Android Performance (Object Pools)

This is the second part of my series of post about avoiding some performance hit caused by dalvik GC, first entry is here: https://traxnet.wordpress.com/2013/02/25/android-game-development-tipstricks/

Object factories are quite useful in this context as they avoid object to be GC’ed and also avoid allocating new memory which also incurs in some overhead.

In java this is done quite easily. For our objects to be poolable we need them to conform to an interface:

public interface Poolable {
   public void initializeFromPool();
   public void finalizeFromPool();
}

We also need to create a pool which allocates new objects if needed, and keeps the pool moving. The soruce code can be best viewed at GitHub here: ObjectPool.java

There is one drawback with this implementation, we need one pool for each kind (or type) of object we want to be poolable. With some more code we can have a jack-of-all-trades pool which can create any kind of object. ShadingZen has an specialized pool that creates rendering task of any type (assuming they inherit from RenderTask), the code can also be found here.

A 3d rendering engine is huge loop creating and destroying objects, thus reusing some of them will make a huge difference on mobile platforms.

Happy coding!

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s