我知道有很多关于这个主题的帖子,但非真的帮助我解决了我的问题。我是一个相当新的android编程和构建我的线程与教程的helt,问题是我的模拟器dosnt超过15 fps,程序应该运行在50(FPS初始化为50)。这是我的帖子中的代码:
public class MainThread extends Thread {
private static final String TAG = MainThread.class.getSimpleName();
// desired fps
private final static int MAX_FPS = 50;
// maximum number of frames to be skipped
private final static int MAX_FRAME_SKIPS = 5;
// the frame period
private final static int FRAME_PERIOD = 1000 / MAX_FPS;
/* Stuff for stats */
private DecimalFormat df = new DecimalFormat("0.##"); // 2 dp
// we'll be reading the stats every second
private final static int STAT_INTERVAL = 1000; // ms
// the average will be calculated by storing
// the last n FPSs
private final static int FPS_HISTORY_NR = 10;
// last time the status was stored
private long lastStatusStore = 0;
// the status time counter
private long statusIntervalTimer = 0l;
// number of frames skipped since the game started
private long totalFramesSkipped = 0l;
// number of frames skipped in a store cycle (1 sec)
private long framesSkippedPerStatCycle = 0l;
// number of rendered frames in an interval
private int frameCountPerStatCycle = 0;
private long totalFrameCount = 0l;
// the last FPS values
private double fpsStore[];
// the number of times the stat has been read
private long statsCount = 0;
// the average FPS since the game started
private double averageFps = 0.0;
// Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
// The actual view that handles inputs
// and draws to the surface
private MainGamePanel gamePanel;
// flag to hold game state
private boolean running;
public void setRunning(boolean running) {
this.running = running;
}
public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
super();
this.surfaceHolder = surfaceHolder;
this.gamePanel = gamePanel;
}
@Override
public void run() {
Canvas canvas;
Log.d(TAG, "Starting game loop");
// initialise timing elements for stat gathering
initTimingElements();
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (running) {
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try {
canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// update game state
this.gamePanel.update();
// render state to the screen
// draws the canvas on the panel
this.gamePanel.render(canvas);
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int) (FRAME_PERIOD - timeDiff);
if (sleepTime > 0) {
// if sleepTime > 0 we're OK
try {
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
// we need to catch up
this.gamePanel.update(); // update without rendering
sleepTime += FRAME_PERIOD; // add frame period to check
// if in next frame
framesSkipped++;
}
if (framesSkipped > 0) {
Log.d(TAG, "Skipped:" + framesSkipped);
}
// for statistics
framesSkippedPerStatCycle += framesSkipped;
// calling the routine to store the gathered statistics
storeStats();
}
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
/**
* The statistics - it is called every cycle, it checks if time since last
* store is greater than the statistics gathering period (1 sec) and if so
* it calculates the FPS for the last period and stores it.
*
* It tracks the number of frames per period. The number of frames since the
* start of the period are summed up and the calculation takes part only if
* the next period and the frame count is reset to 0.
*/
private void storeStats() {
frameCountPerStatCycle++;
totalFrameCount++;
// assuming that the sleep works each call to storeStats
// happens at 1000/FPS so we just add it up
// statusIntervalTimer += FRAME_PERIOD;
// check the actual time
statusIntervalTimer += (System.currentTimeMillis() - statusIntervalTimer);
if (statusIntervalTimer >= lastStatusStore + STAT_INTERVAL) {
// calculate the actual frames pers status check interval
double actualFps = (double) (frameCountPerStatCycle / (STAT_INTERVAL / 1000));
// stores the latest fps in the array
fpsStore[(int) statsCount % FPS_HISTORY_NR] = actualFps;
// increase the number of times statistics was calculated
statsCount++;
double totalFps = 0.0;
// sum up the stored fps values
for (int i = 0; i < FPS_HISTORY_NR; i++) {
totalFps += fpsStore[i];
}
// obtain the average
if (statsCount < FPS_HISTORY_NR) {
// in case of the first 10 triggers
averageFps = totalFps / statsCount;
} else {
averageFps = totalFps / FPS_HISTORY_NR;
}
// saving the number of total frames skipped
totalFramesSkipped += framesSkippedPerStatCycle;
// resetting the counters after a status record (1 sec)
framesSkippedPerStatCycle = 0;
statusIntervalTimer = 0;
frameCountPerStatCycle = 0;
statusIntervalTimer = System.currentTimeMillis();
lastStatusStore = statusIntervalTimer;
// Log.d(TAG, "Average FPS:" + df.format(averageFps));
gamePanel.setAvgFps("FPS: " + df.format(averageFps));
}
}
private void initTimingElements() {
// initialise timing elements
fpsStore = new double[FPS_HISTORY_NR];
for (int i = 0; i < FPS_HISTORY_NR; i++) {
fpsStore[i] = 0.0;
}
Log.d(TAG + ".initTimingElements()",
"Timing elements for stats initialised");
}
}
我所有的绘图方法都是这样的:
public void render(Canvas canvas) {
canvas.drawColor(Color.BLACK);
happy.draw(canvas);
// display fps
displayFps(canvas, avgFps);
还有一些更新,但这只是让我的精灵移动。如果any1可以看到问题或有任何提示请告诉我。 谢谢! }
答案 0 :(得分:0)
不要依赖您的模拟器进行性能基准测试。虽然模拟器适用于检查应用程序的功能和正确性,但执行某些操作可能需要比实际设备更多(或更少)的时间。在特定的绘图操作中,仿真器上的操作似乎更长。我在模拟器上以9-16 fps的速度运行游戏,而在旧的真实设备上运行时则为50+。
如果您的应用程序/游戏在真实设备上运行速度太慢,您可以对应用程序进行概要分析(例如使用TraceView),以确切了解占用您所有时间的内容,并尝试对其进行优化或删除(如果可能)
正如一个额外的提示:如果可能的话,尝试让你的surfaceView格式与其上的所有资源相同,并尝试预先对所有内容进行预定标(在编译时或在应用启动/初始化时)相位),缩放和转换都是昂贵的操作来完成每一帧。
答案 1 :(得分:0)
如果使用Windows,您可以尝试使用BlueStacks。以下是我的一些结果:
*****************************************************
ARM Emulator 2.4 GHz Core 2 Duo
Android Java OpenGL Benchmark 06-Mar-2013 21.17
--------- Frames Per Second --------
Triangles WireFrame Shaded Shaded+ Textured
9000+ 2.66 3.97 3.29 1.61
18000+ 1.48 1.84 1.72 0.88
36000+ 0.82 0.95 0.87 0.46
Screen Pixels 320 Wide 480 High
*****************************************************
BlueStacks Emulator on 3 GHz Phenom
Android Java OpenGL Benchmark 06-Mar-2013 21.25
--------- Frames Per Second --------
Triangles WireFrame Shaded Shaded+ Textured
9000+ 41.72 42.02 32.90 20.72
18000+ 22.11 22.09 19.28 11.58
36000+ 11.16 11.14 10.35 5.89
Screen Pixels 1024 Wide 600 High
*****************************************************
Samsung EXYNOS 5250 Dual 2.0 GHz Cortex-A15, Android 4.2.2
Mali-T604 Quad Core GPU
Android Java OpenGL Benchmark 09-Aug-2013 09.42
--------- Frames Per Second --------
Triangles WireFrame Shaded Shaded+ Textured
9000+ 39.13 41.52 32.19 27.25
18000+ 22.03 20.73 19.69 16.30
36000+ 12.24 12.23 10.75 8.68
Screen Pixels 1920 Wide 1032 High