Also a few more slight changes of emphasis. Change-Id: If28f3389e7431f1ea37ffb118d8e0525fd2a00fd
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page.title=Designing for Performance
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@jd:body
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<p>An Android application will run on a mobile device with limited computing
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power and storage, and constrained battery life. Because of
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this, it should be <em>efficient</em>. Battery life is one reason you might
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want to optimize your app even if it already seems to run "fast enough".
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Battery life is important to users, and Android's battery usage breakdown
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means users will know if your app is responsible draining their battery.</p>
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<p>This document covers these topics: </p>
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<ul>
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<li><a href="#intro">Introduction</a></li>
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<li><a href="#optimize_judiciously">Optimize Judiciously</a></li>
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<li><a href="#object_creation">Avoid Creating Objects</a></li>
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<li><a href="#myths">Performance Myths</a></li>
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<li><a href="#prefer_static">Prefer Static Over Virtual</a></li>
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<li><a href="#internal_get_set">Avoid Internal Getters/Setters</a></li>
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<li><a href="#use_final">Use Static Final For Constants</a></li>
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<li><a href="#foreach">Use Enhanced For Loop Syntax</a></li>
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<li><a href="#avoid_enums">Avoid Enums Where You Only Need Ints</a></li>
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<li><a href="#package_inner">Use Package Scope with Inner Classes</a></li>
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<li><a href="#avoidfloat">Use Floating-Point Judiciously</a> </li>
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<li><a href="#library">Know And Use The Libraries</a></li>
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<li><a href="#native_methods">Use Native Methods Judiciously</a></li>
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<li><a href="#closing_notes">Closing Notes</a></li>
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</ul>
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<p>Note that although this document primarily covers micro-optimizations,
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these will almost never make or break your software. Choosing the right
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algorithms and data structures should always be your priority, but is
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outside the scope of this document.</p>
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<a name="intro" id="intro"></a>
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<h2>Introduction</h2>
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<p>There are two basic rules for writing efficient code:</p>
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<ul>
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<li>Don't do work that you don't need to do.</li>
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<li>Don't allocate memory if you can avoid it.</li>
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</ul>
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<h2 id="optimize_judiciously">Optimize Judiciously</h2>
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<p>As you get started thinking about how to design your application, and as
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you write it, consider
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the cautionary points about optimization that Josh Bloch makes in his book
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<em>Effective Java</em>. Here's "Item 47: Optimize Judiciously", excerpted from
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the latest edition of the book with permission. Although Josh didn't have
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Android application development in mind when writing this section — for
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example, the <code style="color:black">java.awt.Component</code> class
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referenced is not available in Android, and Android uses the
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Dalvik VM, rather than a standard JVM — his points are still valid. </p>
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<blockquote>
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<p>There are three aphorisms concerning optimization that everyone should know.
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They are perhaps beginning to suffer from overexposure, but in case you aren't
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yet familiar with them, here they are:</p>
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<div style="padding-left:3em;padding-right:4em;">
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<p style="margin-bottom:.5em;">More computing sins are committed in the name of
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efficiency (without necessarily achieving it) than for any other single
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reason—including blind stupidity.</p>
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<p>—William A. Wulf <span style="font-size:80%;"><sup>1</sup></span></p>
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<p style="margin-bottom:.5em;">We should forget about small efficiencies, say
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about 97% of the time: premature optimization is the root of all evil. </p>
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<p>—Donald E. Knuth <span style="font-size:80%;"><sup>2</sup></span></p>
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<p style="margin-bottom:.5em;">We follow two rules in the matter of optimization:</p>
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<ul style="margin-bottom:0">
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<li>Rule 1. Don't do it.</li>
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<li>Rule 2 (for experts only). Don't do it yet — that is, not until you have a
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perfectly clear and unoptimized solution. </li>
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</ul>
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<p>—M. A. Jackson <span style="font-size:80%;"><sup>3</sup></span></p>
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</div>
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<p>All of these aphorisms predate the Java programming language by two decades.
