Android Performance

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Android Perfetto Series 7: MainThread and RenderThread Deep Dive

This is the seventh article in the Perfetto series, focusing on MainThread (UI Thread) and RenderThread, the two most critical threads in any Android application. This article will examine the workflow of MainThread and RenderThread from Perfetto’s perspective, covering topics such as jank, software rendering, and frame drop calculations.

As Google officially promotes Perfetto as the replacement for Systrace, Perfetto has become the mainstream choice in performance analysis. This article combines specific Perfetto trace information to help readers understand the complete workflow of MainThread and RenderThread, enabling you to:

  • Accurately identify key trace tags: Understand the roles of critical threads like UI Thread and RenderThread
  • Understand the complete frame rendering process: Every step from Vsync signal to screen display
  • Locate performance bottlenecks: Quickly find the root cause of jank and performance issues through trace information
Android Perfetto Series 6: Why 120Hz? Advantages and Challenges

This is the sixth article in the Android Perfetto series. It focuses on the 120Hz refresh rate, which has now become a standard for Android flagship devices. We will discuss the advantages and challenges of high refresh rates and analyze how 120Hz works from a system perspective.

Over the past few years, mobile display technology has evolved from 60Hz to 90Hz and now commonly to 120Hz. This evolution brings not only a smoother visual experience but also new requirements for system architecture and app development. Using Perfetto, we can gain a clearer understanding of frame rendering and performance on high-refresh-rate devices.

Android Perfetto Series 5: Choreographer-based Rendering Flow

This article introduces Choreographer, a class that App developers may not frequently encounter but is critically important in the Android Framework rendering pipeline. We will cover the background of its introduction, a brief overview, partial source code analysis, its interaction with MessageQueue, its application in APM (Application Performance Monitoring), and some optimization ideas for Choreographer by mobile phone manufacturers.

The introduction of Choreographer is mainly to cooperate with Vsync to provide a stable Message processing timing for upper-layer application rendering. When the Vsync signal arrives, the system controls the timing of each frame’s drawing operation by adjusting the Vsync signal cycle. Currently, the screen refresh rate of mainstream mobile phones has reached 120Hz, which means refreshing once every 8.3ms. The system adjusts the Vsync cycle accordingly to match the screen refresh frequency. When each Vsync cycle arrives, the Vsync signal wakes up the Choreographer to execute the application’s drawing operation. This is the main purpose of introducing Choreographer. Understanding Choreographer can also help application developers deeply understand the operating principle of each frame, and at the same time deepen their understanding of core components such as Message, Handler, Looper, MessageQueue, Input, Animation, Measure, Layout, and Draw. Many APM (Application Performance Monitoring) tools also utilize the combination mechanisms of Choreographer (via FrameCallback + FrameInfo), MessageQueue (via IdleHandler), and Looper (via custom MessageLogging) for performance monitoring. After deeply understanding these mechanisms, developers can conduct performance optimization more specifically and form systematic optimization ideas.

Systrace Thread CPU State Analysis Tips - Running

This is the second article in the “Systrace Thread CPU State Analysis Tips” series. It analyzes the causes of the “Running” state in Systrace and provides optimization strategies for when Running segments are excessively long.

The goal of this series is to use Systrace to view the Android system from a different perspective and to learn the Framework through visualization. While reading Framework source code can be difficult to remember, seeing the flow in Systrace can lead to deeper understanding. You can find the complete Systrace Basics and Action Series here.

Systrace Thread CPU State Analysis Tips - Runnable

This is the first article in the “Systrace Thread CPU State Analysis Tips” series. It analyzes the causes of the “Runnable” state in Systrace and provides optimization strategies for when Runnable segments are excessively long.

The goal of this series is to use Systrace to view the Android system from a different perspective and to learn the Framework through visualization. While reading Framework source code can be difficult to remember, seeing the flow in Systrace can lead to deeper understanding. You can find the complete Systrace Basics and Action Series here.

2021 Year in Review: Baby, Career, and Growth

2021 has passed. Taking advantage of the New Year holiday, I’d like to look back at the year. This will be a casual review—writing whatever comes to mind. 2021 for me was marked by becoming a father, changing jobs (including a boring period of working from home), and making new friends. Overall, it was a pretty good year.

However, in terms of personal growth, I feel like I might have stagnated or even regressed, which is a bit alarming. Learning is like rowing upstream; if you don’t move forward, you fall back. 2022 needs to be a year of deep cultivation. I hope to progress together with everyone reading this.

I’ve also tallied some data related to my technical sharing, shared my income from these platforms, and listed some hardware and software I recommend. Feel free to take a look.

