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      • Saved Games In-Depth (Part 1) - 1504070556
      • Saved Games In-Depth (Part 2) - 1504030548
      • Smaller Flipbook Textures with CRABBY - 1504030544
      • Google Tag Manager - 1504030545
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    • Android 性能优化 - 088
      • Garbage Collection in Android - 1503170425
      • Performance Cost of Memory Leaks - 1503170424
      • Rendering Performance 101 - 1501130351
      • Understanding Overdraw - 1501130352
      • Understanding VSYNC - 1501130353
      • Tool - Profile GPU Rendering - 1501130354
      • Why 60fps? - 1501130355
      • Android UI and the GPU - 1501130356
      • Invalidations, Layouts, and Performance - 1501130357
      • Overdraw, Cliprect, QuickReject - 1501130358
      • Tool - Memory Monitor - 1501130363
      • Battery Performance 101 - 1501130364
      • Understanding Battery Drain on Android - 1501130365
      • Battery Drain and WakeLocks - 1501130366
      • Memory Performance 101 - 1504170661
    • I/O 2014 Android 开发专题 - 089
      • Activity Transitions - 1504020505
      • Building Apps For Android TV - 1504020520
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      • App Indexing API - 1504020507
      • What's new in WebView - 1504010484
      • Bluetooth Low Energy - 1504010486
      • Building impressive Android media experiences - 1504010493
      • The next Generation of Authentication - 1504020497
      • Don't Alpha That Pixel! - 1504020523
      • NFC + HCE Your phone in an interactive world - 1504020509
      • Demystifying encodes and decodes of WebM - 1504020521
      • Google Cloud Messaging - 1504020524
      • Getting your Game on the Big Screen - 1504020518
      • I hear you like realtime memes - 1504020511
      • Offerize your App - 1504020506
      • Using the Android Job Scheduler - 1504020504
      • From Holo to Material - 1504020526
      • Under the Hood of Android Auto - 1504020501
      • Isolation for Android App Developers - 1504020498
      • Android Work - 1504010496
      • ExoPlayer: Adaptive video streaming on Android - 1504010489
      • Sample rates and resampling: Why can't we all just agree? - 1504010488
      • Drive Android API - 1504010485
    • Android Studio - 004
      • Layout Editor (Ep 3, Android Studio) - 1503290479
      • Introducing Gradle (Ep 2, Android Studio) - 1503170426
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      • Introduction to Google Play - 1504030534
      • Google Play: building your user community - 1504030535
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      • Succeeding in Education Technology - 1504030530
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      • The world is your playground - go global with Google - 1504030533
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      • Introduction to Android Auto - 1504130615
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      • Designing for Android Wear - 1503210448
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      • Fullscreen apps for Android Wear - 1503210445
      • New Notification Features for Android Wear - 1503210446
      • Building Cloud-powered wearable Apps - 1503210449
      • An Introduction to Android Wear - 1503190435
      • Google I/O 2014 - Android Wear: The developer's perspective - 1503210442
      • Devoxx 2014 Interviews: Android Wear - 1503210440
      • DevBytes: Watch Faces for Android Wear - 1503210439
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      • Using the Leanback library - 1504080588
      • Beach Buggy Racing Multiplayer with Nearby Connections (Play Services) - 1503060387
    • Android for Work - 106
      • Android for Work for Developers - 1503060390
      • App Configurations, Testing and Launchers - 1504110590
    • IO Bytes 2014 - Android - 066
      • Chrome Apps on Android and iOS - 1501080014
      • Perf Primer CPU, GPU and your Android game - 1501080017
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      • Using the PageSpeed API - 1505070815
      • Fabulous Forms for the multi-device web - 1505070816
      • Testing multi-screen web pages - 1505070817
      • Responsive images today - 1505070819
      • Web Performance Testing at YouTube - 1505070828
      • Building sites for the multi-device web - 1505070820
      • Deep dive: Google Cloud Messaging for Chrome - 1505070827
  • Google 创业者资源
    • Coffee with a Googler - 012
      • Chat with Allen Huang of AndroidTV - 1503040384
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      • Android Auto Product Manager Andrew Brenner - 1501120027
      • Chat with Francis Ma about Google Play services - 1501120028
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      • What we learned building plug-ins for Android, with startup Magnet - 1503230453
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      • Use BigQuery to find my most valuable customers - 1504070573
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      • Find, screen, and hire developers - 1503120406
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      • Paper and Ink: The Materials that Matter - 1505050793
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      • Powering the next killer app with the Google Cloud Platform - 1504210672
      • Introduction to Google Cloud Endpoints - 1504210675
      • The Beauty of Scale with Google Cloud Platform - 1504210678
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      • Introducing Google Cloud Platform Resources - 1501190370
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      • The Setup: Creating new apps using Google APIs - 1503190428
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      • The Launchpad Online series - 1503190427
      • Getting started with Google Analytics - 1503290472
      • Accessing Google Maps from a spreadsheet?!? - 1502220381
      • Change the world in 10 lines of code - 1503080398
    • Google Play Services - 054
      • Google Play services 6.1 - 1503290481
      • Google Play Services 7.0 - 1503200437
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      • Maps Live: New Features in the Google Maps Mobile APIs for Android and iOS - 1504300777
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      • Media Router Framework - Part 1 - Media Router API - 1504180667
      • Overview for Google Cast Receivers - 1504180664
      • Google Cast SDK for iOS - 1504180663
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      • Getting started with the Google Maps SDK for iOS, Part 1 - 1504270757
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      • Introducing Route 85 - 1501120022
      • Quick Tip: Don't Default that Switch! - 1501190371
      • OpenInChrome on iOS, Part 1 - 1501120023
      • OpenInChrome on iOS, Part 2 - 1501120024
      • OpenInChrome on iOS, Part 3 - 1501120025
      • OpenInChrome on iOS, Part 4 - 1501120026
    • DevBytes 2014 - 019
      • Web Components - Template - 1505040789
      • Wearable DataLayer API - 1505050792
      • Using srcset for responsive images - 1505050790
      • The picture element for art direction - 1505050791
    • Uncategorized - 999
      • Sun Surveyor brings augmented reality to photographers using Google Maps APIs - 1504200668
      • Snappy travels with the Roads API - 1503060392
      • Easy Maps Apps in Java and Python - 1501140030
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  • Polymer
    • Polycasts - 076
      • The Awesome Power of Auto-Binding Templates -- Polycasts #08 - 1502220382
      • Content Switcheroo with Core-Pages -- Polycasts #09 - 1502200380
      • Core Iconset -- Polycasts #02 - 1505040788
  • Web 平台
    • HTTP 203 - 062
      • Gotchas - 1501140368
      • Font Rendering - 1501080016
    • Web Components - 081
      • DevBytes: Web Components - Overview - 1504250709
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  • Google 各类开发者会议
    • 2014 Chrome 开发者高峰会议 - 009
      • Keynote - Chrome Dev Summit 2014 (Darin Fisher) - 1503120407
      • TLS All the Things! - Security with Performance(Chris Palmer) - 1503140412
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      • Day One Closing Remarks(Sundar Pichai) - 1503150417
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  1. Android 平台
  2. Android 性能优化 - 088