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They tell a deep truth about optimization: it is easy to do more harm than good,
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especially if you optimize prematurely. In the process, you may produce software
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that is neither fast nor correct and cannot easily be fixed.</p>
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<p>Don't sacrifice sound architectural principles for performance.
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<strong>Strive to write good programs rather than fast ones.</strong> If a good
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program is not fast enough, its architecture will allow it to be optimized. Good
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programs embody the principle of <em>information hiding</em>: where possible,
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they localize design decisions within individual modules, so individual
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decisions can be changed without affecting the remainder of the system (Item
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13).</p>
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<p>This does <em>not</em> mean that you can ignore performance concerns until
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your program is complete. Implementation problems can be fixed by later
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optimization, but pervasive architectural flaws that limit performance can be
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impossible to fix without rewriting the system. Changing a fundamental facet of
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your design after the fact can result in an ill-structured system that is
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difficult to maintain and evolve. Therefore you must think about performance
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during the design process.</p>
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<p><strong>Strive to avoid design decisions that limit performance.</strong> The
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components of a design that are most difficult to change after the fact are
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those specifying interactions between modules and with the outside world. Chief
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among these design components are APIs, wire-level protocols, and persistent
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data formats. Not only are these design components difficult or impossible to
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change after the fact, but all of them can place significant limitations on the
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performance that a system can ever achieve.</p>
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<p><strong>Consider the performance consequences of your API design
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decisions.</strong> Making a public type mutable may require a lot of needless
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defensive copying (Item 39). Similarly, using inheritance in a public class
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where composition would have been appropriate ties the class forever to its
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superclass, which can place artificial limits on the performance of the subclass
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(Item 16). As a final example, using an implementation type rather than an
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interface in an API ties you to a specific implementation, even though faster
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implementations may be written in the future (Item 52).</p>
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<p>The effects of API design on performance are very real. Consider the <code
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style="color:black">getSize</code> method in the <code
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style="color:black">java.awt.Component</code> class. The decision that this
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performance-critical method was to return a <code
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style="color:black">Dimension</code> instance, coupled with the decision that
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<code style="color:black">Dimension</code> instances are mutable, forces any
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implementation of this method to allocate a new <code
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style="color:black">Dimension</code> instance on every invocation. Even though
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allocating small objects is inexpensive on a modern VM, allocating millions of
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objects needlessly can do real harm to performance.</p>
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<p>In this case, several alternatives existed. Ideally, <code
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style="color:black">Dimension</code> should have been immutable (Item 15);
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alternatively, the <code style="color:black">getSize</code> method could have
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been replaced by two methods returning the individual primitive components of a
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<code style="color:black">Dimension</code> object. In fact, two such methods
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were added to the Component API in the 1.2 release for performance reasons.
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Preexisting client code, however, still uses the <code
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style="color:black">getSize</code> method and still suffers the performance
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consequences of the original API design decisions.</p>
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<p>Luckily, it is generally the case that good API design is consistent with
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good performance. <strong>It is a very bad idea to warp an API to achieve good
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performance.</strong> The performance issue that caused you to warp the API may
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go away in a future release of the platform or other underlying software, but
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the warped API and the support headaches that come with it will be with you for
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life.</p>
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<p>Once you've carefully designed your program and produced a clear, concise,
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and well-structured implementation, <em>then</em> it may be time to consider
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optimization, assuming you're not already satisfied with the performance of the
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program.</p>
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<p>Recall that Jackson's two rules of optimization were "Don't do it," and "(for
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experts only). Don't do it yet." He could have added one more: <strong>measure
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performance before and after each attempted optimization.</strong> You may be
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surprised by what you find. Often, attempted optimizations have no measurable
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effect on performance; sometimes, they make it worse. The main reason is that
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it's difficult to guess where your program is spending its time. The part of the
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program that you think is slow may not be at fault, in which case you'd be
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wasting your time trying to optimize it. Common wisdom says that programs spend
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80 percent of their time in 20 percent of their code.</p>
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<p>Profiling tools can help you decide where to focus your optimization efforts.
