AVD very slow on Android 4.0 - android

I'm trying to start AVD with Android 4.0 on WXGA mode (720 or 800) [for Tablets] but its very slow
First it was crashing when i started the device
Then i un-installed the AVD and SDK and reinstalled it and now it takes a lot of time to start and very slow on response
It's working fine for Android 2.x and 3.x but not for 4.0
I tried increasing RAM size also but it didn't worked (with snap shot or without snapshot)

The issue is screen size. Tablet-sized emulators for Android 3.x or 4.x presently use a LOT of CPU power.
Some of that is the home screen itself, so replacing the home screen with a simpler implementation can help. I use Zeam Launcher for this, in part because you can legally get the APK outside of the Android Market.
Beyond that, you need a development machine with a powerful CPU. I switched from a dual-core 2.5GHz machine to a Core i7 2.7GHz machine for that reason. The reason wasn't the 2.5 -> 2.7 jump, but the fact that the Core i7 supports Turbo Boost. The Android emulator only uses a single CPU core; TurboBoost effectively combines multiple cores to create a faster "Supercore" (cape optional). My Core i7 will TurboBoost to 3.4GHz, and 2.5 -> 3.4GHz, coupled with the simpler home screen and setting Device RAM to 1024 in the AVD, has gotten the emulator to the point where I can deliver training with it.

Related

Android Emulator (from Android Studio) lagging

Searched for a solution, didn't find anything helpful.
I have a GTX 970 and an i5 4690k OC 4.2 GHz.
The Emulator from Android Studio is lagging as hell and I don't know why.
Intel HAXM is installed, 4G Ram is allocated to the Android Device. I just can't find a solution. Btw. I don't think my processor is too bad since I can run 2 VMs at once and the Emulator works fine on my XPS 15 9560 (i7 7700HQ & GTX 1050)
Does anyone have an idea what to do?
Config:
Also tried using Software for graphics emulation, much more slower. Btw for reference this runs in the background and doesn't seem to resolve:
The SDK used
CPU Usage:
Also, I installed the AVD also on the same system on Hackintosh:
CPU: 10% and works smoothly
Cut the RAM way back. There is no Android device of note that has 8GB of RAM. Something in the 1-2GB range should be fine.
Cut the VM heap way back. For example, my emulator images use 48-128MB, not 8GB.
If those don't help, experiment with a lower-resolution emulator (e.g., Nexus 4 1280x768) and see if that changes your results.
Fixed it! I did a random windows update to Version 1803 and now the emulator works perfectly! Thanks for all your suggestions and answers!
also think that the RAM settings are at fault ...
in particular the heap size matching the total capacity.
the default settings, which should run smooth(er) are:
CPU: 4 Cores (while available)
RAM: 1536MB
Heap: 384MB
also check background processes once, in particular AntiVirus with on-access scanner, etc. (some people have 2-3 of them installed); one of them is enough and if present, disable it once for a test. the emulator ordinary is much less of a memory hog than Android Studio with Gradle can be. if everything fails, the screenshot shows that there is one bank available, which could take 2 DIMM. booting another system from external media might also worth a try, in order to rule out the current OS install. and I also have that "preparing for setup" on one emulator image; that's nothing to worry about.
Could you try changing the OpenGL ES Renderer to Desktop Native OpenGL
And OpenGL ES API Level to Renderer Maximum
This made my emulator very responsive, almost 2x faster.
Like this picture
Also it might be worth mentioning that I set both my camera's to none.

Can we based on Android Studio Emulators for different display screens create the App

Can we based on Android Studio Emulators for different display screens create the App? Can we trust Android Studio Emulators ?
I mean for example whatever that's displayed on the Nexus 7 Emulator, would be exactly the same as it is really displayed on the real Tablet itself.
Yes, we can.
I've compared lots of emulators vs real devices - they are almost identical
Android Emulators give you a basic idea of different layout. Padding and pixel adjustment may be different in real device due to difference between system screen resolution and real device screen resolution.
The Android Emulator is built hand-in-hand with the Android platform for the Android SDK. Moreover, the latest Android Emulator system images (API 24+) 100% pass the Android Compatibility Definition, so that you can have even more assurance that app behavior will be exactly the same between the Android Emulator and a physical Android device.