Why is the Weibo Experience Better on Huawei? A Technical Analysis and Reflection

A fellow developer shared a Weibo post (https://weibo.com/1808884742/IApbpEVQr) where blogger @王波粒 noticed a peculiar phenomenon on the Mate 30 Pro. I highly recommend watching the video first.

The video’s description and some of the comments aren’t quite technically accurate. Here’s a summary of what’s actually happening: On Huawei phones, the Weibo app continues to load images smoothly while scrolling the main feed. However, the exact same version of the Weibo client on other phones waits until scrolling completely stops before it begins loading images.

This post looks at this phenomenon from a technical perspective, explores why it happens, and discusses what we can learn from it.

Android Systrace Basics - SurfaceFlinger Explained

This is the fifth article in the Systrace series, primarily providing a brief introduction to the workflow of SurfaceFlinger. It covers several important threads within SurfaceFlinger, including Vsync signal interpretation, app buffer display, and jank detection. Since Vsync has already been covered in Systrace Basics - Vsync Explained and Detailed Explanation of Android Rendering Mechanism Based on Choreographer, it won’t be discussed in detail here.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

My 2020 Reading List

Below is my 2020 reading list. Everything recorded here has been finished - technical books are not included since it’s hard to define when they’re “finished.”

I prefer reading history-related books. Among them, The Siege of Kaifeng was very uncomfortable to read - the weak have no diplomacy, it’s truly realistic; Bad Kids lives up to its name, personally I feel it’s much better than the TV series; Rework 2 and Rework 3 are work-related, covering remote work and work methods, consistent with the 2020 trend of working from home - recommended for white-collar programmers; My Last Diet Book systematically and professionally discusses weight loss knowledge, very useful for someone like me who’s trying to lose weight; finally, Blades of the Guardians is already a classic in Chinese comics - I’ll definitely buy a physical set for collection once it’s complete (same for Attack on Titan).

Didn’t read much in 2020. Need to invest more in this area in 2021. Read + Record + Summarize - reading notes will be added later.

Android Systrace Basics - CPU Info Interpretation

This is the twelfth article in the Systrace series, primarily providing a brief introduction to the CPU information area (Kernel) in Systrace. It covers how to view CPU-related information output by the Kernel module, including CPU frequency, scheduling, frequency locking, and core locking.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

Android Systrace Basics - Triple Buffer Explained

This is the eleventh article in the Systrace series, providing a brief introduction to Triple Buffer within Systrace. It covers how to identify jank in Systrace, perform preliminary localization and analysis, and explains the impact of Triple Buffer on performance.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

Android Systrace Basics - Binder and Lock Contention Explained

This is the tenth article in the Systrace series, primarily providing a brief introduction to Binder and lock information in Systrace. It covers the basic situation of Binder, the representation of Binder communication in Systrace, how to view Binder information, and analysis of lock contention in SystemServer.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

Android Systrace Basics - Vsync Explained

This is the seventh article in the Systrace series, primarily introducing the Vsync mechanism in Android. This article examines the display of each frame in the Android system from the perspective of Systrace. Vsync is a critical mechanism in Systrace. Although invisible and intangible when operating a phone, we can see in Systrace how the Android system, guided by Vsync signals, orderly performs rendering and composition for each frame, ensuring stable frame rates.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

Android Systrace Basics - MainThread and RenderThread Explained

This is the ninth article in the Systrace series, primarily introducing the MainThread and RenderThread in Android Apps—commonly known as the Main Thread and Rendering Thread. This article examines their workflows from the perspective of Systrace and covers related topics: jank, software rendering, and dropped frame calculation.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

Android Systrace Basics - Input Interpretation

This is the sixth article in the Systrace series, primarily providing a brief introduction to Input in Systrace. It covers the Input workflow, how Input information is represented in Systrace, and how to combine Input info to analyze related performance issues.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

Detailed Explanation of Android Rendering Mechanism Based on Choreographer

This article introduces Choreographer, a class that app developers rarely encounter but is crucial in the Android Framework rendering pipeline. It covers the background of Choreographer‘s introduction, an overview, source code analysis, its relationship with MessageQueue, its use in APM, and optimization ideas from mobile manufacturers.

Choreographer was introduced to coordinate with Vsync, providing a stable timing for handling Messages in app rendering. When Vsync arrives, the system adjusts the Vsync signal period to control the timing of drawing operations for each frame. Most phones currently have a 60Hz refresh rate (16.6ms). To match this, the system sets the Vsync period to 16.6ms, waking Choreographer every period to perform app drawing—this is its primary role. Understanding Choreographer also helps developers grasp the principles of frame execution and deepens knowledge of Message, Handler, Looper, MessageQueue, Measure, Layout, and Draw.

