Does number of particle emitters effects performance? - libgdx

I have created 7 emitters all using the same image does it affect the performance on the android device because I am a bit confused that in github it's written to use the pool and I don't understand that we should use it when we have many "ParticleEffect" or "ParticleEmitter"?

I did not do any performance tests here on my own, but let me cite the libgdx wiki on that topic:
Creating new ParticleEffects willy nilly? Great, now stop doing that
and use a Pool! Unfortunately garbage collection degrades the
performance of your game, especially on the mobile platforms, so you
want to avoid garbage at all costs. Use of the ParticleEffectPool
completely mitigates garbage generation as you will be reusing your
ParticleEffect when you are finished with them. No more wasted memory!
No more garbage collection
So the idea of pools is to reuse particle effects that use the same image instead of constantly deleting and creating new particle objects. This is a pattern known as Object Pool, which is quite common especially in game development:
Intent: Improve performance and memory use by reusing objects from a fixed
pool instead of allocating and freeing them individually.

Related

why game is running slow in libgdx?

I am making racing game in Libgdx.My game apk size is 9.92 mb and I am using four texture packer of total size is 9.92 Mb. My game is running on desktop but its run on android device very slow. What is reason behind it?
There are few loopholes which we neglect while programming.
Desktop processors are way more powerful so the game may run smoothly on Desktop but may slow on mobile Device.
Here are some key notes which you should follow for optimum game flow:
No I/O operations in render method.
Avoid creating Objects in Render Method.
Objects must be reused (for instance if your game have 1000 platforms but on current screen you can display only 3, than instead of making 1000 objects make 5 or 6 and reuse them). You can use Pool class provided by LibGdx for object pooling.
Try to load only those assets which are necessary to show on current screen.
Try to check your logcat if the Garbage collector is called. If so than try to use finalize method of object class to find which class object are collected as garbage and try to improve on it.
Good luck.
I've got some additional tips for improving performance:
Try to minimize texture bindings (or generally bindings when you're making a 3D game for example) in you render loop. Use texture atlases and try to use one texture after binding as often as possible, before binding another texture unit.
Don't display things that are not in the frustum/viewport. Calculate first if the drawn object can even be seen by the active camera or not. If it's not seen, just don't load it onto your GPU when rendering!
Don't use spritebatch.begin() or spritebatch.end() too often in the render loop, because every time you begin/end it, it's flushed and loaded onto the GPU for rendering its stuff.
Do NOT load assets while rendering, except you're doing it once in another thread.
The latest versions of libgdx also provide a GLProfiler where you can measure how many draw calls, texture bindings, vertices, etc. you have per frame. I'd strongly recommend this since there always can be situations where you would not expect an overhead of memory/computational usage.
Use libgdx Poolable (interface) objects and Pool for pooling objects and minimizing the time for object creation, since the creation of objects might cause tiny but noticable stutterings in your game-render loop
By the way, without any additional information, no one's going to give you a good or precise answer. If you think it's not worth it to write enough text or information for your question, why should it be worth it to answer it?
To really understand why your game is running slow you need to profile your application.
There are free tools avaiable for this.
On Desktop you can use VisualVM.
On Android you can use Android Monitor.
With profiling you will find excatly which methods are taking up the most time.
A likely cause of slowdowns is texture binding. Do you switch between different pages of packed textures often? Try to draw everything from one page before switching to another page.
The answer is likely a little more that just "Computer fast; phone slow". Rather, it's important to note that your computer Java VM is likely Oracles very nicely optimized JVM while your phone's Java VM is likely Dalvik, which, to say nothing else of its performance, does not have the same optimizations for object creation and management.
As others have said, libGDX provides a Pool class for just this reason. Take a look here: https://github.com/libgdx/libgdx/wiki/Memory-management
One very important thing in LibGDX is that you should make sure that sometimes loading assets from the memory cannot go in the render() method. Make sure that you are loading the assets in the right times and they are not coming in the render method.
Another very important thing is that try to calculate your math and make it independent of the render in the sense that your next frame should not wait for calculations to happen...!
These are the major 2 things i encountered when I was making the Snake game Tutorial.
Thanks,
Abhijeet.
One thing I have found, is that drawing is laggy. This means that if you are drawing offscreen items, then it uses a lot of useless resources. If you just check if they are onscreen before drawing, then your performance improves by a lot surprisingly.
Points to ponder (From personal experience)
DO NOT keep calling a function,in render method, that updates something like time,score on HUD (Make these updates only when required eg when score increases ONLY then update score etc)
Make calls IF specific (Make updations on certain condition, not all the time)
eg. Calling/updating in render method at 60FPS - means you update time 60 times a sec when it just needs to be updated once per sec )
These points will effect hugely on performance (thumbs up)
You need to check the your Image size of the game.If your image size are more than decrease the size of images by using the following link "http://tinypng.org/".
It will be help you.