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Such tools give you runtime information, such as roughly how much time each
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method is consuming and how many times it is invoked. In addition to focusing
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your tuning efforts, this can alert you to the need for algorithmic changes. If
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a quadratic (or worse) algorithm lurks inside your program, no amount of tuning
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will fix the problem. You must replace the algorithm with one that is more
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efficient. The more code in the system, the more important it is to use a
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profiler. It's like looking for a needle in a haystack: the bigger the haystack,
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the more useful it is to have a metal detector. The JDK comes with a simple
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profiler and modern IDEs provide more sophisticated profiling tools.</p>
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<p>The need to measure the effects of attempted optimization is even greater on
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the Java platform than on more traditional platforms, because the Java
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programming language does not have a strong <em>performance model</em>. The
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relative costs of the various primitive operations are not well defined. The
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"semantic gap" between what the programmer writes and what the CPU executes is
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far greater than in traditional statically compiled languages, which makes it
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very difficult to reliably predict the performance consequences of any
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optimization. There are plenty of performance myths floating around that turn
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out to be half-truths or outright lies.</p>
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<p>Not only is Java's performance model ill-defined, but it varies from JVM
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implementation to JVM implementation, from release to release, and from
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processor to processor. If you will be running your program on multiple JVM
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implementations or multiple hardware platforms, it is important that you measure
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the effects of your optimization on each. Occasionally you may be forced to make
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trade-offs between performance on different JVM implementations or hardware
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platforms.</p>
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<p>To summarize, do not strive to write fast programs — strive to write
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good ones; speed will follow. Do think about performance issues while you're
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designing systems and especially while you're designing APIs, wire-level
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protocols, and persistent data formats. When you've finished building the
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system, measure its performance. If it's fast enough, you're done. If not,
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locate the source of the problems with the aid of a profiler, and go to work
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optimizing the relevant parts of the system. The first step is to examine your
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choice of algorithms: no amount of low-level optimization can make up for a poor
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choice of algorithm. Repeat this process as necessary, measuring the performance
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after every change, until you're satisfied.</p>
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<p>—Excerpted from Josh Bloch's <em>Effective Java</em>, Second Ed.
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(Addison-Wesley, 2008).</em></p>
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<p style="font-size:80%;margin-bottom:0;"><sup>1</sup> Wulf, W. A Case Against
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the GOTO. <em>Proceedings of the 25th ACM National
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Conference</em> 2 (1972): 791–797.</p>
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<p style="font-size:80%;margin-bottom:0;"><sup>2</sup> Knuth, Donald. Structured
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Programming with go to Statements. <em>Computing
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Surveys 6</em> (1974): 261–301.</p>
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<p style="font-size:80%"><sup>3</sup> Jackson, M. A. <em>Principles of Program
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Design</em>, Academic Press, London, 1975.
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ISBN: 0123790506.</p>
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</blockquote>
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<p>One of the trickiest problems you'll face when micro-optimizing Android
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apps is that the "if you will be running your program on ... multiple hardware
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platforms" clause above is always true. And it's not even generally the case
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that you can say "device X is a factor F faster/slower than device Y".
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This is especially true if one of the devices is the emulator, or one of the
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devices has a JIT. If you want to know how your app performs on a given device,
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you need to test it on that device. Drawing conclusions from the emulator is
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particularly dangerous, as is attempting to compare JIT versus non-JIT
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performance: the performance <em>profiles</em> can differ wildly.</p>
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<a name="object_creation"></a>
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<h2>Avoid Creating Objects</h2>
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<p>Object creation is never free. A generational GC with per-thread allocation
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pools for temporary objects can make allocation cheaper, but allocating memory
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is always more expensive than not allocating memory.</p>
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<p>If you allocate objects in a user interface loop, you will force a periodic
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garbage collection, creating little "hiccups" in the user experience.</p>
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<p>Thus, you should avoid creating object instances you don't need to. Some
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examples of things that can help:</p>
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<ul>
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<li>When extracting strings from a set of input data, try
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to return a substring of the original data, instead of creating a copy.