Android Jank and Frame Drops Due to Low Memory

In the article Android Jank and Frame Drops Due to System Issues, we listed some actual cases of jank caused by system low memory. Since low memory significantly impacts overall device performance, I’m writing a separate article to outline how system low memory affects device performance.

As Android system versions evolve and apps’ codebases expand, Android’s memory requirements continue to grow. However, many devices in the market still have less than 4GB of RAM. These users easily encounter system-wide low memory situations, especially after major system updates or as more apps are installed.

Android low memory leads to performance issues, specifically manifested as slow response and jank. For example: launching an app takes longer than usual; scrolling lists drops more frames; reduced background processes increase cold starts; phones easily overheat. Below, I’ll outline the reasons for these performance issues, debugging methods, and potential optimization measures.

Overview of Jank and Frame Drops in Android - Low Memory

In the Overview of Jank and Frame Drops in Android - System Layer article, we touched upon jank cases caused by low system memory. Since low memory has a significant impact on overall device performance, I’m dedicating this article to exploring those effects in depth.

As Android versions evolve and apps become more feature-heavy, their memory requirements increase. However, many devices with 4GB of RAM or less are still in use. These users are prone to low memory situations, especially after major system updates or as they install more apps.

Low memory triggers performance issues categorized by slow responsiveness and jank. Examples include longer app launch times, more frame drops in scrolling, more frequent cold starts as background processes are killed, and increased device temperature. Below, I’ll outline the causes, debugging methods, and potential optimizations for these issues.

Case Study: Debugging the Android Launcher Kill Problem

This article was inspired by a real-world bug I encountered. While the issue itself wasn’t particularly “hard,” the analysis process—the tools used, the investigative logic, and some clever tips I learned from a colleague—made it a perfect candidate for a case study.

I’ve used a variety of tools mentioned in my Android Performance Optimization Methodology, including:

  • Reproduction Video
  • Event Log
  • AS Source/Debug
  • AS Profiler
  • Systrace
  • Dumpsys
  • Unix ps utility

My goal is to document this process for myself and to share a universal troubleshooting workflow that might help others. If you have your own debugging tips, feel free to join our discussion group!

Overview of Jank and Frame Drops in Android - Methodology

Jank issues in Android are taken very seriously by both smartphone manufacturers and app developers. Internal teams, often called “Performance” or “Stability” groups, are typically dedicated to optimizing these experiences.

Currently, excellent third-party performance monitoring tools like Tencent’s Matrix are available. Phone manufacturers also have proprietary solutions. Since they can modify source code and bypass certain permission hurdles, manufacturers can access deeper system data, making analysis more efficient.

Android Systrace Basics - SystemServer Explained

This is the fourth article in the Systrace series, primarily providing a brief introduction to SystemServer. It covers several important threads within SystemServer. Since Input and Binder are particularly critical, they are discussed separately and won’t be covered in detail here.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

Android Systrace Basics - Why 60 FPS?

This is the third article in the Systrace series, explaining why 60 FPS is constantly emphasized. 60 FPS is a software concept, distinct from the 60Hz mentioned in screen refresh rates. For further context, refer to: A New Smooth Experience: A Talk on 90Hz.

The purpose of this series is to view the overall operation of the Android system from a different perspective using Systrace, while also providing an alternative angle for learning the Framework. Perhaps you’ve read many articles about the Framework but can never remember the code, or you’re unclear about the execution flow. Maybe from Systrace’s graphical perspective, you can gain a deeper understanding.

Does the Android System Not Release Memory?

Besides the CPU, many users consider RAM size when buying a phone. Different RAM configurations come with different prices—but how much RAM do you actually need? How does Android manage its memory? Average users are often confused: How much RAM does this app use? How much does the system use? How does RAM affect my experience? And how much RAM should my next phone have?

A common question on Zhihu is: “Does the Android system not release memory?”. It’s not that the user doesn’t know the system releases memory, but rather they want to understand the mechanics to optimize their experience. In this article, I’ll address these user concerns. More technical details will be covered in later articles.

Some Thoughts on Android System Fluency

I’ve long wanted to write about Android system fluency because it’s the most direct aspect of the user experience. The long-standing criticism that Android “gets laggier over time” still casts a shadow over the platform, and it’s a primary reason many users default to iPhone.

Because Google keeps Android open, different manufacturers produce devices with vastly different hardware, and app quality varies wildly. Consequently, fluency is affected by countless factors. It’s rarely just “the system isn’t optimized.” Often, two devices with the same OS but different SOCs offer completely different experiences.

