android performance issue - android

my android application works well but it's performance(speed) is slow. In my logcat i saw frequent garbage collection operation like
11-02 15:07:20.647: DEBUG/dalvikvm(12571): GC freed 295 objects / 38448 bytes in 93ms
Is this the reason for low performance?? How can i improve my applications performance???
anybody please help

If you use the emulator don't worry - it is slow by itself. GC is not responcible for this i think, 93 ms is time you won't even notice. So try your application at the real phone and if there are preformance issues - use the profiler.

Your application performance in terms of user interface and memory is quite related.
In this case 93ms means that your device could be dropping about 6 frames in the ideal scenario. If the GC is executed often this could be a problem.
The Android ART/Dalvik virtual machine is a version of the Java Virtual Machine where the Garbage Collector implementation is based on generations. This means that your application process has a heap associated separated by different generations where the GC is going to act once a generation is full. You can think of these generations as buckets or arrays of memory.
Once a generation is full the Android virtual machine will start the garbage collector process. As the Android virtual machine can not collect and fragment your application heap while the app process is running the garbage collector event will stop all the threads in your app while the garbage collector is working. That's why your application can be dropping frames if the app garbage collector is invoked so repeatedly.
Here you have an example:
Last week I discovered my app was leaking memory. I discovered this because after 20 minutes using my app I noticed the UI was performing really slow. Closing/opening an activity or scrolling a RecyclerView was really slow. After monitoring some of my users in production using http://flowup.io/ I found this:
The frame time was really really high and the frames per second really really low. You can see that some frames needed about 2 seconds to render :S.
Trying to figure it out what was causing this bad frame time/fps I discovered I had a memory issue as you can see here:
Even when the average memory consumption was close to the 15MB at the same time the app was dropping frames.
That's how I discovered the UI issue. I had a memory leak in my app causing a lot of garbage collector events and that's was causing the bad UI performance because the Android VM had to stop my app to collect memory every single frame.
Looking at the code I had a leak inside a custom view because I was not unregistering a listener registered into a Android Choreographer instance. After releasing the fix, everything became normal :)
If your app is dropping frames due to a memory issue you should review two common errors:
Review if your app is allocating objects inside a method invoked multiple times per second. An example could be creating new instances of an object inside a onDraw custom view method.
Review if your app is registering an instance into the Android SDK but not releasing it. Registering a listener into a bus event could also be possible leak.
Disclaimer: The tool I've been using to monitor my app is under development. I have access to this tool because I'm one of the developers :) If you want access to this tool we will release a beta version soon! You can join in our web site: http://flowup.io/.
If you want to use different tools you can use: traveview, dmtracedump, systrace or the Andorid performance monitor integrated into Android Studio. But remember that this tools will monitor your connected device and not the rest of your user devices or Android OS installations.

Related

Android app taking too much memory for nothing

I have an app that is doing a lot of work related to Bluetooth connection and displaying graphs etc.
App is using many libraries as well. App has also a background service running all the time. Now I noticed that it is taking upto 500 Mbs of Memory Usage.
What I have done was commented out. Everything on app launch and just showed splash screen (custom made) and still footprints are 60-70 Mbs. That means something is taking too much memory without even using it.
One important thing is that Android Studio's Memory Monitor is showing me that app is using only 40-50 Mbs whereas my phone's Memory manager is showing upto 500 MBs. I have tested this on 3 phones. Result remains same.
Any help should be appreciable.
You are leaking alot of memory you can go to memory monitor in android studio and use garbage collector to have an estimation of the total amount of leak you're having.
Most of the time External libraries are main Issue for the memory leakage due to their differing implementations and are quite inefficient when used for work on mobile client.
Here is a great blog regarding memory leakage.
http://blog.nimbledroid.com/2016/05/23/memory-leaks.html
Use MAT Tool to find out memory leakage and resolve that.
Once started service, if it is no needed then stop the service using intent.
And also check you have started any timer thread and not stopped it.

Why automatically released this memory at android?

I have some memory problems about my android appwiget,
(It's small toy appwidget based drawable animation repeat)
So I watched my memory viewer in Android Studio.
I found my app's memory increased at initial time, but when it doesn't enough memory it automatically release some memory.
I want to know what android function make this.
Can I control this release function with java code?
*I tested at real device android ver 4.42
You are talking about Garbage Collection, which is the process of removing from the memory the objects that are no longer required. You can have a good idea of how it works in Java here.
In Android (and Java in general) you can suggest the virtual machine to do it with the System.gc() call. Note, though, that it:
Indicates to the VM that it would be a good time to run the garbage collector. Note that this is a hint only. There is no guarantee that the garbage collector will actually be run.

