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. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

