Android measures the number of frames per second (fps) by frames each Second _android

Source: Internet
Author: User

The example in this article describes how Android measures the number of frames per second (fps) by frames the Second. Share to everyone for your reference. Specifically as follows:

Mainthread.java:

Package Net.obviam.droidz;
Import Java.text.DecimalFormat;
Import Android.graphics.Canvas;
Import Android.util.Log;
Import Android.view.SurfaceHolder; /** * @author Impaler * * The Main thread which contains the game loop.
 The thread must have access to * the surface view and holder to trigger events every game.
 * * public class Mainthread extends Thread {private static final String TAG = MainThread.class.getSimpleName ();
 Desired FPS private final static int max_fps = 50;
 Maximum number of frames to be skipped private final static int max_frame_skips = 5;
 The frame period private final static int frame_period = 1000/max_fps; Stuff for Stats * * Private decimalformat DF = new DecimalFormat ("0.##"); 2 DP//We ll be reading the stats every second private final static int stat_interval = 1000;
 MS//The average is calculated by storing//the last n FPSS private final static int fps_history_nr = 10; Last time the status is stored PrivaTe long laststatusstore = 0;
 The status Time counter private long Statusintervaltimer = 0l;
 Number of frames skipped since the game started private long totalframesskipped = 0l;
 Number of frames skipped in a store cycle (1 sec) Private long framesskippedperstatcycle = 0l;
 Number of rendered frames in interval private int framecountperstatcycle = 0;
 Private long totalframecount = 0l;
 The last FPS values private double fpsstore[];
 The number of times the stat has been read private long statscount = 0;
 The average FPS since the game started private double averagefps = 0.0;
 Surface holder that can access the physical Surface private Surfaceholder surfaceholder;
 The actual view is handles inputs//and draws to the surface private maingamepanel gamepanel;
 Flag to hold game state private Boolean running;
 public void Setrunning (Boolean running) {this.running = running; Public Mainthread (Surfaceholder Surfaceholder, MaingamepanEl Gamepanel) {super ();
  This.surfaceholder = Surfaceholder;
 This.gamepanel = Gamepanel;
  @Override public void Run () {Canvas Canvas;
  LOG.D (TAG, "Starting game loop");
  Initialise timing elements for stat gathering inittimingelements ();  Long BeginTime;  The time the cycle begun long Timediff;  The time it is took for the cycle to execute int sleeptime; Ms to-sleep (<0 if we ' re behind) int framesskipped;
  Number of frames being skipped sleeptime = 0;
   while (running) {canvas = null; Try locking the canvas for exclusive pixel editing//In the surface try {canvas = This.surfaceHolder.lockCa
    Nvas ();
     Synchronized (surfaceholder) {begintime = System.currenttimemillis (); framesskipped = 0;
     Resetting the frames skipped//update game State this.gamePanel.update ();
     Render state to the "screen//Draws" canvas on the panel this.gamePanel.render (canvas); Calculate how LonG did the cycle take Timediff = System.currenttimemillis ()-begintime;
     Calculate sleep Time Sleeptime = (int) (FRAME_PERIOD-TIMEDIFF); if (Sleeptime > 0) {//If Sleeptime > 0 we ' re OK try {//Send the thread to sleep for a short p
      Eriod//Very useful for battery saving thread.sleep (sleeptime);
      catch (Interruptedexception e) {}} while (Sleeptime < 0 && framesskipped < max_frame_skips) { We need to catch up this.gamePanel.update (); Update without rendering sleeptime + = Frame_period;
     Add frame period to check if in next frame framesskipped++;
     } if (framesskipped > 0) {log.d (TAG, "skipped:" + framesskipped);
     }//For statistics framesskippedperstatcycle + = framesskipped;
    Calling the routine to store the gathered statistics storestats (); finally {//In case of ' an exception the ' surface is ' not ' left IN//A inconsistent state if (canvas!= null) {surfaceholder.unlockcanvasandpost (canvas);  }//End finally}/** * The statistics-it are called every cycle, it checks if time since last * store is Greater than the statistics gathering period (1 sec) and if so * it calculates "FPS for" last period and stores I T. * * * It tracks the number of frames per period. The number of frames since * the start of the period are summed up and the calculation takes part * only if the next P
  Eriod and the frame count is reset to 0.
  * * private void Storestats () {framecountperstatcycle++;
  totalframecount++;
  Check the actual time Statusintervaltimer + = (System.currenttimemillis ()-Statusintervaltimer); if (statusintervaltimer >= Laststatusstore + stat_interval) {//Calculate the actual frames status check pers
   Val Double actualfps = (double) (Framecountperstatcycle/(stat_interval/1000)); Stores the latest FPS in theArray fpsstore[(int) Statscount% fps_history_nr] = Actualfps;
   Increase the number of times statistics was calculated statscount++;
   Double totalfps = 0.0;
   Sum up the stored FPS values for (int i = 0; i < FPS_HISTORY_NR; i++) {totalfps = Fpsstore[i];  }//Obtain the average if (Statscount < FPS_HISTORY_NR) {//In case of the ' the ' of the ' the ' the ' triggers averagefps
   = Totalfps/statscount;
   else {averagefps = TOTALFPS/FPS_HISTORY_NR;
   }//Saving the number of total frames skipped totalframesskipped + = framesskippedperstatcycle;
   Resetting the counters after a status record (1 sec) framesskippedperstatcycle = 0;
   Statusintervaltimer = 0;
   framecountperstatcycle = 0;
   Statusintervaltimer = System.currenttimemillis ();
Laststatusstore = Statusintervaltimer;
   LOG.D (TAG, "Average FPS:" + Df.format (averagefps));
  Gamepanel.setavgfps ("FPS:" + Df.format (averagefps));
}} private void Inittimingelements () {  Initialise timing Elements Fpsstore = new DOUBLE[FPS_HISTORY_NR];
  for (int i = 0; i < Fps_history_nr i++) {fpsstore[i] = 0.0;
 LOG.D (TAG + ". Inittimingelements ()", "Timing elements for Stats initialised");

 }
}

I hope this article will help you with your Java programming.

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.