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CW208-3/4-2010/11, Chp 2: Lec 31 Performance & Optimisation techniques Programming for Games Devices.

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Presentation on theme: "CW208-3/4-2010/11, Chp 2: Lec 31 Performance & Optimisation techniques Programming for Games Devices."— Presentation transcript:

1 CW208-3/4-2010/11, Chp 2: Lec 31 Performance & Optimisation techniques Programming for Games Devices

2 CW208-3/4-2010/11, Chp 2: Lec 32 2010/11 Year Plan

3 CW208-3/4-2010/11, Chp 2: Lec 33 Course Structure Android Part I Introduction Building basic Android applications An open source framework for 2D games Game Project walkthrough Android Part II Optimisation techniques 3D Graphics with OpenGL ES

4 CW208-3/4-2010/11, Chp 2: Lec 34 Agenda Introduction Measuring performance Traceview Caliper Optimising High-level Low-level

5 CW208-3/4-2010/11, Chp 2: Lec 35 Measuring Performance Traceview A graphical tool that depicts execution activity by an Android application Useful for debugging and profiling Profiling helps identify where the bottlenecks are in an application Traceview is part of the Android SDK and is located in the folder: android-sdk-windows\tools

6 CW208-3/4-2010/11, Chp 2: Lec 36 Measuring Performance Traceview generates a log file containing the trace information to be analysed The android.os.Debug class must be included in the application The Debug.startMethodTracing() and Debug.stopMethodTracing() methods are used to start/stop the logging of trace information to disk.

7 CW208-3/4-2010/11, Chp 2: Lec 37 Measuring Performance Usually startMethodTracing() is done inside an Activity’s onCreate() method and stopMethodTracing() is done in that activity’s onDestroy() method For Andengine apps, use the onLoadComplete() method to start tracing and onUnloadResources() to stop tracing:

8 CW208-3/4-2010/11, Chp 2: Lec 38 Measuring Performance @Override public void onLoadComplete() { Debug.startMethodTracing("calc"); } @Override public void onUnloadResources() { Debug.stopMethodTracing(); } This is the name of the trace file that is created (i.e calc.trace) When using the Android emulator, the trace file is written to an SD card image – this must be setup beforehand (more on this shortly)

9 CW208-3/4-2010/11, Chp 2: Lec 39 Measuring Performance However, a more convenient option is to simply derive your andengine app from the BaseExample class (see the SpriteExample in the andengine examples) This allows us to toggle tracing on and off through the emulator ‘Menu’ button For example:

10 CW208-3/4-2010/11, Chp 2: Lec 310 Measuring Performance Pressing the ‘Menu’ button reveals this command button to start Method Tracing. Press ‘Menu’ again to reveal the ‘Stop Method Tracing’ button.

11 CW208-3/4-2010/11, Chp 2: Lec 311 Measuring Performance BEFORE initiating a trace in your application you MUST do the following: 1. Create an SD card image For example, to create an image named “imgcd”, issue the following command from your android-sdk-windows\tools folder: > mksdcard 1024M./imgcd This creates a 1GB file in the android-sdk-windows\tools folder called imgcd. This file will be mounted on the emulator file system and mapped to the sdcard folder (on the emulator)

12 CW208-3/4-2010/11, Chp 2: Lec 312 Measuring Performance 2. Mount the SD card image To mount or bind the SD card image to the emulator, we can do so via Eclipse before launching the Activity 2.1 Choose Run->Run Configurations... 2.2 Choose the ‘Target’ tab 2.3 In the ‘Additional Emulator Command Line Options’ box (bottom of window), enter: -sdcard \the-path-to-sd-card-file\my-sdcard-file (see screenshot on next slide)

13 CW208-3/4-2010/11, Chp 2: Lec 313 Measuring Performance In this example, to path to my SD card image file is C:\Users\imgcd

14 CW208-3/4-2010/11, Chp 2: Lec 314 Measuring Performance Finally, open AndroidManifest.xml and add the following line: (see AndroidManifest.xml in the andengine examples) Otherwise the activity will not be able to write to the SD card!

