Why does traceview give inconsistent measurements? - android

I am trying to speed up my app start-up time (currently ~5 seconds due to slow Guice binding), and when I run traceview I'm seeing pretty big variations (as high as 30%) in measurements from executions of the same code.
I would assume this is from garbage collection differences, but the time spent in startGC according to traceview is completely insignificant.
This is particularly aggravating because it's very difficult to determine what the effects were of my optimizations when the measurements are so variable.
Why does this happen? Is there any way to make the measurements more consistent?

I suppose you are starting profiling from the code rather than turning it on manually? But anyway even if you use Debug.startMethodTracing and Debug.stopMethodTracing from a specific point of your code you will receive different measurments.
You can see here that Traceview disables the JIT and I believe some other optimizations so during profiling your code is executed slower than without it. Also your code performance depends on overall system load. If some other app is doing any heavy operation in background your code will execute longer. So you should definitely get results that a slightly different and so start-up time couldn't be a constant.
Generally it is not so important how long your method executes but how much CPU time it consumes comparing to other methods.

Sounds like measurement is not your ultimate goal. Your ultimate goal is to make it faster.
The way to do that is by finding what activities are accounting for a large fraction of time, so you can find a better way to do them.
I said "finding", not "measuring", and I said "activities", not "routines".
To do this, it is only necessary to sample the program's state.
Many profilers collect a large number of samples of the program's state, but then they all fall into the same logic - they summarize, on the theory that all you want is measurements, and you don't really care of what.
In fact, if rather than getting summaries you could examine some of the samples in detail, it would tell you a great deal more about how the program is spending its time.
What's more, if on as few as two(2) samples you could see the program pursuing some goal, and it was something you could improve significantly, you would see a significant speedup.
This process can be repeated several times, and that's how you can really optimize it.
The process is explained in more detail here, and there's a use case here.

If you are doing any network related activity on startup then this tool can help you understand what is happening and how you might be able to optimize connections and caching. http://developer.att.com/developer/legalAgreementPage.jsp?passedItemId=9700312

Related

Heavy CPU analysis while running foreground service

So, I've a Service that is important for applications logic and thus needs to be alive all the time.
First thing is first, I created it as a foreground service.
Whenever user starts to run, Service starts to do a lot of heavy things. It uses FusedLocationAPI different type of sensors and do a lot of different calculations. At this point phone starts to heat up (CPU usage is high). When running stops, heating stops and CPU drops lower.
This makes me think that the main problem is whenever these sensors are used and calculations are made, but there's a lot of possibilities that could cause this and I wanted to understand, how can I deeply analyze batter usage in this case? I read that Battery Historian should be way to go, but the information there is complicated and do not give me much information. How can I use this data to understand which class/runnable/code part is held responsible for the CPU usage? Maybe there's better ways to solve this? Thanks in advance.
Detailed analysis on what's happening using CPU profiler (after suggestion).
Image. Application is opened and few different screens are switch to and from. Nothing special. Phone does not heat up and from CPU analysis everything also looks pretty okay.
2.User starts to run and enter heavy state. The yellow (light green) rectangle shows previously mentioned "important service" that bring important role to application. Called functions does not use too much time of CPU considering the % of whole running trip - which makes me think, I've to look somewhere else..
What I saw is that CPU increases heavily whenever I lock the phone (while service is running. From CPU Bottom Up analysis I cannot understand what is causing the problem (orange rectangle) - looks like a bunch of Android stuff is happening, but it does not give me any clue.
From CPU profiler I do understand that I have a serious problem considering CPU usage, but right now I do not understand what is causing it (which piece of code/class/function). I know for the fact that whenever my important service is created (on app start) I use PARTIAL_WAKE_LOCK to not allow CPU go to sleep and also make service to be alive at all times. As I understand I need to find different solution for this, because CPU drains too much of battery.
How could I found this using only profiler? I now this fact only for code and profiler stack does not tell me much about this (maybe Im not looking at the right place?)
I found out the root cause of high CPU usage.
I did detailed investigation on threads and found out that DefaultDispatcher threads are using A LOT of CPU.
Turns out the has been a bug in Kotlin-Coroutines library and latest version provides fixes. When I did tests I used version 1.3.1, but changing version number to 1.3.3 provided me with big improvements: from 40% usage to 10% CPU usage.

Do android animations use a lot more CPU power?