Manage resources to minimize garbage collection activity and improve performance

I am working on a graphic design, vector drawing application that needs to render the data in every frame when there is a change. The issue is, that if the user is moving nodes, there will be changes during every single frame. This is not an issue with a tiny amount of data and is a major slowdown when there is anything more than a minor amount of data.
The reason is that in order to render I preform calculations and store data inside arrays. Then when the function responsible for the computation is done, the GC simply discards the data and next time the function is called, we create new arrays and new data.
In C++ I would probably allocate space in the memory and write to that space(over and over). I would probably improve performance that way. In languages that us GC I cannot allocate space that way. I have to do an ugly hack where I define an array as a class member and then write to that array from the function over and over although that array is only used in that one function and is not used by other methods of the class.
My questions is, what is the best way to reuse memory space in a language that uses GC?
Object pooling would be the major one, see here:
Gotoandplay Tutorial
Also
10 Top Tips around GC
I would also suggest you read through Grant's explanation of the garbage collection system in the Flash Player, it's quite unique, and understanding how Flash handles data is quite important to data intensive scripts.
This presentation

How is dynamic memory allocation handled when extreme reliability is required?

Looks like dynamic memory allocation without garbage collection is a way to disaster. Dangling pointers there, memory leaks here. Very easy to plant an error that is sometimes hard to find and that has severe consequences.
How are these problems addressed when mission-critical programs are written? I mean if I write a program that controls a spaceship like Voyager 1 that has to run for years and leave a smallest leak that leak can accumulate and halt the program sooner or later and when that happens it translates into epic fail.
How is dynamic memory allocation handled when a program needs to be extremely reliable?
Usually in such cases memory won't be dynamically allocated. Fixed sections of memory are used to store arguments and results, and memory usage is tightly controlled and highly tested.
This is the same problem as a long running web server or something like an embedded control system in heating and ventilation heating system.
When I worked for Potterton and then Schlumberger in the Buildings Energy Management Sector we did not use dynamic memory allocation. We had fixed size blocks. A given block would be used for a specified purpose and nothing else. The sizes of the blocks dictated how many of them there could be, so you could choose to have X of this and Y of that functionality etc.
Sounds constrained, but for the fixed, discrete tasks it was enough.
Its important, because if you get it wrong you could blow up a boiler and take half a school building with you :-(
Summary: In some situations, you avoid dynamic memory altogether.
Even without garbage collection and memory leaks, classic malloc/free can fail if you have fragmentation, so a static memory layout is the only sure way to guarantee that no problem arises.
One could also design the system with fault tolerance in mind in case of bugs getting by testing. Checkpoint and recovery techniques could conceivably be used for long running programs like the Voyager example, but are likely tricky to implement when there are stringent real time requirements.

Why do garbage collectors freeze execution?