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You will create a new String object, but it will share the char[]
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with the data.</li>
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<li>If you have a method returning a string, and you know that its result
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will always be appended to a StringBuffer anyway, change your signature
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and implementation so that the function does the append directly,
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instead of creating a short-lived temporary object.</li>
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</ul>
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<p>A somewhat more radical idea is to slice up multidimensional arrays into
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parallel single one-dimension arrays:</p>
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<ul>
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<li>An array of ints is a much better than an array of Integers,
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but this also generalizes to the fact that two parallel arrays of ints
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are also a <strong>lot</strong> more efficient than an array of (int,int)
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objects. The same goes for any combination of primitive types.</li>
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<li>If you need to implement a container that stores tuples of (Foo,Bar)
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objects, try to remember that two parallel Foo[] and Bar[] arrays are
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generally much better than a single array of custom (Foo,Bar) objects.
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(The exception to this, of course, is when you're designing an API for
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other code to access; in those cases, it's usually better to trade
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correct API design for a small hit in speed. But in your own internal
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code, you should try and be as efficient as possible.)</li>
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</ul>
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<p>Generally speaking, avoid creating short-term temporary objects if you
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can. Fewer objects created mean less-frequent garbage collection, which has
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a direct impact on user experience.</p>
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<a name="myths" id="myths"></a>
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<h2>Performance Myths</h2>
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<p>Previous versions of this document made various misleading claims. We
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address some of them here.</p>
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<p>On devices without a JIT, it is true that invoking methods via a
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variable with an exact type rather than an interface is slightly more
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efficient. (So, for example, it was cheaper to invoke methods on a
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<code>Map map</code> than a <code>HashMap map</code>, even though in both
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cases the map was a <code>HashMap</code>.) It was not the case that this
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was 2x slower; the actual difference was more like 6% slower. Furthermore,
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the JIT makes the two effectively indistinguishable.</p>
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|
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<p>On devices without a JIT, caching field accesses is about 20% faster than
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repeatedly accesssing the field. With a JIT, field access costs about the same
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as local access, so this isn't a worthwhile optimization unless you feel it
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makes your code easier to read. (This is true of final, static, and static
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final fields too.)
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<a name="prefer_static" id="prefer_static"></a>
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<h2>Prefer Static Over Virtual</h2>
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<p>If you don't need to access an object's fields, make your method static.
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Invocations will be about 15%-20% faster.
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It's also good practice, because you can tell from the method
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signature that calling the method can't alter the object's state.</p>
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<a name="internal_get_set" id="internal_get_set"></a>
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<h2>Avoid Internal Getters/Setters</h2>
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|
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<p>In native languages like C++ it's common practice to use getters (e.g.
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<code>i = getCount()</code>) instead of accessing the field directly (<code>i
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= mCount</code>). This is an excellent habit for C++, because the compiler can
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usually inline the access, and if you need to restrict or debug field access
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you can add the code at any time.</p>
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|
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<p>On Android, this is a bad idea. Virtual method calls are expensive,
|
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much more so than instance field lookups. It's reasonable to follow
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common object-oriented programming practices and have getters and setters
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in the public interface, but within a class you should always access
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fields directly.</p>
|
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|
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<p>Without a JIT, direct field access is about 3x faster than invoking a
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trivial getter. With the JIT (where direct field access is as cheap as
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accessing a local), direct field access is about 7x faster than invoking a
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trivial getter. This is true in Froyo, but will improve in the future when
|
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the JIT inlines getter methods.</p>
|
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|
||
<a name="use_final" id="use_final"></a>
|
||
<h2>Use Static Final For Constants</h2>
|
||
|
||
<p>Consider the following declaration at the top of a class:</p>
|
||
|
||
<pre>static int intVal = 42;
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||
static String strVal = "Hello, world!";</pre>
|
||
|
||
<p>The compiler generates a class initializer method, called
|
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<code><clinit></code>, that is executed when the class is first used.