I am using Animations in my application while
switching among Activities
populating ListView.
now I am wondering if it uses a lot more CPU power which uses more Battery.
Thanks.
Well, any calculation by the cpu uses power, and I have to believe that you have to do a lot more calculation to animate those items, so I would say yes, it would affect the battery life.
I can't imagine it would be drastic though... people use Live Wallpapers, and some searching on the nets shows that those (depending on the device) can use an extra 2-4% power, and that's for something that runs 100% of the time when visible, as opposed to list creation which happens in a finite amount of time.
Upshot: I wouldn't worry about it.
Sure it does, but i don't believe is significant at all. Those are really simple operations when compared to whole process of launching an activity or loading lists. you can test it if you like by using traceview.
TraceView Sample

how to measure and improve battery use in iPhone/iPad game (Android also)

My game uses too much battery. I don't know exactly how much it uses as compared to comparable games, but it uses too much. Players complain that it uses a lot, and a number of them note that it makes their device "run hot". I'm just starting to investigate this and wanted to ask some theoretical and practical questions to narrow the search space. This is mainly about the iOS version of my game, but probably many of the same issues affect the Android version. Sorry to ask many sub-questions, but they all seemed so interrelated I thought it best to keep them together.
Side notes: My game doesn't do network access (called out in several places as a big battery drain) and doesn't consume a lot of battery in the background; it's the foreground running that is the problem.
(1) I know there are APIs to read the battery level, so I can do some automated testing. My question here is: About how long (or perhaps: about how much battery drain) do I need to let the thing run to get a reliable reading? For instance, if it runs for 10 minutes is that reliable? If it drains 10% of the battery, is that reliable? Or is it better to run for more like an hour (or, say, see how long it takes the battery to drain 50%)? What I'm asking here is how sensitive/reliable the battery meter is, so I know how long each test run needs to be.
(2) I'm trying to understand what are the likely causes of the high battery use. Below I list some possible factors. Please help me understand which ones are the most likely culprits:
(2a) As with a lot of games, my game needs to draw the full screen on each frame. It runs at about 30 fps. I know that Apple says to "only refresh the screen as much as you need to", but I pretty much need to draw every frame. Actually, I could put some work into only drawing the parts of the screen that had changed, but in my case that will still be most of the screen. And in any case, even if I can localize the drawing to only part of the screen, I'm still making an OpenGL swap buffers call 30 times per second, so does it really matter that I've worked hard to draw a bit less?
(2b) As I draw the screen elements, there is a certain amount of floating point math that goes on (e.g., in computing texture UV coordinates), and some (less) double precision math that goes on. I don't know how expensive these are, battery-wise, as compared to similar integer operations. I could probably cache a lot of these values to not have to repeatedly compute them, if that was a likely win.
(2c) I do a certain amount of texture switching when rendering the scene. I had previously only been worried about this making the game too slow (it doesn't), but now I also wonder whether reducing texture switching would reduce battery use.
(2d) I'm not sure if this would be practical for me but: I have been reading about shaders and OpenCL, and I want to understand if I were to unload some of the CPU processing to the GPU, whether that would likely save battery (in addition to presumably running faster for vector-type operations). Or would it perhaps use even more battery on the GPU than on the CPU?
I realize that I can narrow down which factors are at play by disabling certain parts of the game and doing iterative battery test runs (hence part (1) of the question). It's just that that disabling is not trivial and there are enough potential culprits that I thought I'd ask for general advice first.
Try reading this article:
Android Documents on optimization
What works well for me, is decreasing the use for garbage collection e.g. when programming for a desktop computer, you're (or i'm) used to defining variables inside loops when they are not needed out side of the loop, this causes a massive use of garbage collection (and i'm not talking about primitive vars, but big objects.
try avoiding things like that.
One little tip that really helped me get Battery usage (and warmth of the device!) down was to throttle FPS in my custom OpenGL Engine.
Especially while the scene is static (e.g. a turn-based game or the user tapped pause) throttle down FPS.
Or throttle if the user isn't responsive for more then 10 seconds, like a screensaver on a desktop pc. In the real world users often get distracted while using mobile devices. Don't let your app drain battery while your user figures out what subway-station he's in ;)
Also on the iPhone, sometimes 60FPS is the default, throttling this manually to 30 FPS is barely visible and safes you about half of the gpu cycles (and therefore a lot of battery!).

