FPS: The abbreviation for frame/sec (frames per second), also known as the frame rate. Refers to the number of frames that are refreshed in 1 seconds, and can be understood as a graphics processor can refresh several times per second. If specific to mobile phone is the ability to play (or record) the number of frames per second. At the same time, the higher the frame rate can be more fluent, more realistic animation. The more frames per second (fps), the smoother the actions displayed.
In most graphics programs (typical of game classes), the execution efficiency is based on FPS as the evaluation criterion.
Because of the current lack of Java related use cases, the completion of the function of the following figure (in the native test, the maximum FPS set to 500, the actual FPS efficiency in the IDE 280 or so, run 380, by system configuration and other factors):
The code is as follows:
FPS part of the relevant source code:
package org.test;
import Java.text.DecimalFormat;
/**
* <p>Title:LoonFramework</p>
* <p>Description:</p>
* <p>copyright:copyright (c) 2007</p>
* <p>Company:LoonFramework</p>
* @author Chenpeng
* @email: ceponline@yahoo.com.cn
* @version 0.1
*/
public class Fpslisten {
//Set the number of FPS frames for the animation, the higher the value, the faster the animation speed.
public static final int FPS = 500;
//conversion to run cycle
public static final Long PERIOD = (long) (1.0/fps * 1000000000); Unit: NS (nanosecond)
/FPS Maximum time interval, converted to 1s = 10^9ns
public static long fps_max_interval = 1000000000L; Unit: NS
//actual FPS value
private Double nowfps = 0.0;
/FPS Cumulative spacing time
private long interval = 0L; In NS
Private long time;
//Run frame cumulative
private Long framecount = 0;
//Format decimal places
private DecimalFormat df = new DecimalFormat ("0.0");
//Open OpenGL
public void OpenGL () {
system.setproperty ("Sun.java2d.opengl", "True");
system.setproperty ("Sun.java2d.translaccel", "True");
}
/** *//**
* Manufacturing FPS data
*
*/
public void Makefps () {
framecount++;
interval + = PERIOD;
//When the actual interval matches the time.
if (interval >= fps_max_interval) {
//nanotime () returns the current value of the most accurate available system timer, in nanoseconds
Long TimeNow = System.nanotime ();
//Get the time distance so far
Long realtime = Timenow-time; Unit: NS
//conversion to actual FPS value
Nowfps = ((double) framecount/realtime) * FPS_MAX_INTERVAL;
//Change value
framecount = 0L;
interval = 0L;
time = TimeNow;
}
}
public Long Getframecount () {
return framecount;
}
public void Setframecount (long framecount) {
this.framecount = Framecount;
}
public Long Getinterval () {
return interval;
}
public void SetInterval (long interval) {
this.interval = interval;
}
public Double Getnowfps () {
return nowfps;
}
public void Setnowfps (double nowfps) {
this.nowfps = Nowfps;
}
public Long GetTime () {
return time;
}
public void SetTime (long time) {
this.time = time;
}
public String Getfps () {
return Df.format (Nowfps);
}
}