[android-developers] Re: Touch *extremely* expensive performance-wise

2009-03-11 Thread MrSnowflake
But won't it affect other Activity stuff and life cycle functions and such? On 10 mrt, 19:48, Stoyan Damov stoyan.da...@gmail.com wrote: sure, it should work - I think someone has already done that On Tue, Mar 10, 2009 at 8:26 PM, MrSnowflake mrsnowfl...@gmail.com wrote: I have a

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-03-11 Thread Streets Of Boston
I would think so too. As soon as you execute wait statements in your main message- dispatching thread (e.g. sleeps, waits, waiting for I/O, long lasting loops, joins, etc.), you run the risk of the application getting unresponsive. Android may pop up a message telling the user that the

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-03-11 Thread Dianne Hackborn
The ANR dialog is shown when you aren't responsive for 5 seconds. We should be talking about waiting for ~20ms only for motion events. These are in completely different realms. On Wed, Mar 11, 2009 at 7:22 AM, Streets Of Boston flyingdutc...@gmail.comwrote: I would think so too. As soon as

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-03-10 Thread MrSnowflake
I have a question about this: While sleeping the ui thread works, would it also work to wait() the main thread and notify() it when the new frame 'starts'? On 20 feb, 10:41, suhas gavas suhas.ga...@gmail.com wrote: hi zombies and robots, plz let me the solution to improve touch event

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-03-10 Thread Stoyan Damov
sure, it should work - I think someone has already done that On Tue, Mar 10, 2009 at 8:26 PM, MrSnowflake mrsnowfl...@gmail.com wrote: I have a question about this: While sleeping the ui thread works, would it also work to wait() the main thread and notify() it when the new frame 'starts'?

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-02-20 Thread suhas gavas
hi zombies and robots, plz let me the solution to improve touch event performance I have got stuck because of the sam regards, suhas On Fri, Feb 20, 2009 at 12:46 PM, Zombies and Robots caecus...@gmail.comwrote: Thank you both! With those pointers, I was able to figure out and implement

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-02-19 Thread Stoyan Damov
Here's a hint - override public boolean dispatchTouchEvent(MotionEvent ev) instead of onTouchEvent - this *does* save quite a few cycles. You sleep using whatever you find more appropriate - Thread.sleep for interruptible sleep or SystemClock.sleep for non-interruptible one. HTH, Stoyan On Thu,

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-02-19 Thread Jon Colverson
On Feb 19, 7:00 am, Zombies and Robots caecus...@gmail.com wrote: I've been trying to follow everything you guys have been talking about, but I must admit that after trying several ways of implementing what you suggest, I still haven't been able to achieve any positive results.  Could one of

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-02-19 Thread Zombies and Robots
Thank you both! With those pointers, I was able to figure out and implement working versions of both techniques. Now I just have to decide which one I like better and finish writing my game... --~--~-~--~~~---~--~~ You received this message because you are

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-02-18 Thread Zombies and Robots
I am also developing games which may make heavy use of onTouchEvent(), so this thread looks very helpful to me as well. I've been trying to follow everything you guys have been talking about, but I must admit that after trying several ways of implementing what you suggest, I still haven't been

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-02-13 Thread Jon Colverson
On Jan 11, 2:25 am, Dianne Hackborn hack...@android.com wrote: Fwiw, you should generally avoid trying to directly control scheduling.  Let the kernel schedule the threads as needed; the only issue you had here was that your main thread was using as much CPU as it could get, since it was

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-01-10 Thread Stoyan Damov
Dianne, I want to thank you again for your advice - it actually helped. I process at most 10 touch movement events per second (good enough for the app) and sleep the UI thread after the moves - this did boost the second thread enough so that most of the app's time is spent in physics updates and

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-01-10 Thread Dianne Hackborn
Thanks, glad to hear it helped. Sorry I was slow responding to your last detailed message. Fwiw, you should generally avoid trying to directly control scheduling. Let the kernel schedule the threads as needed; the only issue you had here was that your main thread was using as much CPU as it

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-01-09 Thread Stoyan Damov
OK, I measured how many moves per sec the view gets when I hold my finger as still as possible. The result is surprising (I expected more and was hoping that's the reason for the slow down) and is about 70 moves/second. I still don't get why the view gets 70 moves/sec if I'm not moving my finger

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-01-09 Thread Dianne Hackborn
The system delivers events as fast as you will process them. This is a common issue when a game is designed where most of the work is done outside of the main thread -- probably the best solution at this point to to sleep for some number of milliseconds each time you process an event to throttle

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-01-09 Thread Stoyan Damov
On Fri, Jan 9, 2009 at 11:03 PM, Dianne Hackborn hack...@android.com wrote: The system delivers events as fast as you will process them. This is a common issue when a game is designed where most of the work is done outside of the main thread This makes sense to me. probably the best

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-01-09 Thread Dianne Hackborn
On Fri, Jan 9, 2009 at 1:22 PM, Stoyan Damov stoyan.da...@gmail.com wrote: I do yield to the main thread by calling mainActivity.runOnUiThread w/ a no-op (cached) runnable once per second but I guess that's not enough. I'll try increasing that to see if it will make a difference. I'd rather

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-01-09 Thread Stoyan Damov
On Sat, Jan 10, 2009 at 12:49 AM, Dianne Hackborn hack...@android.com wrote: On Fri, Jan 9, 2009 at 1:22 PM, Stoyan Damov stoyan.da...@gmail.com wrote: I do yield to the main thread by calling mainActivity.runOnUiThread w/ a no-op (cached) runnable once per second but I guess that's not

[android-developers] Re: Touch *extremely* expensive performance-wise

2009-01-09 Thread Stoyan Damov
I'll add that the time consumed by my view's onFingerMove is 2/3 of the time to call (MotionEvent.getAction + .getX() + .getY()) - that is, I'm pretty sure I'm not doing anything funny in my touch event's handler. On Sat, Jan 10, 2009 at 3:14 AM, Stoyan Damov stoyan.da...@gmail.com wrote: On