|
||
The method stores the value 42 into <code>intVal</code>, and extracts a
|
||
reference from the classfile string constant table for <code>strVal</code>.
|
||
When these values are referenced later on, they are accessed with field
|
||
lookups.</p>
|
||
|
||
<p>We can improve matters with the "final" keyword:</p>
|
||
|
||
<pre>static final int intVal = 42;
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static final String strVal = "Hello, world!";</pre>
|
||
|
||
<p>The class no longer requires a <code><clinit></code> method,
|
||
because the constants go into static field initializers in the dex file.
|
||
Code that refers to <code>intVal</code> will use
|
||
the integer value 42 directly, and accesses to <code>strVal</code> will
|
||
use a relatively inexpensive "string constant" instruction instead of a
|
||
field lookup. (Note that this optimization only applies to primitive types and
|
||
<code>String</code> constants, not arbitrary reference types. Still, it's good
|
||
practice to declare constants <code>static final</code> whenever possible.)</p>
|
||
|
||
<a name="foreach" id="foreach"></a>
|
||
<h2>Use Enhanced For Loop Syntax</h2>
|
||
|
||
<p>The enhanced for loop (also sometimes known as "for-each" loop) can be used
|
||
for collections that implement the Iterable interface and for arrays.
|
||
With collections, an iterator is allocated to make interface calls
|
||
to hasNext() and next(). With an ArrayList, a hand-written counted loop is
|
||
about 3x faster (with or without JIT), but for other collections the enhanced
|
||
for loop syntax will be exactly equivalent to explicit iterator usage.</p>
|
||
|
||
<p>There are several alternatives for iterating through an array:</p>
|
||
|
||
<pre> static class Foo {
|
||
int mSplat;
|
||
}
|
||
Foo[] mArray = ...
|
||
|
||
public void zero() {
|
||
int sum = 0;
|
||
for (int i = 0; i < mArray.length; ++i) {
|
||
sum += mArray[i].mSplat;
|
||
}
|
||
}
|
||
|
||
public void one() {
|
||
int sum = 0;
|
||
Foo[] localArray = mArray;
|
||
int len = localArray.length;
|
||
|
||
for (int i = 0; i < len; ++i) {
|
||
sum += localArray[i].mSplat;
|
||
}
|
||
}
|
||
|
||
public void two() {
|
||
int sum = 0;
|
||
for (Foo a : mArray) {
|
||
sum += a.mSplat;
|
||
}
|
||
}
|
||
</pre>
|
||
|
||
<p><strong>zero()</strong> is slowest, because the JIT can't yet optimize away
|
||
the cost of getting the array length once for every iteration through the
|
||
loop.</p>
|
||
|
||
<p><strong>one()</strong> is faster. It pulls everything out into local
|
||
variables, avoiding the lookups. Only the array length offers a performance
|
||
benefit.</p>
|
||
|
||
<p><strong>two()</strong> is fastest for devices without a JIT, and
|
||
indistinguishable from <strong>one()</strong> for devices with a JIT.
