Thread myThread = Thread.currentThread();
myThread.setPriority(Thread.MAX_PRIORITY);

http://developer.android.com/reference/java/lang/Thread.html

On Jun 15, 9:28 am, Neilz <[email protected]> wrote:
> How do you boost the priority? That sounds like something I should try
> out.
>
> On Jun 15, 2:23 pm, "[email protected]"
>
>
>
> <[email protected]> wrote:
> > Nellz,
>
> > Yes, this is really hard to figure out, which is why I am posting
> > here.  I am getting a consistent 40-50 FPS with my pretty complicated
> > 3D app, but I get these wierd frames that take 100-200 msecs to run,
> > and it is unexplained for me.
>
> > NightWolf,
>
> > I have instrumented my code to try to see which methods are taking up
> > the time.  In fact, I have gone a lot finer than just seeing how long
> > a render takes.  I am timestamping and recording max deltas in several
> > spots in my movement code and I am timestamping and recording deltas
> > for the render code.
>
> > The delay appears randomly in all instrumented chunks of code, so it
> > doesn't seem specific to any code.  It seems like "something else"
> > other than my app.  Also, boosting my priority has helped but not
> > fixed the problem.  The fact that it helps also seems to point to
> > something else running.
>
> > When the glitch happens between when I have calculated the movement
> > and when I go to render the movement, then the game stutters.  When
> > the glitch happens between renders but not in between move and render,
> > then it is not so bad because the movement is accurately calculated
> > for the time that expired and the render happens soon afterwards.

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