有关如何优化此代码的任何想法?我似乎无法想出任何有效的东西

时间:2010-11-29 06:36:32

标签: java android live-wallpaper

public class SnowflakeWallpaper extends WallpaperService {

// Limit of snowflakes per snowflake type; 4 types * 4 snowflake = 16 total
// Should keep memory usage at a minimal
static int SNOWFLAKE_AMOUNT = 4;
Drawable drawWall;
Rect wallBounds;

// Draw all snowflakes off screen due to not knowing size of canvas at creation
static int SNOW_START = -90;

ArrayList<Snowflakes> snow = new ArrayList<Snowflakes>();
private final Handler mHandler = new Handler();


@Override
public void onCreate() {
    super.onCreate();
 //WallpaperManager to pull current wallpaper
 WallpaperManager wManager = WallpaperManager.getInstance(this);
 drawWall = wManager.getFastDrawable();
 wallBounds = drawWall.copyBounds();
}

@Override
public void onDestroy() {
    super.onDestroy();
}

@Override
public Engine onCreateEngine() {
    return new SnowEngine();
}

class SnowEngine extends Engine {

    private final Runnable mDrawSnow = new Runnable() {
        public void run() {
            drawFrame();
        }
    };

    private boolean mVisible;

    SnowEngine() {  

      if(snow.size() < 16){
     //Back snowflakes
  for(int i = 0; i < SNOWFLAKE_AMOUNT; i++){
   snow.add(new Snowflakes(
     BitmapFactory.decodeResource(getResources(), 
     R.drawable.snowflakeback),
     SNOW_START,
     SNOW_START,
     ((float)(Math.random() * 2) + 1)) // Fall speed initial setup, back slowest to front fastest potentially 
   );
  }

  //MidBack snowflakes
  for(int i = 0; i < SNOWFLAKE_AMOUNT; i++){
   snow.add(new Snowflakes(
     BitmapFactory.decodeResource(getResources(),
     R.drawable.snowflakemid),
     SNOW_START,
     SNOW_START,
     ((float)(Math.random() * 4) + 1)
   ));
  }

  // Mid snowflakes
  for(int i = 0; i < SNOWFLAKE_AMOUNT; i++){
   snow.add(new Snowflakes(
     BitmapFactory.decodeResource(getResources(),
     R.drawable.snowflakemidfront),
     SNOW_START,
     SNOW_START,
     ((float)(Math.random() * 8) + 1))
   );
  }
  // Front snowflakes
  for(int i = 0; i < SNOWFLAKE_AMOUNT; i++){
   snow.add(new Snowflakes(
     BitmapFactory.decodeResource(getResources(), 
     R.drawable.snowflake),
     SNOW_START, 
     SNOW_START, 
     ((float)(Math.random() * 16) + 1))
   );
  } 
        }
    }

    @Override
    public void onCreate(SurfaceHolder surfaceHolder) {
        super.onCreate(surfaceHolder);
    }

    @Override
    public void onDestroy() {
        super.onDestroy();
        mHandler.removeCallbacks(mDrawSnow);
    }

    @Override
    public void onVisibilityChanged(boolean visible) {
        mVisible = visible;
        if (visible) {
            drawFrame();
        } else {
            mHandler.removeCallbacks(mDrawSnow);
        }
    }

    @Override
    public void onSurfaceChanged(SurfaceHolder holder, int format, int width, int  height) {
        super.onSurfaceChanged(holder, format, width, height);
        drawFrame();
    }

    @Override
    public void onSurfaceCreated(SurfaceHolder holder) {
        super.onSurfaceCreated(holder);
    }

    @Override
    public void onSurfaceDestroyed(SurfaceHolder holder) {
        super.onSurfaceDestroyed(holder);
        mVisible = false;
        mHandler.removeCallbacks(mDrawSnow);
    }

    /*
     * Update the screen with a new frame
     */
    void drawFrame() {
        final SurfaceHolder holder = getSurfaceHolder();

        /*
         * if the snow goes too low or too right, reset;
         */
        for(int i = 0; i < snow.size(); i++){
         if(snow.get(i).getX() > holder.getSurfaceFrame().width()){
          snow.get(i).setX(-65);
         }
         if(snow.get(i).getY() > holder.getSurfaceFrame().height()){
          snow.get(i).setY(-69);
         }
        }

        // Test if the array was just create; true - randomly populate snowflakes on screen
        if(snow.get(1).getX() < -70){
         for(int i = 0; i < snow.size(); i++){
          snow.get(i).setX((int)(Math.random() * getSurfaceHolder().getSurfaceFrame().width() +1));
          snow.get(i).setY((int)(Math.random() * getSurfaceHolder().getSurfaceFrame().height() + 1));
         }
        }


        // Change snowflake x & y
        for(int i = 0; i < snow.size(); i++){
         snow.get(i).delta();
        }

        Canvas c = null;
        try {
            c = holder.lockCanvas();
            if (c != null) {

                // call to draw new snow position
                drawSnow(c);
            }
        } finally {
            if (c != null) holder.unlockCanvasAndPost(c);
        }

        // Reschedule the next redraw
        mHandler.removeCallbacks(mDrawSnow);
        if (mVisible) {
            mHandler.postDelayed(mDrawSnow, 1000 / 100);
        }
    }

    /*
     * Draw the snowflakes
     */
    void drawSnow(Canvas c) {
        c.save();

        // Draw bg
        //********** add code to pull current bg and draw that instead of black. Maybe set this in config?
        if(drawWall == null){
         c.drawColor(Color.BLACK);
        }else{
         drawWall.copyBounds(wallBounds);
         drawWall.draw(c);
        }

        /*
         * draw up the snow
         */
        for(int i = 0; i < snow.size(); i++){
         c.drawBitmap(snow.get(i).getImage(), snow.get(i).getX(), snow.get(i).getY(), null);
        }

        c.restore();
    }
}

}

1 个答案:

答案 0 :(得分:1)

与Gabe一样的问题 - 问题是什么?

一些一般性的想法: *你应该避免在构造函数中做很多工作。你的构造函数做了很多工作,应该(imho)在一些init / setup方法中。更容易在实例中创建基准/配置文件。

  • 你在许多地方使用Math.random - 我假设你是单线程的,但是Math.random是同步的。根据javadocs:“如果许多线程需要以很高的速率生成伪随机数,它可能会减少每个线程争用自己的伪随机数生成器”

  • 您正在使用Math.random,它会让您获得双倍,然后相乘,然后添加,然后再投射。这看起来很浪费。什么方法可以减少操作次数?

  • 你似乎有一些分裂 - 见“mHandler.postDelayed(mDrawSnow,1000/100);”。当然,这可能是编译或JIT消失,但你应该避免在性能关键代码中划分(它比乘法慢得多)。因此,任何乘以常数的div都可以用1 / C乘以静态来代替。

  • 您有许多重复访问方法调用(在某些情况下几乎所有重复访问)。见snippit:

for(int i = 0; i < snow.size(); i++){
     if(snow.get(i).getX() > holder.getSurfaceFrame().width()){
      snow.get(i).setX(-65);
     }
     if(snow.get(i).getY() > holder.getSurfaceFrame().height()){
      snow.get(i).setY(-69);
     }
    }

你应该将“holder.getSurfaceFrame()。width()存储在临时/局部var中(假设你的表面可以由用户调整,每个绘制循环可能一次)。你也可以将snow.get(i)存储在一个local var。更好(样式)你可以使用增强的for循环,因为snow是一个ArrayList。所以使用

for (Snow mySnow : snow) {
// Do something with mySnow
}

希望这会有所帮助。祝你好运!