|
||
It uses the enhanced for loop syntax introduced in version 1.5 of the Java
|
||
programming language.</p>
|
||
|
||
<p>To summarize: use the enhanced for loop by default, but consider a
|
||
hand-written counted loop for performance-critical ArrayList iteration.</p>
|
||
|
||
<p>(See also <em>Effective Java</em> item 46.)</p>
|
||
|
||
<a name="avoid_enums" id="avoid_enums"></a>
|
||
<h2>Avoid Enums Where You Only Need Ints</h2>
|
||
|
||
<p>Enums are very convenient, but unfortunately can be painful when size
|
||
and speed matter. For example, this:</p>
|
||
|
||
<pre>public enum Shrubbery { GROUND, CRAWLING, HANGING }</pre>
|
||
|
||
<p>adds 740 bytes to your .dex file compared to the equivalent class
|
||
with three public static final ints. On first use, the
|
||
class initializer invokes the <init> method on objects representing each
|
||
of the enumerated values. Each object gets its own static field, and the full
|
||
set is stored in an array (a static field called "$VALUES"). That's a lot of
|
||
code and data, just for three integers. Additionally, this:</p>
|
||
|
||
<pre>Shrubbery shrub = Shrubbery.GROUND;</pre>
|
||
|
||
<p>causes a static field lookup. If "GROUND" were a static final int,
|
||
the compiler would treat it as a known constant and inline it.</p>
|
||
|
||
<p>The flip side, of course, is that with enums you get nicer APIs and
|
||
some compile-time value checking. So, the usual trade-off applies: you should
|
||
by all means use enums for public APIs, but try to avoid them when performance
|
||
matters.</p>
|
||
|
||
<p>If you're using <code>Enum.ordinal</code>, that's usually a sign that you
|
||
should be using ints instead. As a rule of thumb, if an enum doesn't have a
|
||
constructor and doesn't define its own methods, and it's used in
|
||
performance-critical code, you should consider <code>static final int</code>
|
||
constants instead.</p>
|
||
|
||
<a name="package_inner" id="package_inner"></a>
|
||
<h2>Use Package Scope with Inner Classes</h2>
|
||
|
||
<p>Consider the following class definition:</p>
|
||
|
||
<pre>public class Foo {
|
||
private int mValue;
|
||
|
||
public void run() {
|
||
Inner in = new Inner();
|
||
mValue = 27;
|
||
in.stuff();
|
||
}
|
||
|
||
private void doStuff(int value) {
|
||
System.out.println("Value is " + value);
|
||
}
|
||
|
||
private class Inner {
|
||
void stuff() {
|
||
Foo.this.doStuff(Foo.this.mValue);
|
||
}
|
||
}
|
||
}</pre>
|
||
|
||
<p>The key things to note here are that we define an inner class (Foo$Inner)
|
||
that directly accesses a private method and a private instance field
|
||
in the outer class. This is legal, and the code prints "Value is 27" as
|
||
expected.</p>
|
||
|
||
<p>The problem is that the VM considers direct access to Foo's private members
|
||
from Foo$Inner to be illegal because Foo and Foo$Inner are different classes,
|
||
even though the Java language allows an inner class to access an outer class'
|
||
private members. To bridge the gap, the compiler generates a couple of
|
||
synthetic methods:</p>
|
||
|
||
<pre>/*package*/ static int Foo.access$100(Foo foo) {
|
||
return foo.mValue;
|
||
}
|
||
/*package*/ static void Foo.access$200(Foo foo, int value) {
|
||
foo.doStuff(value);
|
||
}</pre>
|
||
|
||
<p>The inner-class code calls these static methods whenever it needs to
|
||
access the "mValue" field or invoke the "doStuff" method in the outer
|
||
class. What this means is that the code above really boils down to a case
|
||
where you're accessing member fields through accessor methods instead of
|
||
directly. Earlier we talked about how accessors are slower than direct field
|
||
accesses, so this is an example of a certain language idiom resulting in an
|
||
"invisible" performance hit.</p>
|
||
|
||
<p>We can avoid this problem by declaring fields and methods accessed
|
||
by inner classes to have package scope, rather than private scope.
|
||
This runs faster and removes the overhead of the generated methods.