Interpreting Multicore Performance Trace (Eclipse/Android)

I'm working on an android game, and I started noticing a little sluggishness during development so I wanted to try to utilize multithreading for fun and learning.
My application has 3 threads:
UI thread (should be mostly idle)
Game Logic Thread
Graphics Thread
I minimized the critical section between threads 2 and 3 as best I could, with the idea that the game logic could update independently of the rendering thread, and then at the end of both threads I could have a short as possible window where I push all the graphics updates from the logic thread to the game loop. This should allow the two threads to work independently for a good majority of the time. In theory sounds like a performance win.
However once I got around to implementing, my performance took a big dive. It much worse than before, one loop of updating and rendering is taking like 50 ms (20fps), so it looks like garbage. This is just rendering some 20 triangles and maybe 20 textured quads, a really simple workload (I afraid to think of what it will be when I implement proper graphics).
Anyway I took a DDMS trace in android to profile where things were going wrong or could be improved.
http://i.stack.imgur.com/DDUYE.png
This is a view of roughly 3 frames of my game. So far it seems to be doing roughly what I expected. The parts that are highlighted in blue is the locked section, which looks about right (keeps the glThread mostly waiting while it is locked). However once I unlock it I should see both threads working simultaneously, and it looks like they are, but if I look closer:
http://i.stack.imgur.com/vukXQ.png
I'm doing my development on a dual core phone, but if I understand the trace right it doesn't look like it's ever doing anything in parallel, and what's worse it appears to be switching the active thread hundreds of times per millisecond! (unless I'm interpreting this incorrectly). All this context switching seems like it would be awful for performance, so I'm not sure why it would want to switch back and forth so fast.
So after my long winded explanation, I'm wondering a few things:
Is my understanding correct, that the filled rectangles in the trace are the active threads, and the colored lines are sleeping threads? Otherwise what do they mean?
Why don't I ever see my threads running simultaneously on a supposedly dual core phone?
Why is it switching active threads so rapidly?
In DDMS I get the warning "WARNING: a debugger is active; method-tracing results will be skewed". Is this something to worry about? How can I get rid of this warning? (I launced app via Run, not via Debug if it makes a difference)
Very nice question, let me start with answers:
You have mixed up threads/methods/activeMethod. Each line in traceview is thread (and if you named your threads, you'll see it's name on left side, like "GL Thread", "main", etc..). Rectangles(colored) represents active executing methods inside each thread, while colored lines represents "paused" methods inside thread. By "paused", i mean "method is still executing, but context was switched to some other thread, and when context switched again to this thread, this method will continue to work. In terminology you've used in your question, ye, lines are sleeping thread's methods, and rectangle is active thread executing method. You can find more info about DDMS traceview here.
Distributing threads among cores is another story and heavily depends on underlying Android OS mechanisms. First of all, be sure that target Android OS is started with SMP (Symmetric Multi-Processing) option on, which is default case for multicore phones, i guess :), but i'm not expert in those things. Some words about SMP you can find here.
Thread switching depends on OS Thread/Process scheduler, thread priority, etc. More info about this things you can find in this answers.
Even if you ran application in non-debugging mode, when you connect with DDMS, and do things such Method profiling, you'll activate debugging parts of davlik vm. More details about debugging here, section "Implementation".
Hope you'll find this answer helpful.
Thanks for the question. A full answer by an insider will be helpful to me, too. I'll say what I know.
Some (all?) phones have an option to enable/disable the second core. Have you checked that yours is turned on?
In my own app I've noticed that merely going from one thread to two (on one core) with no change in total work done causes a factor of 1.5 slowdown, so clearly threading itself has a cost.
It's been in the news that Intel is calling Google out on poor implementation of multicore threading:
http://www.pcworld.com/article/257307/dual_core_processors_wasted_on_android_intel_claims.html
Your results validate this.
One other thing to bear in mind is that multi-core is not multi-processor. You're sharing cache and memory controller bandwidth between cores. One can stall while it waits for the other to finish with a shared resource, in particular for writes on shared cache lines. However this effect ought not account for the single-threading you are seeing.

Android - Debug slow running code

Is there a good way (proper way, or effective way) to debug slow running code?
I have a thread which runs multiple loops and then recurses and my code is running very slow.
Is there a good way to debug different loops or sections of code to find out which is running slowest?
If the debugger already does this, can someone please explain how,
Many thanks
What you need is not a debugger, but a profiler. Check this tool from Android's SDK: traceview
One of the most primitive ways to determine slow points is to litter the code with print statements. Bottlenecks then show up as delays between prints. This can be improved by printing the system time as you move from one loop to another, making it trivial to determine the slowest loops.
A solution that is potentially easier and more thorough is to use a performance profiler. Most mainstream languages will have standalone profilers or debuggers with performance profiling built-in. A good profiler will determine the percentage of execution time spent on each area of your code and offer useful information for optimizing performance bottlenecks.
If you need more specific information it would be helpful to post the language you are using as well as relevant sections of the code.

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