Android的快速像素操作 [英] Android fast pixel operations

查看:186
本文介绍了Android的快速像素操作的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我试着写一些code,让我画像素阵列到屏幕上。不过,我在320x240像素得到我的ARM Cortex A8 600MHz的非常louzy性能。

瓶颈在哪里是和/或如何解决它有人能解释一下吗?改变高度和宽度几乎有帮助。我注意到,在Java Swing的类似行为。我用下面code:

 包com.pixeldraw;
进口的java.util.ArrayList;进口android.app.Activity;
进口android.content.Context;
进口android.graphics.Bitmap;
进口android.graphics.BitmapFactory;
进口android.graphics.Canvas;
进口android.graphics.Color;
进口android.os.Bundle;
进口android.os.Debug;
进口android.view.MotionEvent;
进口android.view.SurfaceHolder;
进口android.view.SurfaceView;
进口android.view.Window;公共类MainActivity延伸活动{
    @覆盖
    公共无效的onCreate(捆绑savedInstanceState){
        super.onCreate(savedInstanceState);
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        的setContentView(新面板(本));
        Debug.startMethodTracing(pixeldraw);
    }    @覆盖
    保护无效的onDestroy(){
        super.onDestroy();
        Debug.stopMethodTracing();
    }    类面板扩展了SurfaceView实现SurfaceHolder.Callback {
        私人TutorialThread _Thread;
        私人位图_buffer;
        私人的ArrayList< GraphicObject> _graphics =新的ArrayList< GraphicObject>();
        私人诠释宽度= 40;
        私人诠释高度= 40;
        公共面板(上下文的背景下){
            超级(上下文);
            。getHolder()的addCallback(本);
            _Thread =新TutorialThread(getHolder(),这一点);
            setFocusable(真);
        }        @覆盖
        公共布尔onTouchEvent(MotionEvent事件){
            同步(_thread.getSurfaceHolder()){
                如果(event.getAction()== MotionEvent.ACTION_DOWN){
                    GraphicObject图形=新GraphicObject(BitmapFactory.de codeResource(getResources(),R.drawable.icon));
                    。graphic.getCoordinates()setX的((int)的event.getX() - graphic.getGraphic()的getWidth()/ 2);
                    。graphic.getCoordinates()SETY((int)的event.getY() - graphic.getGraphic()的getHeight()/ 2);
                    _graphics.add(图形);
                }
                返回true;
            }
        }
        长lastTime = System.currentTimeMillis的();
        INT CLOCKS_PER_SEC = 500;
        浮timeCnt = 0;
        @覆盖
        公共无效的onDraw(帆布油画){
            canvas.drawColor(Color.BLACK);
            宽度=的getWidth()/ 2;
            高度=的getHeight()/ 2;            长frameTime的= System.currentTimeMillis的();            //每帧经过的秒几乎总是小于1.0。
            浮动elapsedSeconds =(浮点)(frameTime的 - lastTime)/ CLOCKS_PER_SEC;            INT颜色[] =新的INT [宽*高]。
            为(中间体X = 0; X&下;宽度; X ++){
                对于(INT Y = 0; Y<高度; Y ++){
                    INT R =(INT)(timeCnt / 5 * 255);
                    INT B = 0;
                    INT G = 0;
                    int类型的= 255;
                    颜色[X + Y *宽=(A<< 24)| (为r&下; 16)| (G<< 8)| b:
                }
            }
            为(中间体X = 0; X小于10; X ++){
                为(中间体Y = 0; Y小于10; Y ++){
                    INT R = 0;
                    INT B = 255;
                    INT G = 0;
                    int类型的= 255;
                    颜色[(INT)(timeCnt * 32)+ X + Y *宽=(A<< 24)| (为r&下; 16)| (G<< 8)| b:
                }
            }
            _buffer = Bitmap.createBitmap(颜色,宽度,高度,Bitmap.Config.RGB_565);
            canvas.drawBitmap(_buffer,0,0,NULL);            timeCnt + = elapsedSeconds;
            如果(timeCnt→5)timeCnt = 0;
            //更新最后一次计数器,这样我们可以用它下架。
            lastTime = frameTime的;        }        @覆盖
        公共无效surfaceChanged(SurfaceHolder架,INT格式,诠释的宽度,高度INT){
            // TODO自动生成方法存根
        }        @覆盖
        公共无效surfaceCreated(SurfaceHolder持有人){
            _thread.setRunning(真);
            _thread.start();
        }        @覆盖
        公共无效surfaceDestroyed(SurfaceHolder持有人){
            //简单地从示例应用程序LunarLander复制:
            //我们要告诉线程关闭和放大器;等待它完成,要不然
            //我们返回后,摸表面和爆炸
            布尔重试= TRUE;
            _thread.setRunning(假);
            而(重试){
                尝试{
                    _thread.join();
                    重试= FALSE;
                }赶上(InterruptedException的E){
                    //我们会一次又一次地尝试...
                }
            }
        }
    }    类TutorialThread继承Thread {
        私人SurfaceHolder _surfaceHolder;
        私人面板_panel;
        私人布尔_run = FALSE;        公共TutorialThread(SurfaceHolder surfaceHolder,面板面板){
            _surfaceHolder = surfaceHolder;
            _panel =面板;
        }        公共无效setRunning(布尔运行){
            _run =运行;
        }        公共SurfaceHolder getSurfaceHolder(){
            返回_surfaceHolder;
        }        @覆盖
        公共无效的run(){
            帆布℃;
            而(_run){
                C = NULL;
                尝试{
                    C = _surfaceHolder.lockCanvas(NULL);
                    同步(_surfaceHolder){
                        _panel.onDraw(C);
                    }
                } {最后
                    //在最终做到这一点,这样如果有异常抛出
                    //上面的过程中,我们不留在表面
                    //不一致的状态
                    如果(C!= NULL){
                        _surfaceHolder.unlockCanvasAndPost(C);
                    }
                }
            }
        }
    }    类GraphicObject {
        / **
         *包含图形的坐标。
         * /
        公共类坐标{
            私人INT _x = 100;
            私人INT _y = 0;            公众诠释的getX(){
                返回_x + _bitmap.getWidth()/ 2;
            }            公共无效setX的(int值){
                _x =价值 - _bitmap.getWidth()/ 2;
            }            公众诠释的getY(){
                返回_y + _bitmap.getHeight()/ 2;
            }            公共无效塞蒂(int值){
                _y =价值 - _bitmap.getHeight()/ 2;
            }            公共字符串的toString(){
                返回坐标:(+ _x +/+ _y +);
            }
        }        私人位图_bitmap;
        私人坐标_coordinates;        公共GraphicObject(位图位图){
            _bitmap =位图;
            _coordinates =新坐标();
        }        公共位图getGraphic(){
            返回_bitmap;
        }        公共坐标getCoordinates(){
            返回_coordinates;
        }
    }
}


