The motivation is an API change: FloatMath is going to be
deprecated and/or removed. Performance is not the goal of
this change.
That said...
Math is faster than FloatMath with AOT compilation.
While making the change, occurances of:
{Float}Math.sqrt(x * x + y * y) and
{Float}Math.sqrt({Float}Math.pow(x, 2) + {Float}Math.pow(y, 2))
have been replaced with:
{(float)} Math.hypot(x, y)
Right now there is no runtime intrinsic for hypot so is not faster
in all cases for AOT compilation:
Math.sqrt(x * x + y * y) is faster than Math.hypot(x, y) with
AOT, but all other combinations of FloatMath, use of pow() etc.
are slower than hypot().
hypot() has the advantage of being self documenting and
could be optimized in future. None of the behavior differences
around NaN and rounding appear to be important for the cases
looked at: they all assume results and arguments are in range
and usually the results are cast to float.
Different implementations measured on hammerhead / L:
AOT compiled:
[FloatMath.hypot(x, y)]
benchmark=Hypot_FloatMathHypot} 633.85 ns; σ=0.32 ns @ 3 trials
[FloatMath.sqrt(x*x + y*y)]
benchmark=Hypot_FloatMathSqrtMult} 684.17 ns; σ=4.83 ns @ 3 trials
[FloatMath.sqrt(FloatMath.pow(x, 2) + FloatMath.pow(y, 2))]
benchmark=Hypot_FloatMathSqrtPow} 1270.65 ns; σ=12.20 ns @ 6 trials
[(float) Math.hypot(x, y)]
benchmark=Hypot_MathHypot} 96.80 ns; σ=0.05 ns @ 3 trials
[(float) Math.sqrt(x*x + y*y)]
benchmark=Hypot_MathSqrtMult} 23.97 ns; σ=0.01 ns @ 3 trials
[(float) Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2))]
benchmark=Hypot_MathSqrtPow} 156.19 ns; σ=0.12 ns @ 3 trials
Interpreter:
benchmark=Hypot_FloatMathHypot} 1180.54 ns; σ=5.13 ns @ 3 trials
benchmark=Hypot_FloatMathSqrtMult} 1121.05 ns; σ=3.80 ns @ 3 trials
benchmark=Hypot_FloatMathSqrtPow} 3327.14 ns; σ=7.33 ns @ 3 trials
benchmark=Hypot_MathHypot} 856.57 ns; σ=1.41 ns @ 3 trials
benchmark=Hypot_MathSqrtMult} 1028.92 ns; σ=9.11 ns @ 3 trials
benchmark=Hypot_MathSqrtPow} 2539.47 ns; σ=24.44 ns @ 3 trials
Bug: https://code.google.com/p/android/issues/detail?id=36199
Change-Id: I06c91f682095e627cb547d60d936ef87941be692
Add the app directory to the arguments for starting a process.
Add a check for NeedsNativeBridge and a call to PreInitializeBridge
in the native fork code.
Change-Id: I0b93da93251c6b4638de786bf98cf99df07c3fc2
All supported locales use only U+2025 and U+2026 to represent
ellipses, and it will unlikely change in future. Given translated
resources are inconsistent and often use three dots it is safer
to use constants instead of resources.
Change-Id: I51a6cb903f62f739fbadd6b78e5765c0028d641a
The test fixes for bug 17262063 showed up a real issue for
non-English locales with the Time.format() method:
If the Android string resources that contain the pattern use
non-ASCII characters then a '?' would be output instead of
those characters.
For example, in France the pattern for '%c' includes a 'à'
(a with a grave accent) and Japan includes 日.
The problem was due to converting the pattern to bytes using
the US_ASCII character set, which turns non-ASCII characters
into '?'. The code has been changed to use char throughout
and avoid bytes.
Internal documentation has been improved.
Some calls to modifyAndAppend() have been replaced with a
direct call to outputBuilder.append() because the
modify step is guaranteed to a no-op for the literals given.
The formatter has been changed to use Locale.US because it
is only used for outputting numbers. It has been renamed
to make this more obvious and the locale field has been
removed.
Bug: 17262063
Change-Id: I32b92f7f7e3e6931d3514d87f1d9a38f136d4021
We don't want to preload the WebView library in the zygote process any
more, as loading an updatable WebView in the zygote is a stability risk.
The memory benefits of preloading will be obtained in other ways.
Bug: 13005501
Change-Id: Ic89f2a1d057dc92b01fb775bf326b47ac2d4caa2
Symptom: Sometimes HardwareLayer display is corrupted.
Root Cause: In some cases, ViewRootImpl destroys HardwareRenderer without
clearing HardwareLayers in the view hirarchy. If the system trims memory fully
and kill the glContext at the same time, HardwareLayer may corrupt.
Solution: Clear Hardware-Layers before system destroys HardwareRenderer.
Reproduce steps: Modify the cache's trim memory mechanism to make it easier to
trim fully, HardwareLayers implemented in app will easily be corrupted.
Modification of the cache is not required but make it easier to reproduce.
Change-Id: If57c802cdacf8dc37cbbcc199e74f9482834f981