~/talk

Developing for Android: the Naughty Bits

Talkat Android Dev Summit 2015 · on Monday, 2015-11-23· [android]
slides:none on file

Devices often have 512 MB–3+ GB RAM, CPUs and GPUs that are throttled, and storage whose fullness slows writes, so expect pauses, fragmentation and thermal limits. Use Systrace and the overdraw detection tool to find expensive texture uploads, allocations and measure cold starts; aim for 16 ms per frame or drop to 30 fps consistently. Prefer deferring work, batching loads (launcher icon trick), cache data locally, avoid large view hierarchies, and put big images in the large heap or stream them to prevent GC-for-alloc stalls.

AI-written summary · about

  1. 0:00Introduction
  2. 2:13Memory constraints
  3. 4:52Shared memory environment
  4. 6:08CPU performance
  5. 9:01GPU and graphics
  6. 12:09Garbage collection mechanics
  7. 15:11ART and memory issues
  8. 18:26Frame rate consistency
  9. 20:44Runtime differences
  10. 22:17Language vs runtime
  11. 25:22UI thread management
  12. 26:38Storage performance
  13. 28:20Network constraints
  14. 29:27Resource etiquette
  15. 32:09Optimizing overdraw
  16. 33:34Window background management
  17. 36:05Preventing UI stalls
  18. 38:07View hierarchy optimization
  19. 39:43Fast application startup
  20. 42:55Interaction best practices
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