解决方案

从我们公司的经验 - 在近乎全屏位图逐像素操作是在Android上非常慢。一个我们对某种自定义动画最慢的操作是使由drawColor(),其正好在做逐像素在屏幕的填充...

的背景上的黑色

所以你的情况可能是罪魁祸首就是

  canvas.drawColor(Color.BLACK);

不过说实在的 - 做分析,你就会知道。随着分析可以向下钻取的onDraw,看看哪种方法最花费时间。这是我们发现了。

I'm trying to write some code that let me draw an array of pixels to the screen. However I get very louzy performance on my Arm cortex A8 600mhz at 320x240 pixels.

Can someone explain to me where the bottleneck is and/or how to fix it? Changing the height and width barely helps too. I noticed similar behaviour with Swing in Java. I'm using code below:

package com.pixeldraw;


import java.util.ArrayList;

import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.os.Bundle;
import android.os.Debug;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.Window;

public class MainActivity extends Activity {
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        setContentView(new Panel(this));
        Debug.startMethodTracing("pixeldraw");
    }

    @Override
    protected void onDestroy() {
        super.onDestroy();
        Debug.stopMethodTracing();
    }

    class Panel extends SurfaceView implements SurfaceHolder.Callback {
        private TutorialThread _thread;
        private Bitmap _buffer;
        private ArrayList<GraphicObject> _graphics = new ArrayList<GraphicObject>();
        private int width = 40;
        private int height = 40;
        public Panel(Context context) {
            super(context);
            getHolder().addCallback(this);
            _thread = new TutorialThread(getHolder(), this);
            setFocusable(true);
        }

        @Override
        public boolean onTouchEvent(MotionEvent event) {
            synchronized (_thread.getSurfaceHolder()) {
                if (event.getAction() == MotionEvent.ACTION_DOWN) {
                    GraphicObject graphic = new GraphicObject(BitmapFactory.decodeResource(getResources(), R.drawable.icon));
                    graphic.getCoordinates().setX((int) event.getX() - graphic.getGraphic().getWidth() / 2);
                    graphic.getCoordinates().setY((int) event.getY() - graphic.getGraphic().getHeight() / 2);
                    _graphics.add(graphic);
                }
                return true;
            }
        }
        long lastTime = System.currentTimeMillis();
        int CLOCKS_PER_SEC = 500;
        float timeCnt = 0;
        @Override
        public void onDraw(Canvas canvas) {
            canvas.drawColor(Color.BLACK);
            width = getWidth()/2;
            height = getHeight()/2;

            long frameTime = System.currentTimeMillis();

