文章详情

短信预约-IT技能 免费直播动态提醒

请输入下面的图形验证码

提交验证

短信预约提醒成功

Android测量每秒帧数Frames Per Second (FPS)的方法

2022-06-06 09:48

关注

本文实例讲述了Android测量每秒帧数Frames Per Second (FPS)的方法。分享给大家供大家参考。具体如下:

MainThread.java:


package net.obviam.droidz;
import java.text.DecimalFormat;
import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;

public class MainThread extends Thread {
 private static final String TAG = MainThread.class.getSimpleName();
 // desired fps
 private final static int MAX_FPS = 50;
 // maximum number of frames to be skipped
 private final static int MAX_FRAME_SKIPS = 5;
 // the frame period
 private final static int FRAME_PERIOD = 1000 / MAX_FPS;
 // Stuff for stats */
 private DecimalFormat df = new DecimalFormat("0.##"); // 2 dp
 // we'll be reading the stats every second
 private final static int STAT_INTERVAL = 1000; //ms
 // the average will be calculated by storing
 // the last n FPSs
 private final static int FPS_HISTORY_NR = 10;
 // last time the status was stored
 private long lastStatusStore = 0;
 // the status time counter
 private long statusIntervalTimer = 0l;
 // number of frames skipped since the game started
 private long totalFramesSkipped   = 0l;
 // number of frames skipped in a store cycle (1 sec)
 private long framesSkippedPerStatCycle = 0l;
 // number of rendered frames in an interval
 private int frameCountPerStatCycle = 0;
 private long totalFrameCount = 0l;
 // the last FPS values
 private double fpsStore[];
 // the number of times the stat has been read
 private long statsCount = 0;
 // the average FPS since the game started
 private double averageFps = 0.0;
 // Surface holder that can access the physical surface
 private SurfaceHolder surfaceHolder;
 // The actual view that handles inputs
 // and draws to the surface
 private MainGamePanel gamePanel;
 // flag to hold game state
 private boolean running;
 public void setRunning(boolean running) {
  this.running = running;
 }
 public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
  super();
  this.surfaceHolder = surfaceHolder;
  this.gamePanel = gamePanel;
 }
 @Override
 public void run() {
  Canvas canvas;
  Log.d(TAG, "Starting game loop");
  // initialise timing elements for stat gathering
  initTimingElements();
  long beginTime;  // the time when the cycle begun
  long timeDiff;  // the time it took for the cycle to execute
  int sleepTime;  // ms to sleep (<0 if we're behind)
  int framesSkipped; // number of frames being skipped 
  sleepTime = 0;
  while (running) {
   canvas = null;
   // try locking the canvas for exclusive pixel editing
   // in the surface
   try {
    canvas = this.surfaceHolder.lockCanvas();
    synchronized (surfaceHolder) {
     beginTime = System.currentTimeMillis();
     framesSkipped = 0; // resetting the frames skipped
     // update game state
     this.gamePanel.update();
     // render state to the screen
     // draws the canvas on the panel
     this.gamePanel.render(canvas);
     // calculate how long did the cycle take
     timeDiff = System.currentTimeMillis() - beginTime;
     // calculate sleep time
     sleepTime = (int)(FRAME_PERIOD - timeDiff);
     if (sleepTime > 0) {
      // if sleepTime > 0 we're OK
      try {
       // send the thread to sleep for a short period
       // very useful for battery saving
       Thread.sleep(sleepTime);
      } catch (InterruptedException e) {}
     }
     while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
      // we need to catch up
      this.gamePanel.update(); // update without rendering
      sleepTime += FRAME_PERIOD; // add frame period to check if in next frame
      framesSkipped++;
     }
     if (framesSkipped > 0) {
      Log.d(TAG, "Skipped:" + framesSkipped);
     }
     // for statistics
     framesSkippedPerStatCycle += framesSkipped;
     // calling the routine to store the gathered statistics
     storeStats();
    }
   } finally {
    // in case of an exception the surface is not left in
    // an inconsistent state
    if (canvas != null) {
     surfaceHolder.unlockCanvasAndPost(canvas);
    }
   } // end finally
  }
 }
 
