Android - Locking Canvas takes too long on some frames
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
add a comment |
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
add a comment |
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
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
java android canvas surfaceview frame-rate
asked Nov 20 '18 at 20:50
K2oshaK2osha
62
62
add a comment |
add a comment |
0
active
oldest
votes
Your Answer
StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53401299%2fandroid-locking-canvas-takes-too-long-on-some-frames%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
0
active
oldest
votes
0
active
oldest
votes
active
oldest
votes
active
oldest
votes
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53401299%2fandroid-locking-canvas-takes-too-long-on-some-frames%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown