Android - Locking Canvas takes too long on some frames












0















I have a normal game loop in Android Studio written in Java with Threads. Recently, I realized that the value of fps affects on lockCanvas() method. For example, if I set the fps value to 60 lockCanvas() takes 2.5ms, but if I set the value of fps to 1000 same method takes more than 10ms. The fps variable is used only for Thread.sleep(), to maintain stable FPS. Another thing I noticed is that if I don't draw anything on canvas, or don't sleep thread then lockCanvas() method takes as much time as one frame during 60fps (16.67ms)



private final int fps = 1000; // Usually it's 60.

private SurfaceHolder surfaceholder;
private Panel panel;
private boolean running;
private Canvas canvas;

public MainThread(SurfaceHolder surfaceholder, Panel panel) {

super();

this.surfaceholder = surfaceholder;
this.panel = panel;

}

public void Enable() {

running = true;

}

public void Disable() {

running = false;

}

@Override
public void run() {

long updatetime = 1000000000 / fps;
long starttime;
long processtime;
long waittime;

while (running) {

starttime = System.nanoTime();

canvas = null;

try {

synchronized (surfaceholder) {

// Takes about 10ms when the fps value is 1000
canvas = surfaceholder.lockCanvas();

// 7-8ms
panel.ConfigureNextFrame(canvas);

}

} catch (Exception ex) {

} finally {

if (canvas != null) {

// 0.5-1.5ms
surfaceholder.unlockCanvasAndPost(canvas);

}

}

processtime = System.nanoTime() - starttime;

waittime = updatetime - processtime;

try {

if (waittime > 0) {

this.sleep(waittime / 1000000, (int) (waittime % 1000000));

}

} catch (Exception ex) {

}

}

}


I have another question. When I draw 32bit PNG (loaded as Bitmap) on canvas, it takes triple time than drawing 24 or 8 bit PNG instead. Why such strange things happen in Java ? I couldn't find a solution to all this for more than a year! Thanks in advance!










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    0















    I have a normal game loop in Android Studio written in Java with Threads. Recently, I realized that the value of fps affects on lockCanvas() method. For example, if I set the fps value to 60 lockCanvas() takes 2.5ms, but if I set the value of fps to 1000 same method takes more than 10ms. The fps variable is used only for Thread.sleep(), to maintain stable FPS. Another thing I noticed is that if I don't draw anything on canvas, or don't sleep thread then lockCanvas() method takes as much time as one frame during 60fps (16.67ms)



    private final int fps = 1000; // Usually it's 60.

    private SurfaceHolder surfaceholder;
    private Panel panel;
    private boolean running;
    private Canvas canvas;

    public MainThread(SurfaceHolder surfaceholder, Panel panel) {

    super();

    this.surfaceholder = surfaceholder;
    this.panel = panel;

    }

    public void Enable() {

    running = true;

    }

    public void Disable() {

    running = false;

    }

    @Override
    public void run() {

    long updatetime = 1000000000 / fps;
    long starttime;
    long processtime;
    long waittime;

    while (running) {

    starttime = System.nanoTime();

    canvas = null;

    try {

    synchronized (surfaceholder) {

    // Takes about 10ms when the fps value is 1000
    canvas = surfaceholder.lockCanvas();

    // 7-8ms
    panel.ConfigureNextFrame(canvas);

    }

    } catch (Exception ex) {

    } finally {

    if (canvas != null) {

    // 0.5-1.5ms
    surfaceholder.unlockCanvasAndPost(canvas);

    }

    }

    processtime = System.nanoTime() - starttime;

    waittime = updatetime - processtime;

    try {

    if (waittime > 0) {

    this.sleep(waittime / 1000000, (int) (waittime % 1000000));

    }

    } catch (Exception ex) {

    }

    }

    }


    I have another question. When I draw 32bit PNG (loaded as Bitmap) on canvas, it takes triple time than drawing 24 or 8 bit PNG instead. Why such strange things happen in Java ? I couldn't find a solution to all this for more than a year! Thanks in advance!