|
||
(Unfortunately it also means the fields could be accessed directly by other
|
||
classes in the same package, which runs counter to the standard
|
||
practice of making all fields private. Once again, if you're
|
||
designing a public API you might want to carefully consider using this
|
||
optimization.)</p>
|
||
|
||
<a name="avoidfloat" id="avoidfloat"></a>
|
||
<h2>Use Floating-Point Judiciously</h2>
|
||
|
||
<p>As a rule of thumb, floating-point is about 2x slower than integer on
|
||
Android devices. This is true on a FPU-less, JIT-less G1 and a Nexus One with
|
||
an FPU and the JIT. (Of course, absolute speed difference between those two
|
||
devices is about 10x for arithmetic operations.)</p>
|
||
|
||
<p>In speed terms, there's no difference between <code>float</code> and
|
||
<code>double</code> on the more modern hardware. Space-wise, <code>double</code>
|
||
is 2x larger. As with desktop machines, assuming space isn't an issue, you
|
||
should prefer <code>double</code> to <code>float</code>.</p>
|
||
|
||
<p>Also, even for integers, some chips have hardware multiply but lack
|
||
hardware divide. In such cases, integer division and modulus operations are
|
||
performed in software — something to think about if you're designing a
|
||
hash table or doing lots of math.</p>
|
||
|
||
<a name="library" id="library"></a>
|
||
<h2>Know And Use The Libraries</h2>
|
||
|
||
<p>In addition to all the usual reasons to prefer library code over rolling
|
||
your own, bear in mind that the system is at liberty to replace calls
|
||
to library methods with hand-coded assembler, which may be better than the
|
||
best code the JIT can produce for the equivalent Java. The typical example
|
||
here is <code>String.indexOf</code> and friends, which Dalvik replaces with
|
||
an inlined intrinsic. Similarly, the <code>System.arraycopy</code> method
|
||
is about 9x faster than a hand-coded loop on a Nexus One with the JIT.</p>
|
||
|
||
<p>(See also <em>Effective Java</em> item 47.)</p>
|
||
|
||
<a name="native_methods" id="native_methods"></a>
|
||
<h2>Use Native Methods Judiciously</h2>
|
||
|
||
<p>Native code isn't necessarily more efficient than Java. For one thing,
|
||
there's a cost associated with the Java-native transition, and the JIT can't
|
||
optimize across these boundaries. If you're allocating native resources (memory
|
||
on the native heap, file descriptors, or whatever), it can be significantly
|
||
more difficult to arrange timely collection of these resources. You also
|
||
need to compile your code for each architecture you wish to run on (rather
|
||
than rely on it having a JIT). You may even have to compile multiple versions
|
||
for what you consider the same architecture: native code compiled for the ARM
|
||
processor in the G1 can't take full advantage of the ARM in the Nexus One, and
|
||
code compiled for the ARM in the Nexus One won't run on the ARM in the G1.</p>
|
||
|
||
<p>Native code is primarily useful when you have an existing native codebase
|
||
that you want to port to Android, not for "speeding up" parts of a Java app.</p>
|
||
|
||
<p>(See also <em>Effective Java</em> item 54.)</p>
|
||
|
||
<a name="closing_notes" id="closing_notes"></a>
|
||
<h2>Closing Notes</h2>
|
||
|
||
<p>One last thing: always measure. Before you start optimizing, make sure you
|
||
have a problem. Make sure you can accurately measure your existing performance,
|
||
or you won't be able to measure the benefit of the alternatives you try.</p>
|
||
|
||
<p>Every claim made in this document is backed up by a benchmark. The source
|
||
to these benchmarks can be found in the <a href="http://code.google.com/p/dalvik/source/browse/#svn/trunk/benchmarks">code.google.com "dalvik" project</a>.</p>
|
||
|
||
<p>The benchmarks are built with the
|
||
<a href="http://code.google.com/p/caliper/">Caliper</a> microbenchmarking
|
||
framework for Java. Microbenchmarks are hard to get right, so Caliper goes out
|
||
of its way to do the hard work for you, and even detect some cases where you're
|
||
not measuring what you think you're measuring (because, say, the VM has
|
||
managed to optimize all your code away). We highly recommend you use Caliper
|
||
to run your own microbenchmarks.</p>
|