UE4 - Application won’t run on Android tablet

So, I did a video-game in UE 4.8 and compiled it for Android.
It’s a game for training mathematical abilities in first and second
graders, using Android tablets. However, the game won’t run in the
tablets we are using for the training program. After installing the
APK, when I try to run the game, it immediately closes and a sign
appears saying: “The application has stopped”. I installed the
application in other several android devices and it works fine (e.g.
LG F60, Samsung Galaxy S5). However, I need to make it work for this
particular tablet, because those are the ones we are using for the
training program and we have like 80 of them. The tablet is a
ProntoTec X1, these are the specs:
CPU: All winner A31s Quad Core-Cortex A7, 1.2GHZ;
OS: 4.4 KitKat;
RAM: 1G DDR3;
10.1-inch screen, 1024 x 600 Pixels
I’ve tried different things, like compiling an empty project, but is the same: it works on other devices, but not on these tablets. I also compiled the game using different API versions of the SDK and NDK, but that didn’t help either. These are the versions that I’m currently using: ndk-r10e, ant-1.9.6, jdk-1.7.0, sdk platform-19 (android studio 1.2.2).
Please, any suggestion is welcome. Thanks!
Take a look at the droid versions supported, also have a look at the droid permissions, I had this issue some time ago and the permissions is what did it for me.

SVG editing making Honeycomb 3.0 emulator slow due to more than 100% CPU usage

I am building a SVG editor on Honeycomb. I am using html and
javascript apis for editing the SVG. I am displaying the html in a
webview and calling the javascript functions from my native code. I am
taking two svg layers. The lowermost layer contains the actual svg and
the topmost layer is a transparent layer on which I am drawing, thus
giving the effect of an editor. One SVG s is approximately 2.75 MB in
size. As soon as I draw something(straight line, circle etc) it is
taking approx 50 seconds to reflect on my screen. The CPU usage goes
above 100% when I check on LogCat. However when I test this on Google
Chrome desktop browser it is almost instantaneous. Is it because of my
system specs: 2GB RAM, Windows XP, 1.7 GHZ processor? I must also
mention that I am using 256MB as my emulator's RAM. Any attempts to
increase that makes my emulator non-responsive quite often.
Any suggestions how I can optimize CPU usage or make the emulator
respond faster. Are there any recommended system specs for developing
for Honeycomb?Also will the performance be better in the actual device
which has may be higher RAM than I can afford on the emulator?
Any suggestions how I can optimize CPU usage or make the emulator respond faster.
Add more RAM to your device, then bump the device RAM of the emulator to 1GB. That will help a little. You are probably better served investing the money in buying an actual tablet, or testing on an earlier SDK in the emulator.
Are there any recommended system specs for developing for Honeycomb?
The "recommended system specs" are "own a tablet". Perhaps later this year, the graphics rendering bottleneck will be resolved, based on the work demoed at the 2011 Google I|O conference.
Also will the performance be better in the actual device which has may be higher RAM than I can afford on the emulator?
Actual hardware will be 10-100x faster, roughly speaking. There is no point in using today's emulator to draw any conclusions about the speed of your application on hardware.

Is it just me...or is android honeycomb 3.0 emulator really slow?

Well? I've tried increasing the RAM size of the emulator to 1024 MB and there was little improvement on the speed, however, it's still unusable. It has the speed of a turtle.
Anyone got better ideas to make it faster? Is there something I'm not doing correctly?
Check out the android developer documentation regarding 3.0 emulator performance. Scroll down to About Emulator Performance.
Copied tip for convenience:
Tip: To improve the startup time for the emulator, enable snapshots for the AVD when you create it with the SDK and AVD Manager (there's a checkbox in the AVD creator to Enable snapshots). Then, start the AVD from the AVD manager and check Launch from snapshot and Save to snapshot. This way, when you close the emulator, a snapshot of the AVD state is saved and used to quickly relaunch the AVD next time. However, when you choose to save a snapshot, the emulator will be slow to close, so you might want to disable Save to snapshot after you've acquired an initial snapshot (after you close the AVD for the first time).
Seems like everything 3.0 and beyond is slow for me. Everything before that runs very fast in emulator for me. However, I have an Intel integrated graphics card in my laptop. When I turn 3D setting to "Application Settings," I get relatively decent performance from the emulator, at least when it starts up, but then when I try to start any app from the default main app menu (contacts, for example) I get launcher errors. That happens for me on 3.0, 3.1 and 3.2. The one thing I'm suspicious of is that I'm running 64-bit Java SDK. Seem to be a number of posts out there related to 64-bit, but mostly they seem to be point to using 64-bit SDK with 32-bit Eclipse or vice versa, but in my tests, I am not even running Eclipse, haven't even reinstalled the ADT yet, just the Android SDK and created a few emulator instances. Again, prior to 3.0 everything is fast. 3.0 and beyond not good, but A LOT better with graphics settings as I mentioned above. If I could get past the launcher issues, I think I might be all set. Oh, btw also, for 3.0 and beyond, I bumped the memory up to 1024. I've tried increasing the heap for apps to double the default (from 48 to 96) but that doesn't seem to have alleviated my launcher problems.
It is slow. You can try creating a new Emulator with a smaller resolution.
I remember someone at google I/O saying that the HoneyComb emulator will run really really slow due to hardware acceleration turned on.
The PC may use software rendering for OpenGL hence the bad performance. The almost everything you see on the HoneyComb screen is rendered using OpenGL ES.
감사합니다,
Reno

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