Agreed!  It would be nice to see something like Task Manager, where a user
could see which currently running apps/services are sucking up CPU time, and
also track it's CPU use over a period of time.  And it would also be nice to
see a way to KILL the process that's sucking up the juice without having to
restart the phone or open up a bunch of smaller apps to force it out of the
queue.

That would rock.

As it is now, it's often a lengthy trial and error process to figure out
which app is slowing everything down.



On Fri, Mar 27, 2009 at 12:33 AM, ShrinkRay <[email protected]> wrote:

>
> Hey don't knock java... if background processes weren't allowed, then
> this wouldn't be an issue.
>
> But that's one of the good things about Android isn't it...  LOL.
>
> Even a proper desktop or laptop computer struggles when a big
> background process (anti virus etc.) hits and sucks resources
> (network, memory, disk etc.), away from the foreground processes.
> It's difficult to expect a a much less capable device to fare any
> better.
>
> The real problem is support and not getting an application returned in
> the first 24 hours... imagine the user who has added "big fat
> background process" as an application on their phone.  I'd imagine the
> developer of "big fat background process" doesn't add a disclaimer
> "this application may affect the quality and performance of other
> applications". How is the user to know that when your application is
> exhibiting signs of stutter or poor performance/frame rate (assuming
> it is coded right) that the issue is the background process.
>
> Maybe Google needs to add a permission to suspend/throttle background
> processing and the API needs to have a way to let the application
> suspend background processing in sections of their own code.  For
> example a game might allow background processing on loading screens or
> end of level screens, but not in time critical sections of code.
>
> Just a thought.
>
> On Mar 26, 4:52 pm, Sundog <[email protected]> wrote:
> > So the EULA for Java needs to be extended:
> >
> > "You acknowledge that Software is not designed, licensed or intended
> > for use in the design, construction, operation or maintenance of any
> > nuclear facility or side-scrolling games."
> >
> > This is why I've always avoided Java until now. If you can't write
> > realtime code what good is it, especially for critically important
> > things like nuclear plants and games?  ;)
> >
> > On Mar 26, 7:23 am, Incognito <[email protected]> wrote:
> >
> > > You will have the same problem in a computer if too many apps are
> running. The solution in a computer is to uninstall and dump those programs
> that hug too much memory. Same thing will happen in android. Those
> background processes that cannot play nice will get a bad reputation and be
> uninstalled. People must write their background processes so that they
> consume as little resources as possible or face an early death. The game
> will only stutter if there is excessive gc.
> >
> > > On Mar 26, 2009, at 9:13 AM, Stoyan Damov <[email protected]>
> wrote:
> >
> > > I don't see how opengl helps with the fact that the game's code runs
> > > on the *same* processor, as the one, doing the GC.
> > > You can have all your drawing occur on the GPU, but the game will
> > > *still* stutter, if a background process triggers GC, because the very
> > > drawGameScene() call will be postponed because of the GC.
> >
> > > On Thu, Mar 26, 2009 at 1:54 PM, Incognito <[email protected]>
> wrote:
> >
> > > Did you try opengl?
> >
> > > On Mar 26, 2009, at 5:18 AM, "[email protected]" <
> [email protected]> wrote:
> >
> > > because I don't think Android can handle smooth scrolling. Tried
> > > myself with all sorts of views, surface views, always a horrible
> > > flicker even with 20 - 30fps.
> >
> > > Looking at the market its the same story. Most games don't attempt
> > > side scrolling and the ones that do end up with very jerky scrolling,
> > > e.g. deBlob $3.99 ported from iPhone. Alien Blood Bath is a similar
> > > story.
> >
> > > I'm starting to think this is a technical limitation.If it is, this
> > > could mean our games never compete with other mobile platforms and
> > > could limit Android's ability to compete in the market.
> >
>

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