In this post, I want to discuss the factors affecting Android fluency from several perspectives:

  1. Hardware
  2. System
  3. Applications
  4. The Optimization Loop
Android Code Memory Optimization Suggestions - Android Resources

Android Memory Optimization Series:

  1. Android Code Memory Optimization Suggestions - Android (Official)
  2. Android Code Memory Optimization Suggestions - Java (Official)
  3. Android Code Memory Optimization Suggestions - Android Resources
  4. Android Code Memory Optimization Suggestions - OnTrimMemory

This article focuses on common memory leak scenarios in Android application development. Having a baseline understanding of memory management before writing code leads to much more robust applications. This post starts with resource usage in Android and covers optimizations for Bitmaps, database queries, Nine-Patch assets, overdraw, and more.

Android Performance Patterns: Profile GPU Rendering

Series Catalog:

  1. Overview of Android Performance Patterns
  2. Android Performance Patterns: Render Performance
  3. Android Performance Patterns: Understanding Overdraw
  4. Android Performance Patterns: Understanding VSYNC
  5. Android Performance Patterns: Profile GPU Rendering

“If you can measure it, you can optimize it” is a common term in the computing world, and for Android’s rendering system, the same thing holds true. In order to optimize your pipeline to be more efficient for rendering, you need a tool to give you feedback on where the current perf problems lie.

In this video, Colt McAnlis walks you through an on-device tool built for this exact reason. “Profile GPU Rendering” will help you understand the stages of the rendering pipeline, see which portions might be taking too long, and decide what to do about it in your application.

Profile GPU Rendering Tool

Rendering performance issues are often the culprits stealing your precious frames. These problems are easy to create but also easy to track with the right tools. Using the Profile GPU Rendering tool, you can see right on your device exactly what is causing your application to stutter or slow down.

Android Performance Patterns: Understanding VSYNC

Series Catalog:

  1. Overview of Android Performance Patterns
  2. Android Performance Patterns: Render Performance
  3. Android Performance Patterns: Understanding Overdraw
  4. Android Performance Patterns: Understanding VSYNC
  5. Android Performance Patterns: Profile GPU Rendering

Unbeknownst to most developers, there’s a simple hardware design that defines everything about how fast your application can draw things to the screen.

You may have heard the term VSYNC - VSYNC stands for vertical synchronization and it’s an event that happens every time your screen starts to refresh the content it wants to show you.

Effectively, VSYNC is the product of two components: Refresh Rate (how fast the hardware can refresh the screen), and Frames Per Second (how fast the GPU can draw images). In this video, Colt McAnlis walks through each of these topics and discusses where VSYNC (and the 16ms rendering barrier) comes from, and why it’s critical to understand if you want a silky smooth application.

Basic Concepts

To develop a high-performance application, you first need to understand how the hardware works. The perceived speed of an app is often misunderstood as a raw hardware processing problem, but the real root is often rendering performance. To improve rendering, you must understand VSYNC.

Android Performance Patterns: Render Performance

Series Catalog:

  1. Overview of Android Performance Patterns
  2. Android Performance Patterns: Render Performance
  3. Android Performance Patterns: Understanding Overdraw
  4. Android Performance Patterns: Understanding VSYNC
  5. Android Performance Patterns: Profile GPU Rendering

Rendering performance is all about how fast you can draw your activity, and get it updated on the screen. Success here means your users feeling like your application is smooth and responsive, which means that you’ve got to get all your logic completed, and all your rendering done in 16ms or less, each and every frame. But that might be a bit more difficult than you think.

In this video, Colt McAnlis takes a look at what “rendering performance” means to developers, alongside some of the most common pitfalls that are ran into; and let’s not forget the important stuff: the tools that help you track down, and fix these issues before they become large problems.

Android Rendering Knowledge

When you think you’ve developed a world-changing app, your users might not agree. They might think your app is slow and laggy, failing to achieve the smoothness they expect, let alone changing the world. Recycle bin, here it comes! Wait! My app is perfectly smooth on my Nexus 5? How can you say it’s slow? If you know anything about Android fragmentation, you’d know that many low-end phones don’t have the powerful processor and GPU of a Nexus 5, nor do they have an unpolluted stock system.

If a large number of users complain that your app is laggy, don’t just blame their hardware. Sometimes the problem lies within the app itself, meaning your Android app has serious rendering performance issues. Only by understanding the root cause can you solve the problem effectively. Thus, knowing how Android rendering works is essential for any Android developer.