Problems. If you don’t see the option, tap on About phone (About device) and look for an entry called Build Number. To show the product image when the user taps a thumbnail image, you can use a. Visual Output of GPU Profiler (Vsync is a display option found in some 3-D apps.). For this tool walkthrough, use the RecyclerView app which shows a list of words displayed in a RecyclerView. Looking for spikes in frame rendering time associated with user or program actions. If this part of the bar is tall, your app could be using a custom animator that's not performing well, or unintended work is happening as a result of properties being updated. If this part of the bar is tall, the app is taking considerable time loading large amounts of graphics. Represents the time that the app spent executing code inside of an input event callback. If this part of the bar is tall, your app could be using a custom animator that's not performing well, or unintended work is happening as a result of properties being updated. Settings->Developer Options->Monitor->Profile GPU Render->选择On screen as bars; 三、使用Profile GPU Rendering For the second part of this practical, you build an app that loads images. For example, when you first load an image, the bar may go above the green line, but users may not notice a problem, because they may expect to wait a moment for an image to load. The previously short bars for the small image should now be much taller. What users perceive and how they experience the app are your ultimate benchmarks for performance. In the Monitoring section, select Profile GPU Rendering. Therefore, your app has to do its work in 16 milliseconds or less for every screen refresh. Immediately, you see colored bars on your screen. In this practical, you use the Profile GPU Rendering tool on your device to visualize how long it takes an app to draw frames to the screen. The GPU rendering profiler draw histograms on screen. The tool shows a colored bar for each frame. If you spend time using the Profile GPU Rendering tool on your app, it will help you identify which parts of the UI interaction are slower than expected, and then you can take action to improve the speed of your app's UI. How to optimize the GPU demands of your game. This codelab is part of the Advanced Android Development training course, developed by the Google Developers Training team. However, if you are running animated content, skipping two out of three frames will result in a stuttering and jagged animation. This is not an absolute requirement. Launch on machine startup Monitoring options provide visual information about app performance, such as long thread and GPU operations. The following screenshot shows one way of implementing the LargeImages app. You will get the most value out of this course if you work through the codelabs in sequence. Select all of the following that are good basic performance tests you can perform. To discover what causes your app's specific performance problems, use tools to collect data about your app's execution behavior. Communicate to students how to submit homework assignments. If it ain't one thing, it's another. Represents the time the CPU is waiting for the GPU to finish its work. GPU Scaling can be applied using one of the following modes: Preserve aspect ratio - Expands the current image to the full size of the monitor while maintaining the aspect ratio of the image size. The cost depends on the number of particles spawned by such emitters. Represents the time spent evaluating animators. If I choose the Software Only rendering (CPU) then I do see the image as well, but the real-time playback and rendering times are awful! For this reason, processing the touch event needs to be as fast as possible. However, we can simulate a slow app by using images that are too large; in a different chapter, you learn how to improve performance by using the right image sizes and types for your app. The colored sections visualize the stages and their relative times. To improve this, consider when and how your app requests user input, and whether you can handle it more efficiently. Default value: PowerShell's GUID. The GPU reads those draw commands from a queue. The colors in each bar represent the different stages in rendering the frame. Use the Unity Profiler to locate the problem. Ideally, most of the bars stay below the green line most of the time. Represents the time spent by Android's 2-D renderer as it issues commands to OpenGL to draw and redraw display lists. ... the CPU Usage section of the Visual Profiler gives you a precise breakdown of an object's use of WPF services, such as rendering and layout. Open the app in Android Studio and run it. It helps to be familiar with the following concepts and terminology: Use the Profile GPU Rendering tool to visualize Android drawing the screen. Once you get the profiler running, open your application. The max size of the image you can load depends on the amount of device memory available to your app. Accepts: GUID or profile name as a string. The image below shows the bars and color legend for a device that is running Android 6.0 or higher. The CPU waits until there is space in the queue to place the next command. If your app crashes on the emulator, edit the emulator configuration in the AVD Manager. Note the following: Each bar represents one frame rendered. If this part of the bar is tall, the app is doing too much work on the GPU. The dinosaur_medium.jpg supplied with the solution code is 495KB and a good starting point. In Android Studio, turn off Instant Run for the physical and virtual devices you want to profile.