I was thinking about garbage collection on the way home, and I began wondering, why does the garbage collector totally freeze execution of a program? Personally I would have designed it to block any threads which try to allocate a new object, but threads which were running would be left alone.
I can't imagine any situation where this would be a problem compared to how a garbage collector currently works.
I was thinking about garbage collection on the way home, and I began wondering, why does the garbage collector totally freeze execution of a program?
There is a trade-off between latency and throughput in GC design. You can either process heap-allocated blocks individually ("incremental") or you can batch them up and process them all at the same time ("stop the world"). Fully incremental collection never totally freezes a program and it has very low latency but it also has very poor throughput. Stop the world garbage collectors have the worst possible latency (freezing the program for seconds or even minutes at a time) but near-optimal throughput.
All of the major production GCs today provide a middle ground, typically with generational collection with the per-thread nursery generations collected in batches and incremental or concurrent collection of the shared old generation. Thus, only nursery collections incur pauses and nursery size is bounded so pause times are kept low, e.g. 10-100ms in .NET with the workstation GC.
For a simple GC algorithm that never pauses, see Baker's Treadmill. For more information on garbage collection I highly recommend the Memory Management Reference and the Garbage Collection Handbook.
There is a lot of misinformation in the other answers here. Jon Skeet wrote some source code and started discussing it from the point of view of garbage collection. You need to be very careful doing this because there is little correspondence between source code and what the GC sees. The compiler does instruction block rearrangements, register allocation, promotion and so on, all of which affect what is visible to the GC at run time. In particular, scope in source code is not carried through to compiled code and is typically replaced with the related concept of liveness. Jon also wrote that you must pause in order to get the global roots. That is not strictly true although it is the most efficient way to get the global roots and the resulting pause is almost always tiny (sub-millisecond) because you're just copying less than a kB of stack from each thread.
Powerlord wrote that moving collectors must block reads and, therefore, all threads that read. This is also not true. The simplest counter example is immutable data: referential transparency means you can read from any copy safely.
Kico wrote that pauses are required to determine reachability. This is also not true. See Dijkstra's research about "on-the-fly" collectors and any recent real-time GC such as Stacatto.
Jerry Coffin wrote the best answer but moving isn't the reason GCs pause. There are GCs that don't move but do pause (e.g. HLVM's) and those that do move but don't pause (e.g. Stacatto).
Modern garbage collectors (in .NET and Java, anyway) don't actually "stop the world" - they do all kinds of clever things to collect concurrently.
However, you might want to consider a situation like this:
object x = null;
object y = new object();
...
x = y;
y = null;
Now, suppose the GC looks at x, then the lines below the ... run, and then the GC looks at y - it won't have seen any live objects... but the object should still be live.
Basically there needs to be a certain amount of pausing in order to get a consistent set of references. Then there's compaction, reference reassignment etc. However, it isn't nearly as bad as it used to be in terms of requiring everything to be stopped for the whole of the GC cycle. It does, however, get painful to think about :)
In addition to what Kico Lobo said, Garbage Collectors can also move things around in memory.
Therefore, they don't just have to block threads that write to memory, but also threads that read from memory.
Which is every thread.
Most GCs stop execution because objects can move in memory during a collection cycle (at least with most reasonably recent designs). That means either reading or writing almost any object at the wrong time can cause a problem.
There are collectors that have been designed around the idea of just blocking reads (or writes) to the specific parts of memory being modified at a given time, so as long as execution only uses objects that aren't (currently) being moved around, it can proceed unhindered. The problem is that most typical hardware doesn't provide efficient support for this, so even though they work in principle, they're fairly inefficient in practice. There has been at least one attempt at adapting that type of algorithm to use the write protection available in a typical paging unit, but I'm not aware of its having been used for much other than research and experimentation.
The primary alternative is to make the collector incremental -- i.e. have it do only a small amount of work at a time, so even though other execution gets stopped, it only has to stop for a little while at any given time.
With multi-core machines becoming so common, however, I'd expect to see more work put into garbage collection algorithms that can run in parallel with other execution. Up until recently, the primary emphasis was on minimizing the total time/effort spent on garbage collection. The growing number of cores available is likely to (often) mean that doing more total work in garbage collection may be easily justified, if doing so allows the mainstream of the code to run with fewer hindrances.
Edit: You might want to read Paul Wilson's Survey of Uniprocessor Garbage Collection Techniques. This isn't definitive (especially any more, given its age), but it's at least a reasonable starting point.
Because that's the only way it can assure that the refereces it is going to clean are not been used by anyone else.
If it didnĀ“t freezed the execution, it could not assure that.

Techniques to Get rid of low level Locking

I'm wondering, and in need, of strategies that can be applied to reducing low-level locking.
However the catch here is that this is not new code (with tens of thousands of lines of C++ code) for a server application, so I can't just rewrite the whole thing.
I fear there might not be a solution to this problem by now (too late). However I'd like to hear about good patterns others have used.
Right now there are too many lock and not as many conflicts, so it's a paranoia induced hardware performance issue.
The best way to describe the code is as single threaded code suddenly getting peppered with locks.
Why do you need to eliminate the low-level locking? Do you have deadlock issues? Do you have performance problems? Or scaling issues? Are the locks generally contended or uncontended?
What environment are you using? The answers in C++ will be different to the ones in Java, for example. E.g. uncontended synchronization blocks in Java 6 are actually relatively cheap in performance terms, so simply upgrading your JRE might get you past whatever problem you are trying to solve. There might be similar performance boosts available in C++ by switching to a different compiler or locking library.
In general, there are several strategies that allow you to reduce the number of mutexes you acquire.
First, anything only ever accessed from a single thread doesn't need a mutex.
Second, anything immutable is safe provided it is 'safely published' (i.e. created in such a way that a partially constructed object is never visible to another thread).
Third, most platforms now support atomic writes - which can help when a single primitive type (including a pointer) is all that needs protecting. These work very similarly to optimistic locking in a database. You can also use atomic writes to create lock-free algorithms to replace more complex types, including Map implementations. However, unless you are very, very good, you are much better off borrowing somebody else's debugged implementation (the java.util.concurrent package contains lots of good examples) - it is notoriously easy to accidentally introduce bugs when writing your own algorithms.
Fourth, widening the scope of the mutex can help - either simply holding open a mutex for longer, rather than constantly locking and unlocking it, or taking a lock on a 'larger' item - the object rather than one of its properties, for example. However, this has to be done extremely carefully; you can easily introduce problems this way.
The threading model of your program has to be decided before a single line is written. Any module, if inconsistent with the rest of the program, can crash, corrupt of deadlock the application.
If you have the luxury of starting fresh, try to identify large functions of your program that can be done in parallel and use a thread pool to schedule the tasks. The trick to efficiency is to avoid mutexes wherever possible and (re)code your app to avoid contention for resources at a high level.
You may find some of the answers here and here helpful as you look for ways to atomically update shared state without explicit locks.