    share|improve this question

























      0












      0








      0








      I have a normal game loop in Android Studio written in Java with Threads. Recently, I realized that the value of fps affects on lockCanvas() method. For example, if I set the fps value to 60 lockCanvas() takes 2.5ms, but if I set the value of fps to 1000 same method takes more than 10ms. The fps variable is used only for Thread.sleep(), to maintain stable FPS. Another thing I noticed is that if I don't draw anything on canvas, or don't sleep thread then lockCanvas() method takes as much time as one frame during 60fps (16.67ms)



      private final int fps = 1000; // Usually it's 60.

      private SurfaceHolder surfaceholder;
      private Panel panel;
      private boolean running;
      private Canvas canvas;

      public MainThread(SurfaceHolder surfaceholder, Panel panel) {

      super();

      this.surfaceholder = surfaceholder;
      this.panel = panel;

      }

      public void Enable() {

      running = true;

      }

      public void Disable() {

      running = false;

      }

      @Override
      public void run() {

      long updatetime = 1000000000 / fps;
      long starttime;
      long processtime;
      long waittime;

      while (running) {

      starttime = System.nanoTime();

      canvas = null;

      try {

      synchronized (surfaceholder) {

      // Takes about 10ms when the fps value is 1000
      canvas = surfaceholder.lockCanvas();

      // 7-8ms
      panel.ConfigureNextFrame(canvas);

      }

      } catch (Exception ex) {

      } finally {

      if (canvas != null) {

      // 0.5-1.5ms
      surfaceholder.unlockCanvasAndPost(canvas);

      }

      }

      processtime = System.nanoTime() - starttime;

      waittime = updatetime - processtime;

      try {

      if (waittime > 0) {

      this.sleep(waittime / 1000000, (int) (waittime % 1000000));

      }

      } catch (Exception ex) {

      }

      }

      }


      I have another question. When I draw 32bit PNG (loaded as Bitmap) on canvas, it takes triple time than drawing 24 or 8 bit PNG instead. Why such strange things happen in Java ? I couldn't find a solution to all this for more than a year! Thanks in advance!










      share|improve this question














      I have a normal game loop in Android Studio written in Java with Threads. Recently, I realized that the value of fps affects on lockCanvas() method. For example, if I set the fps value to 60 lockCanvas() takes 2.5ms, but if I set the value of fps to 1000 same method takes more than 10ms. The fps variable is used only for Thread.sleep(), to maintain stable FPS. Another thing I noticed is that if I don't draw anything on canvas, or don't sleep thread then lockCanvas() method takes as much time as one frame during 60fps (16.67ms)



      private final int fps = 1000; // Usually it's 60.

      private SurfaceHolder surfaceholder;
      private Panel panel;
      private boolean running;
      private Canvas canvas;

      public MainThread(SurfaceHolder surfaceholder, Panel panel) {

      super();

      this.surfaceholder = surfaceholder;
      this.panel = panel;

      }

      public void Enable() {

      running = true;

      }

      public void Disable() {

      running = false;

      }

      @Override
      public void run() {

      long updatetime = 1000000000 / fps;
      long starttime;
      long processtime;
      long waittime;

      while (running) {

      starttime = System.nanoTime();

      canvas = null;

      try {

      synchronized (surfaceholder) {

      // Takes about 10ms when the fps value is 1000
      canvas = surfaceholder.lockCanvas();

      // 7-8ms
      panel.ConfigureNextFrame(canvas);

      }

      } catch (Exception ex) {

      } finally {

      if (canvas != null) {

      // 0.5-1.5ms
      surfaceholder.unlockCanvasAndPost(canvas);

      }

      }

      processtime = System.nanoTime() - starttime;

      waittime = updatetime - processtime;

      try {

      if (waittime > 0) {

      this.sleep(waittime / 1000000, (int) (waittime % 1000000));

      }

      } catch (Exception ex) {

      }

      }

      }


      I have another question. When I draw 32bit PNG (loaded as Bitmap) on canvas, it takes triple time than drawing 24 or 8 bit PNG instead. Why such strange things happen in Java ? I couldn't find a solution to all this for more than a year! Thanks in advance!







      java android canvas surfaceview frame-rate






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      asked Nov 20 '18 at 20:50









      K2oshaK2osha

      62




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