15 CW208-3/4-2010/11, Chp 2: Lec 315 Measuring Performance Troubleshooting If the Activity will not launch, first remove the –sdcard parameter we added to the Run Configuration in the previous slides. We will manually mount the SD card from the command line Add the android-sdk-windows\tools folder to your PATH environment variable (for convenience)

16 CW208-3/4-2010/11, Chp 2: Lec 316 Measuring Performance Manually mounting the SD card... Open a command prompt and issue the following command from the location of your SD card image: emulator –avd AVDName –sdcard./imgcd Where AVDName is the name you have assigned your emulator (in Eclipse, open Window->Android SDK and AVD Manager to view the name

17 CW208-3/4-2010/11, Chp 2: Lec 317 Measuring Performance Now you can launch the application as usual. Afterwards you can view the tracefile on the emulator (do not close the emulator) From the android-sdk- windows\platform-tools folder give the following command: adb shell

18 CW208-3/4-2010/11, Chp 2: Lec 318 Measuring Performance This opens a shell prompt. Give the Linux command to see a directory listing: #ls Note the sdcard folder #ls sdcard Will show its contents – note carefully the name of the trace file Now type CTRL+D to exit the shell

19 CW208-3/4-2010/11, Chp 2: Lec 319 Measuring Performance We need to retrieve the trace file from the emulator and copy it to the local file system In the android-sdk- windows\platform-tools folder, make a subfolder called tracefile (i.e. android-sdk-windows\platform- tools\tracefile) Depending on your Android SDK version, this folder might not exist. In this case, use the android-sdk-windows\tools folder instead

20 CW208-3/4-2010/11, Chp 2: Lec 320 Measuring Performance From the android-sdk- windows\platform-tools folder give the following command: adb pull /sdcard/calc.trace.\tracefile This copies the file calc.trace from the emulator and places it in the android-sdk-windows\platform- tools\tracefile folder

21 CW208-3/4-2010/11, Chp 2: Lec 321 Measuring Performance The final step is to view trace files using the Traceview tool Traceview is a traditional Java app and is launched using the JDK First make sure the JDK is in your system path, e.g. Open a command prompt and type java -version

22 CW208-3/4-2010/11, Chp 2: Lec 322 Measuring Performance If Windows complains that java is an unrecognized command you must add it to the PATH environment variable For example, the JDK folder might be located at: C:\Program Files (x86)\Java\jdk1.6.0_23\bin; This directory must be added to the PATH

23 CW208-3/4-2010/11, Chp 2: Lec 323 Measuring Performance To run traceview and view the trace files, go to android-sdk-windows\tools folder and enter traceview E.g. traceview../platformtools/tracefile/calc

24 CW208-3/4-2010/11, Chp 2: Lec 324 Measuring Performance Traceview has two panels – a Timeline panel and a Profile panel We will focus on the Profile panel To learn more about traceview, visit: http://developer.android.com/guide/developing/tool s/traceview.html#timelinepanel

25 CW208-3/4-2010/11, Chp 2: Lec 325 Measuring Performance The profile pane shows a summary of all the time spent in a method. The table inclusive and exclusive times (as well as the percentage of the total time). Exclusive time is the time spent in the method. Inclusive time is the time spent in the method plus the time spent in any called functions.

26 CW208-3/4-2010/11, Chp 2: Lec 326 Measuring Performance Next we consider a traceview capture from the SpaceInvaders project Note that traceview shows the most time consuming methods first The first two lines only are shown next:

27 CW208-3/4-2010/11, Chp 2: Lec 327 Measuring Performance The top-level routine consumes 100% of the time including all called methods, but only uses 0.2% of total time itself (excluding called methods onTickUpdate() consumes 63.6% of the available time including all called methods

28 CW208-3/4-2010/11, Chp 2: Lec 328 Measuring Performance We can expand each method to see what other methods it calls and what % time they are consuming In the case of the Andengine we will see engine methods listed initially – we must drill down into these to make sense of what is going on Lets “follow the money trail” and see what methods onTickUpdate() calls:

29 CW208-3/4-2010/11, Chp 2: Lec 329 Measuring Performance Expanding onUpdate() gives us... Expanding updateUpdateHandlers() gives us...

30 CW208-3/4-2010/11, Chp 2: Lec 330 Measuring Performance Finally, expanding UpdateHandlerList.onUpdate() tells us that CollisionHandler.onUpdate() is consuming a lot of cycles!