            // The elapsed seconds per frame will almost always be less than 1.0.
            float elapsedSeconds = (float)(frameTime - lastTime) / CLOCKS_PER_SEC;

            int colors[] = new int[width*height];
            for (int x = 0; x<width ; x++) {
                for (int y = 0; y<height ; y++){
                    int r = (int)(timeCnt/5*255);
                    int b = 0;
                    int g = 0;
                    int a = 255;
                    colors[x + y * width] = (a << 24) | (r << 16) | (g << 8) | b;
                }
            }
            for (int x = 0; x<10 ; x++) {
                for (int y = 0; y<10; y++){
                    int r = 0;
                    int b = 255;
                    int g = 0;
                    int a = 255;
                    colors[(int)(timeCnt*32)+x + y * width] = (a << 24) | (r << 16) | (g << 8) | b;
                }
            }
            _buffer = Bitmap.createBitmap(colors, width, height, Bitmap.Config.RGB_565);
            canvas.drawBitmap(_buffer, 0, 0, null);

            timeCnt += elapsedSeconds;
            if (timeCnt > 5) timeCnt = 0;
            // Update the last time counter so that we can use it next frame.
            lastTime = frameTime;

        }

        @Override
        public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
            // TODO Auto-generated method stub
        }

        @Override
        public void surfaceCreated(SurfaceHolder holder) {
            _thread.setRunning(true);
            _thread.start();
        }

        @Override
        public void surfaceDestroyed(SurfaceHolder holder) {
            // simply copied from sample application LunarLander:
            // we have to tell thread to shut down & wait for it to finish, or else
            // it might touch the Surface after we return and explode
            boolean retry = true;
            _thread.setRunning(false);
            while (retry) {
                try {
                    _thread.join();
                    retry = false;
                } catch (InterruptedException e) {
                    // we will try it again and again...
                }
            }
        }
    }

    class TutorialThread extends Thread {
        private SurfaceHolder _surfaceHolder;
        private Panel _panel;
        private boolean _run = false;

        public TutorialThread(SurfaceHolder surfaceHolder, Panel panel) {
            _surfaceHolder = surfaceHolder;
            _panel = panel;
        }

        public void setRunning(boolean run) {
            _run = run;
        }

        public SurfaceHolder getSurfaceHolder() {
            return _surfaceHolder;
        }

        @Override
        public void run() {
            Canvas c;
            while (_run) {
                c = null;
                try {
                    c = _surfaceHolder.lockCanvas(null);
                    synchronized (_surfaceHolder) {
                        _panel.onDraw(c);
                    }
                } finally {
                    // do this in a finally so that if an exception is thrown
                    // during the above, we don't leave the Surface in an
                    // inconsistent state
                    if (c != null) {
                        _surfaceHolder.unlockCanvasAndPost(c);
                    }
                }
            }
        }
    }

    class GraphicObject {
        /**
         * Contains the coordinates of the graphic.
         */
        public class Coordinates {
            private int _x = 100;
            private int _y = 0;

            public int getX() {
                return _x + _bitmap.getWidth() / 2;
            }

            public void setX(int value) {
                _x = value - _bitmap.getWidth() / 2;
            }

            public int getY() {
                return _y + _bitmap.getHeight() / 2;
            }

            public void setY(int value) {
                _y = value - _bitmap.getHeight() / 2;
            }

            public String toString() {
                return "Coordinates: (" + _x + "/" + _y + ")";
            }
        }

        private Bitmap _bitmap;
        private Coordinates _coordinates;

        public GraphicObject(Bitmap bitmap) {
            _bitmap = bitmap;
            _coordinates = new Coordinates();
        }

        public Bitmap getGraphic() {
            return _bitmap;
        }

        public Coordinates getCoordinates() {
            return _coordinates;
        }
    }
}

解决方案

From our company experience - pixel-by-pixel operations on near-full-screen bitmaps are extremely slow on android. One of the slowest operations we had on a custom animation of some sort was to make the background black by drawColor() which is exactly doing pixel-by-pixel filling of the screen...

So in your case probably the culprit is

   canvas.drawColor(Color.BLACK);

But indeed - do profiling and you will know. With profiling you can drill down onDraw and see which method takes most time. This is how we found out.

这篇关于Android的快速像素操作的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