 private void storeStats() {
  frameCountPerStatCycle++;
  totalFrameCount++;
  // check the actual time
  statusIntervalTimer += (System.currentTimeMillis() - statusIntervalTimer);
  if (statusIntervalTimer >= lastStatusStore + STAT_INTERVAL) {
   // calculate the actual frames pers status check interval
   double actualFps = (double)(frameCountPerStatCycle / (STAT_INTERVAL / 1000));
   //stores the latest fps in the array
   fpsStore[(int) statsCount % FPS_HISTORY_NR] = actualFps;
   // increase the number of times statistics was calculated
   statsCount++;
   double totalFps = 0.0;
   // sum up the stored fps values
   for (int i = 0; i < FPS_HISTORY_NR; i++) {
    totalFps += fpsStore[i];
   }
   // obtain the average
   if (statsCount < FPS_HISTORY_NR) {
    // in case of the first 10 triggers
    averageFps = totalFps / statsCount;
   } else {
    averageFps = totalFps / FPS_HISTORY_NR;
   }
   // saving the number of total frames skipped
   totalFramesSkipped += framesSkippedPerStatCycle;
   // resetting the counters after a status record (1 sec)
   framesSkippedPerStatCycle = 0;
   statusIntervalTimer = 0;
   frameCountPerStatCycle = 0;
   statusIntervalTimer = System.currentTimeMillis();
   lastStatusStore = statusIntervalTimer;
//   Log.d(TAG, "Average FPS:" + df.format(averageFps));
   gamePanel.setAvgFps("FPS: " + df.format(averageFps));
  }
 }
 private void initTimingElements() {
  // initialise timing elements
  fpsStore = new double[FPS_HISTORY_NR];
  for (int i = 0; i < FPS_HISTORY_NR; i++) {
   fpsStore[i] = 0.0;
  }
  Log.d(TAG + ".initTimingElements()", "Timing elements for stats initialised");
 }
}

希望本文所述对大家的java程序设计有所帮助。

您可能感兴趣的文章:Android View如何测量Android视图的绘制流程(上) View的测量Android View 测量流程(Measure)全面解析Android精确测量文本宽高及基线位置的方法


阅读原文内容投诉

免责声明:

① 本站未注明“稿件来源”的信息均来自网络整理。其文字、图片和音视频稿件的所属权归原作者所有。本站收集整理出于非商业性的教育和科研之目的,并不意味着本站赞同其观点或证实其内容的真实性。仅作为临时的测试数据,供内部测试之用。本站并未授权任何人以任何方式主动获取本站任何信息。

② 本站未注明“稿件来源”的临时测试数据将在测试完成后最终做删除处理。有问题或投稿请发送至: 邮箱/279061341@qq.com QQ/279061341

软考中级精品资料免费领

  • 历年真题答案解析
  • 备考技巧名师总结
  • 高频考点精准押题
  • 2024年上半年信息系统项目管理师第二批次真题及答案解析(完整版)

    难度     813人已做
    查看
  • 【考后总结】2024年5月26日信息系统项目管理师第2批次考情分析

    难度     354人已做
    查看
  • 【考后总结】2024年5月25日信息系统项目管理师第1批次考情分析

    难度     318人已做
    查看
  • 2024年上半年软考高项第一、二批次真题考点汇总(完整版)

    难度     435人已做
    查看
  • 2024年上半年系统架构设计师考试综合知识真题

    难度     224人已做
    查看

相关文章

发现更多好内容

猜你喜欢

AI推送时光机
位置:首页-资讯-移动开发
咦!没有更多了?去看看其它编程学习网 内容吧
首页课程
资料下载
问答资讯