On the performance optimization of Android (Android) _android

Source: Internet
Author: User

Android performance optimization is mainly divided into two points

1, layout optimization

2, memory optimization

Layout optimization

First look at the layout optimization, the system in the rendering UI will consume a lot of resources, so, the layout of the optimization is particularly important

Avoid overdraw

Which is to avoid excessive rendering, excessive rendering will waste more resources, for example, the Android system will default to draw Activity the background, this time we set a background, so the default background is over drawn, in the "developer Tool" in the "debug GPU over Draw" option, We can use color to judge the number of times we're over drawn.

As shown in figure:

So we can increase the blue area as much as possible and reduce the red area .

Optimize layout hierarchy

In the Android system, the system of view measurement, layout, rendering, through the traversal of the View tree, so that a layout of too many levels, will seriously affect the measurement, layout, drawing speed, so to reduce the height of the view tree, Google recommends that the layout level not exceed 10 levels in the document, so you also need to avoid nesting without using the layout

Using the Include tag

I believe that everyone will encounter toolbar in the project, or a UI in the use of multiple interfaces, when encountering this problem we will generally use include (after all, the great God "first line of code" teaching good), which reduces the code redundancy, but also conducive to late changes

Using Viewstub to implement view delay loading

ViewStubThe label is View.GONE similar to the way it is, but it ViewStub will only be rendered at the time of the display, and GONE it is finished when initialized, so it is ViewStub more efficient than that.

Here's how to use the codeViewStub

First we define a layout file

<linearlayout xmlns:android= "http://schemas.android.com/apk/res/android"
 android:orientation= "vertical" Android:layout_width= "Match_parent"
 android:layout_height= "match_parent" >

 <textview
  Android:id= "@+id/tv"
  android:layout_width= "wrap_content" android:layout_height= "wrap_content"
  />

</LinearLayout>

There's only one in here TextView , and then we're quoting him in our own layout. ViewStub

<button
 android:id= "@+id/btn"
 android:layout_width= wrap_content "android:layout_height=" Wrap_
 Content "/>

<viewstub
 android:id=" @+id/vs "android:layout_width=" Wrap_content "
 android: layout_height= "Wrap_content"
 android:layout= "@layout/view_stub"/>

The logic here is to click on the button and then appear ViewStub the referenced layout (that is, the layout file we wrote above)

Findviewbyid (R.ID.BTN). Setonclicklistener (New View.onclicklistener () {
 @Override public
 void OnClick ( View view) {
  Viewstub vs = (Viewstub) Findviewbyid (R.id.vs);
  View Vsview = Vs.inflate ();
  TextView TV = (TextView) Vsview.findviewbyid (r.id.tv);
  Tv.settext ("hahaha");

 }
);

ViewStubThere are two ways to show the layout of the reference, one is the ViewStub.setVisibility(); other is the ViewStub.inflate(); difference between the two methods is inflate() to return the layout of the reference, and then you can use this layout to find the inside of the child View to operate

Run the program click the button, you can see TextView that has been shown, and has been assigned to "hahaha"

Hierarchy Viewer

This tool can display our layout, but can only be used in simulators and factory demo machine, but Google's great God provides an open source project Viewserver, interested to see.

This is not too much elaborated, interested can check the relevant information on their own

Memory optimization

We all know that the latest Android manufacturers are in the spelling, which we are most concerned about the memory of a few g, but the Android phone has a large memory, but it is very card, this is because some mobile phone software in the low memory of the phone can not be killed, that is, we say "kill"

We know that memory is generally divided into these parts

1, register

2, Stack

3, Heap

4. Static Storage Area

5, Chang

The register is the fastest, but we can't control it in the program.

Store basic data types in stacks

The heap holds objects and arrays, and is generally managed by the Java GC in the heap

A static store stores data that is always present at run time in a fixed location, and Java specifically divides a region to manage static variables

A constant pool is a collection of constants used by that type

Optimization of bitmap

We all know that the biggest threat to Oom is in Android because it takes up a lot of memory, so we should:

1, use the appropriate resolution size of the picture

Because Android matches the graphics in different resolution folders when it is fit, it can cause more resources to be consumed if the resolution of the picture does not match the resolution of the resource.

2, using the cache

Generally have memory cache and hard disk cache

Code optimization

1. Use of constantsstatic

2, using static method, static method than normal method to improve the access speed of about 15%

3, reduce unnecessary member variables, if it can be defined as local variables is best defined as local variables

4. Reduce unnecessary objects

5, less use of enumerations, iterators

6, to Cursor , Receiver , and File other objects, pay attention to recycling and cancellation of registration

7, use SurfaceView to replace the view for a large number of and frequent drawing operations

8, try to use the view cache, not every time inflate() to perform to resolve the view

9. Avoid using reflection

10, use RenderScript , OpenGL to carry out very complex drawing operations

Summarize

These are some of the things that are optimized for Android, and if you use Androidstudio, Androidstudio provides a memory monitoring tool that works well if you don't use Androidstudio, Then I suggest you use androidstudio~.

In addition, optimization is not absolutely perfect, each optimization is based on the current environment to do, to understand that communication is the best optimization, not blindly follow, not casually, think twice before the line. Hopefully this article will help you develop Android.

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