Rendering Performance 101 - 1501130351

PreviousPerformance Cost of Memory Leaks - 1503170424NextUnderstanding Overdraw - 1501130352

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视频发布时间

2015年1月6日

视频介绍

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.

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译者信息

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周亿

姜昭宇

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[1501130351

解说词中文版:

你已经打造了一个伟大的移动应用

但是用户却不总是这么认为

他们说慢的不行

他们觉得滑动没有他们想要的那么顺畅

我是Colt McAnlis

听起来好像你的应用有严重的渲染性能问题

但是别担心

我们能够通过了解安卓底层是如何工作的

来解决这个问题

渲染问题是你建立一个应用遇到的最常见的问题

一方面 你的设计师想要给你的用户

一个最有用的超然的体验

但是另一方面

这些花哨的图形和过渡却不能

在所有设备上都良好的运行

所以 让我们来看看渲染性能都包括些什么

首先 你要知道

系统每16毫秒会尝试重绘你的Activity

也就是说你的逻辑控制画面更新要保证

至多16毫秒一帧才能达到每秒60帧

如果你达不到 假设你花了24毫秒而不是16毫秒

那么就会出现我们称之为掉帧的情况

系统尝试把一张新的图绘制到屏幕上

但是这图却还没准备好

所以就不会刷新任何东西

结果就是用户会盯着同一张图

看上32毫秒而不是16毫秒

掉帧是造成用户口中渣体验的核心问题

用户将很容易察觉到因为掉帧而引起的卡顿现象

如果用户正在执行与系统交互 比如拖拽列表视图

或者是打字的时候 那将会直接卡出翔

用户马上就会开始吐槽

这有一大堆的原因会导致你掉帧

比如 你花了太多的时间重绘你视图中的大部分东西

这样很浪费CPU周期

或者你有太多的对象堆叠到一起

在绘制用户不可见的对象上浪费了太多的宝贵时间

又或者是你有一大堆的动画重复了一遍又一遍

这样导致CPU和GPU组件的大量流失

检测和解决这些问题很大程度上依赖于你程序的构架

但是通常来说

还是能够使用工具来追踪并定位到具体出错的地方

比如 你可用使用Hierarchy Viewer

来检测你当前的活动是否过于复杂

如果是 那么你有很多时间没有利用

并且浪费了很多的时间进行重绘

你也可用使用设备上的工具

比如Profile GPU Rendering

来更好的检查你的问题

对于那些隐藏在CPU代码中的BUG

Traceview是一个很棒的检查是否掉帧工具

渲染性能是一个最常见的坑

别让它成为你打造不可思议的程序的绊脚石

记得查看本系列其他视频

当然也别忘了加入G+和我们一起讨论

代码分析 你值得拥有 性能问题 永不能忘

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