How to test libGDX games faster? - android-studio

Android applications launches slow on AVD - it's unconvinient becasue of frequent changes in your application.
But in this video man launches his game very quickly ( at 7:03): https://www.youtube.com/watch?v=gR88EZEXEQg&list=PLZm85UZQLd2TPXpUJfDEdWTSgszionbJy&index=2
How to do it ?

Launching it for the very first time is often very slow. There isn't much you can do to make it faster. However, using 'snapshot' instead of 'Use Host GPU' in your emulator settings will make it boot faster. Other than that it is really dependent on your computers hardware. Adding more RAM may speed it up too.
Hope I helped :)

Related

Chromium consuming above 50% CPU and crashes while playing a video

I have built the latest stable version of Chromium (at the time of writing 100.0.4896.88) in debug as well as in release mode.
I changed the name and logo of the browser by making changes in some files, thanks to this and this post.
Currently, I am facing issues with CPU usage. Every time I open chromium or a new tab in Chromium, CPU usage jumps above 25% and then comes back to 1 or 2%. After opening around 10 tabs, it reaches around 70-80%. I tested chromium before making any changes in files and the same thing was happening with CPU consumption.
The second issue is about playing videos. When I try to play any video like YouTube in debug mode, the browser immediately crashes. In release mode, it plays it for a few seconds before crashing.
After building the chromium, I use the following command to create a mini_installer.exe
autoninja -C out/Release mini_installer.exe
So maybe I am doing something wrong which generating the installer because for the rest of it I am following the actual documentation? Any kind of suggestion would be appreciated.

"Skipped 75 frames! The application may be doing too much work on its main thread." running empty Compose app

i'm learning how to use jetpack compose in android project.
i just created new project and choose empty compose activity template,
after build finished i run application on Android Emulator.
it successfully run but in Run logs it keep showing info log as
I/Choreographer: Skipped 75 frames! The application may be doing too much work on its main thread.
i'm worried about this issue.
can anyone please help me for this issue i will be very thankful.
log error snapshot
That's nothing to worry about. Emulator performance isn't necessarily representative of real device performance and is often slower due to the overhead of running a second operating system (Android) within your operating system. This is especially true if you don't have the emulator's various hardware acceleration options enabled.
Also, apps run from Studio are debuggable, which disables a number of the optimizations that ART (the Android runtime) would be able to perform on a release app. Plus it needs a bit to load the code into memory and perform just-in-time compilation of the Compose framework.
Bottom line: Don't worry about performance unless you see issues in release mode on a real device.

Node.js require becomes extremely slow after OS X has been running for a while

When I reboot my Mac, starting up Node.js apps is nice and fast. Later, after the Mac has been on for a few hours, it gets REALLY slow.
I've used process.hrtime() to time various things, and it seems that it's all the require calls that take time, ie loading dependencies. Once everything is loaded, my apps run reasonably fast.
The difference is extreme: just after I've rebooted, an app may take 300ms to get through the require calls, then it takes something like 30 seconds once it's been on for a few hours.
What could be causing this?
Since how fast executing require is perfectly related to a disk loading performance.
So I suppose It's highly possible that HDD/SSD or whatever your project belongs causing that.
it's working fine right after you rebooted so maybe some background software(such as virus scan or auto downloader) is making IO blocking
You'd better start by checking your CPU/RAM/HDD status while the issue is occurring and see what happens if you move your project into USB flash drive or external HDD

Can I limit the CPU usage of a website for testing?

We have developed a website that has quite a lot of flash in it and it seems to be hanging on some machines using firefox, these machines are a lower spec than our development machines and we cannot recreate the problem locally.
Ideally we want to somehow limit the CPU usage to maybe just a single core when browsing the website in the office so we can try and replicate the situation of our users.
Is there any way of doing this?
You can change the CPU affinity of the Browser and the flash plugin process. There are also some slowdown utilities that can emulate a slower CPU
http://www.classicdosgames.com/utilities.html
VMware will let you choose to run your machine in a configurable amount of cores and processors. As far as I can tell, it won't let you downclock. But going down to one core might do the trick for you.

Performance of IcedTea 6 vs Sun's HotSpot 6

How does IcedTea 6's performance stand up against Sun's own HotSpot on linux systems? I tried searching Google but Phoronix's test is the best I got, which is almost a year old now. Hopefully things have improved since then.
Also, once Sun completely open sources the JVM, would it be possible to implement it for Linux platforms such that a main module (Quickstarter in the Consumer JRE) starts up with the OS and loads the minimal Java kernel, regardless of any Java apps running. And then progressively load other modules as necessary. Might improve startup times.
so it will be within the answer: http://www.phoronix.com/scan.php?page=article&item=java_vm_performance&num=1 and http://www.phoronix.com/scan.php?page=article&item=os_threeway_2008&num=1
I'd expect SUN's stuff to be faster, but it really depends on all kinds of optimizations, so one version might be faster doing operation X, but in the next version it might not be as fast..
EDIT:
regarding kernel preloading: on linux you may use preload or alternatives to speed up app loading, without affecting the overall system performance (loading a Quickstarter equivalent will keep memory occupied at all times). Also, as far as i know, java loads lots of shared libraries, that are shared between apps, so i don't really see the point of building in-kernel support for this thing. I guess its easy to make a simple app that loads some libraries and does nothing after that(quickstarter), but i dont see this doing a big difference when loading apps, and in some cases it might even slow down the system(i'm thinking about ram usage, and memory swapping)

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