surfaceview help?
I had the same problem. I know what you mean with "choppy". The animation speed is NOT consistent even though you have a time based animation i.e. you are using
SystemClock.currentThreadTimeMillis()
The choppiness is caused by currentThreadTimeMillis(). It "returns milliseconds running in the current thread". That is, when you use currentThreadTimeMillis() "time" only elapses when the current thread is RUNNING. But your renderer thread is NOT ALWAYS running - as you would expect in a multitasking environment. Thus every time the thread is not running your animation is also not "running" (time is not elapsing).
Solution: Use
SystemClock.elapsedRealtime()
I have to admit I'm not the best when it comes to animation in Android but I thought I'd contribute.
From your explanation, could you use TranslateAnimation? Your animation would then be very smooth.
As far as I'm aware, if the animations Android provides are not sufficient you should be drawing your graphics in a separate thread, implementing SurfaceView.
This may help or take a look at the Lunar Lander example.

Preventing "flickering" when calling Drawable.draw()

I have a little experimentation app (essentially a very cut-down version of the LunarLander demo in the Android SDK), with a single SurfaceView. I have a Drawable "sprite" which I periodically draw into the SurfaceView's Canvas object in different locations, without attempting to erase the previous image. Thus:
private class MyThread extends Thread {
SurfaceHolder holder; // Initialised in ctor (acquired via getHolder())
Drawable sprite; // Initialised in ctor
Rect bounds; // Initialised in ctor
...
#Override
public void run() {
while (true) {
Canvas c = holder.lockCanvas();
synchronized (bounds) {
sprite.setBounds(bounds);
}
sprite.draw(c);
holder.unlockCanvasAndPost(c);
}
}
/**
* Periodically called from activity thread
*/
public void updatePos(int dx, int dy) {
synchronized (bounds) {
bounds.offset(dx, dy);
}
}
}
Running in the emulator, what I'm seeing is that after a few updates have occurred, several old "copies" of the image begin to flicker, i.e. appearing and disappearing. I initially assumed that perhaps I was misunderstanding the semantics of a Canvas, and that it somehow maintains "layers", and that I was thrashing it to death. However, I then discovered that I only get this effect if I try to update faster than roughly every 200 ms. So my next best theory is that this is perhaps an artifact of the emulator not being able to keep up, and tearing the display. (I don't have a physical device to test on, yet.)
Is either of these theories correct?
Note: I don't actually want to do this in practice (i.e. draw hundreds of overlaid copies of the same thing). However, I would like to understand why this is happening.
Environment:
Eclipse 3.6.1 (Helios) on Windows 7
JDK 6
Android SDK Tools r9
App is targetting Android 2.3.1
Tangential question:
My run() method is essentially a stripped-down version of how the LunarLander example works (with all the excess logic removed). I don't quite understand why this isn't going to saturate the CPU, as there seems to be nothing to prevent it running at full pelt. Can anyone clarify this?
Ok, I've butchered Lunar Lander in a similar way to you, and having seen the flickering I can tell you that what you are seeing is a simple artefact of the double-buffering mechanism that every Surface has.
When you draw anything on a Canvas attached to a Surface, you are drawing to the 'back' buffer (the invisible one). And when you unlockCanvasAndPost() you are swapping the buffers over... what you drew suddenly becomes visible as the "back" buffer becomes the "front", and vice versa. And so your next frame of drawing is done to the old "front" buffer...
The point is that you always draw to seperate buffers on alternate frames. I guess there's an implicit assumption in graphics architecture that you're always going to be writing every pixel.
Having understood this, I think the real question is why doesn't it flicker on hardware? Having worked on graphics drivers in years gone by, I can guess at the reasons but hesitate to speculate too far. Hopefully the above will be sufficient to satisfy your curiousity about this rendering artefact. :-)
You need to clear the previous position of the sprite, as well as the new position. This is what the View system does automatically. However, if you use a Surface directly and do not redraw every pixel (either with an opaque color or using a SRC blending mode) you must clear the content of the buffer yourself. Note that you can pass a dirty rectangle to lockCanvas() and it will do the union for you of the previous dirty rectangle and the one you are passing (this is the mechanism used by the UI toolkit.) It will also set the clip rect of the Canvas to be the union of these two rectangles.
As for your second question, unlockAndPost() will do a vsync, so you will never draw at more than ~60fps (most devices that I've seen have a display refresh rate set around 55Hz.)

Android loading and showing a lot of images in ImageView(frame by frame animation) hangs in certain moments

I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.
The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.
I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).
And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.
All images are in .png format and their size vary from 15kB to 40kB.
I use the following code for the animation:
new Thread(new Runnable() {
#Override
public void run() {
while (!stopStartupAnimation && li < images_360.length) {
final int fli = li;
handler.post(new Runnable() {
#Override
public void run() {
//Bitmap b = BitmapFactory.decodeResource(getResources(), R.drawable.icon);
//imageCanvas.setImageResource(images_360[fli]);
imageCanvas.setImageBitmap(imageStackNext.pop());
System.out.println("rawX = " + fli);
}
});
int ti = fli +25;
if(ti > images_360.length-1){
ti = ti - images_360.length;
}
imageStackNext.push(BitmapFactory.decodeResource(getResources(), images_360[ti]));
synchronized (this) {
try {
wait(1000 / 25);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
li++;
li++;
if (li >= images_360.length) {
li = 0;
}
}
}
}).start();
First, 15-40KB is their compressed form. Uncompressed, as Bitmaps, they are probably substantially larger. 250 of them may be using many MB of RAM, which is not a good idea.
Second, given a choice between using OpenGL for 3D (which is its purpose), or the 2D drawing primitives on the Canvas, or using ImageView, you chose the worst-performing option.
Third, postRunnable() does not take effect immediately, but rather puts things on a message queue for the main application thread to process when it gets a chance. If it gets tied up -- say, handling touch events -- it may well skip over some seemingly redundant ImageView redraws, or have them go by so fast they appear to not happen. All your 40ms wait() does is ensure that you are only raising events every 40ms, not that they will paint every 40ms. Besides, you could have more easily just used postDelayed() for your 40ms timing.
Bitmaps should be loaded efficiently.
Refer example on official page: https://developer.android.com/training/displaying-bitmaps/index.html

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