31 CW208-3/4-2010/11, Chp 2: Lec 331 Measuring Performance Returning to Eclipse, a bit of detective work is now required. Open the CollisionManager class in AndroidInvadersActivity class Note the method: @Override public boolean onCollision(IShape pCheckShape, IShape pTargetShape) {

32 CW208-3/4-2010/11, Chp 2: Lec 332 Measuring Performance Right click on this method and choose ‘Open Call Hierarchy’. This tells us......that CollisionHandler.onUpdate() is the engine method that invokes our callback method onCollision().

33 CW208-3/4-2010/11, Chp 2: Lec 333 Measuring Performance Traceview Conclusion If we needed to optimise Space Invaders, we would start here. One possible solution is to not use this callback at all and use an alternative, cheaper method for collision checking between the enemies and the player ship Some interesting real world stories about Traceview herehere (http://android-developers.blogspot.com/2010/10/traceview-war- story.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Fee d:+blogspot/hsDu+%28Android+Developers+Blog%29)

34 CW208-3/4-2010/11, Chp 2: Lec 334 Measuring Performance Traceview tech note Traceview currently disables the JIT (the Just in-time Compiler), which may cause it to misattribute time to code that the JIT may be able to win back. After profiling and optimising make sure the resulting code actually runs faster when run without Traceview.

35 CW208-3/4-2010/11, Chp 2: Lec 335 Microbenchmarking Microbenchmarking looks at small snippets of code and returns timing results Microbenchmarking is not the same thing as profiling Profiling looks at the entire application Microbenchmarking returns timing results that may not be reliable There are many reasons...here are three:

36 CW208-3/4-2010/11, Chp 2: Lec 336 Microbenchmarking 1. The results you see are valid only for the particular hardware, OS and JRE it was run on; one small change to any of these, and things can be drastically different 2. Your code might not suffer nearly as many cache misses when it's running inside a microbenchmark as it does in real life 3. Differing circumstances can affect the many layers of abstraction that lie below even the machine code, in unpredictable and uncontrollable ways

37 CW208-3/4-2010/11, Chp 2: Lec 337 Microbenchmarking Why microbenchmark? Still a good idea to seek to minimize the overall "amount of work" that your code needs to perform. E.g. Break a loop early, do something in O(log n) instead of O(n) Do not obsess over whether to loop backwards or forwards, cache a field value in a local variable, and other such tricks.

38 CW208-3/4-2010/11, Chp 2: Lec 338 Microbenchmarking Caliper Caliper is an open-source framework for writing, running and viewing the results of JavaMicrobenchmarks A microbenchmark attempts to measure the performance of a "small" bit of code (typically in the sub-ms range) Usually the code performs no I/O

39 CW208-3/4-2010/11, Chp 2: Lec 339 Microbenchmarking Unfortunately it is not straightforward to integrate Caliper with andengine projects You can read further about Caliper herehere (http://developer.android.com/guide/practices/design/perfor mance.html) There is a benchmarking class as part of the andengine library which reports the FPS of an andengine project Now we consider how to use it...

40 CW208-3/4-2010/11, Chp 2: Lec 340 Microbenchmarking The BaseBenchmark class This class enables the recording of FPS benchmarks in a derived class Usage... Step 1) Subclass your andengine main activity class from BaseBenchmark e.g. public class AndroidInvadersActivity extends BaseBenchmark {

41 CW208-3/4-2010/11, Chp 2: Lec 341 Microbenchmarking Step 2) Implement the following methods: @Override protected int getBenchmarkID() { return 0; } @Override protected float getBenchmarkStartOffset() { return 2; } @Override protected float getBenchmarkDuration() { return 10; } This is simply an ID for your benchmark (it is used if the results are submitted online) This is a delay in seconds before the benchmarking should begin This is duration in seconds the benchmarking should run for

42 CW208-3/4-2010/11, Chp 2: Lec 342 Microbenchmarking Note that an Android handset will typically report much higher FPS than the emulator This approach of measuring FPS should be taken as a general indicator of trends where we could answer questions such as: Is my new algorithm design an improvement on its previous incarnation in terms of performance? rather than relying on hard numbers which may not be 100% reliable


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