AIR Android runtime memory leak

Good day,
I am developing an adventure game in AIR for Android. I am instantiating levels from the library (movie clips), each containing at least one HD resolution bitmap.
When the game starts, it occupies about 150MB of memory, including the AIR runtime and the SWF. Out of this 150MB the SWF is about 12MB at this time.
As the game progresses the memory consumption of the AIR runtime increases, while the memory used by the SWF remains at around 15-20MB. When the total memory consumption reaches about 350(!)MB, the OS intervenes and kills the app.
I was careful to reuse objects whenever I could, and nullify any unused objects to make them eligible for GC. GC seems to be working as it should, as the memory used by the SWF remains steady around 15-20MB. I can see it drop from 20 to 12 from time to time when GC kicks in.
Things I've tried:
Removed all cacheAsBitmap and cacheAsBitmapMatrix properties.
Exported each level into a separate SWF and loaded them from there instead of the library.
Forced the GC hack just to see if it has any effect.
Fiddled with System.pauseForGCIfCollectionImminent(n) with different values for n.
Tried different acceleration modes (direct and auto) thinking maybe the GPU is at fault.
All failed, memory consumption just runs away.
This happens only on Android. On a PC everything is fine, the whole thing takes up about 250-300MB, and this number remains steady, no matter how many levels I load one after another. Didn't have the chance to test on iOS yet.
I would really appreciate any ideas or insights into how to make this problem go away.
Thanks.
1) Easiest way to find memory leak is to use Adobe Flash Builder. Just run profiling.
2) Also good way to exclude leaks in future: create function which will be used for "cleaning". E.g. it will null all local variables of instance and so on. Something like usual c++ destructors. Then, before nulling your object, just call this method.

Other processes call GC which slows down my game

I'm writing a real-time arcade game for Android >= 2.1. During gameplay I'm not allocating memory, to not seduce GC. Beacuse if GC invokes, it takes processor for 70-200ms. User see this as "oh no, that game is lagging...".
I checked LogCat. There are lots of GC_FOR_MALLOC or GC_EXPLICIT. But... not from PID of my process! My game is not causing them. They're caused because other processes, running in the background. Some wallpaper, widgets, radio, email, weather checking and other services...
I don't understand it entirely. When, for example wallpaper dissapears, its onPause() is called, I suppose. So, it should stop all its threads and certainly do not allocate any memory (or call System.gc()). Maybe it's wrongly implemented? I don't know. But there are some Android services, which are also causing GC from time to time... It's odd.
Is it a big Android <= 2.2 architecture flaw?
Android 2.3 introduces concurrent GC, which takes less time.
What can I do to ensure that my game will run smoothly?
First of all, the things which you see in LogCat will differ from one device to another. If you are certain the GC is not coming from your app, you have absolutely nothing you can do. You will always find the GC doing..something.
Make sure you keep YOUR code clean and very lite.
Plus, remember that generally speaking, in the presence of a garbage collector, it is never good practice to manually call the GC. A GC is organized around heuristic algorithms which work best when left to their own devices. Calling the GC manually often decreases performance.
Occasionally, in some relatively rare situations, one may find that a particular GC gets it wrong, and a manual call to the GC may then improves things, performance-wise. This is because it is not really possible to implement a "perfect" GC which will manage memory optimally in all cases. Such situations are hard to predict and depend on many subtle implementation details. The "good practice" is to let the GC run by itself; a manual call to the GC is the exception, which should be envisioned only after an actual performance issue has been duly witnessed.
I do not believe it is a flaw on Android <= 2.2. Is it happening on higher versions? Have you tested it?

Android Service Memory Usage

I have an Android app with a running service.
When I look in the "Running Apps" menu in Android settings, I see that my app memory usage is
between 9-16MB .
I used DDMS Allocation Tracker to see where this is coming from, but all of the objects were less than 500 bytes.
Does it make sense? Any other ways to track my app's memory usage?
Also, I have an SQLite database opened as long as the service is running. Is that an impact on memory as well?
Thanks.
Does it make sense?
It neither makes sense nor doesn't make sense. You can get to "9-16MB" by increments of 500 as easily as you can get there by increments of 5000. Also, AFAIK that allocation tracker does not track everything (e.g., bitmaps on pre-3.0 environments).
Any other ways to track my app's memory usage?
Dump your heap (e.g., using the Dump HPROF File toolbar button in DDMS) and examine the results with the MAT plugin for Eclipse. There was a presentation on this at the 2011 Google I|O conference -- the YouTube video is online. You can use this to track memory leaks.
Is that an impact on memory as well?
Some, I'm sure.
Another issue is actually the service itself. Your objective should be to have that service in memory as little as possible, and only while it is actively delivering continuous value to the user. Ideally, your service is destroyed ~99% of the time.

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