1 page.title=Designing for Performance 2 @jd:body 3 4 <p>An Android application will run on a mobile device with limited computing 5 power and storage, and constrained battery life. Because of 6 this, it should be <em>efficient</em>. Battery life is one reason you might 7 want to optimize your app even if it already seems to run "fast enough". 8 Battery life is important to users, and Android's battery usage breakdown 9 means users will know if your app is responsible draining their battery.</p> 10 11 <p>This document covers these topics: </p> 12 <ul> 13 <li><a href="#intro">Introduction</a></li> 14 <li><a href="#optimize_judiciously">Optimize Judiciously</a></li> 15 <li><a href="#object_creation">Avoid Creating Objects</a></li> 16 <li><a href="#myths">Performance Myths</a></li> 17 <li><a href="#prefer_static">Prefer Static Over Virtual</a></li> 18 <li><a href="#internal_get_set">Avoid Internal Getters/Setters</a></li> 19 <li><a href="#use_final">Use Static Final For Constants</a></li> 20 <li><a href="#foreach">Use Enhanced For Loop Syntax</a></li> 21 <li><a href="#avoid_enums">Avoid Enums Where You Only Need Ints</a></li> 22 <li><a href="#package_inner">Use Package Scope with Inner Classes</a></li> 23 <li><a href="#avoidfloat">Use Floating-Point Judiciously</a> </li> 24 <li><a href="#library">Know And Use The Libraries</a></li> 25 <li><a href="#native_methods">Use Native Methods Judiciously</a></li> 26 <li><a href="#closing_notes">Closing Notes</a></li> 27 </ul> 28 29 <p>Note that although this document primarily covers micro-optimizations, 30 these will almost never make or break your software. Choosing the right 31 algorithms and data structures should always be your priority, but is 32 outside the scope of this document.</p> 33 34 <a name="intro" id="intro"></a> 35 <h2>Introduction</h2> 36 37 <p>There are two basic rules for writing efficient code:</p> 38 <ul> 39 <li>Don't do work that you don't need to do.</li> 40 <li>Don't allocate memory if you can avoid it.</li> 41 </ul> 42 43 <h2 id="optimize_judiciously">Optimize Judiciously</h2> 44 45 <p>As you get started thinking about how to design your application, and as 46 you write it, consider 47 the cautionary points about optimization that Josh Bloch makes in his book 48 <em>Effective Java</em>. Here's "Item 47: Optimize Judiciously", excerpted from 49 the latest edition of the book with permission. Although Josh didn't have 50 Android application development in mind when writing this section — for 51 example, the <code style="color:black">java.awt.Component</code> class 52 referenced is not available in Android, and Android uses the 53 Dalvik VM, rather than a standard JVM — his points are still valid. </p> 54 55 <blockquote> 56 57 <p>There are three aphorisms concerning optimization that everyone should know. 58 They are perhaps beginning to suffer from overexposure, but in case you aren't 59 yet familiar with them, here they are:</p> 60 61 <div style="padding-left:3em;padding-right:4em;"> 62 63 <p style="margin-bottom:.5em;">More computing sins are committed in the name of 64 efficiency (without necessarily achieving it) than for any other single 65 reason—including blind stupidity.</p> 66 <p>—William A. Wulf <span style="font-size:80%;"><sup>1</sup></span></p> 67 68 <p style="margin-bottom:.5em;">We should forget about small efficiencies, say 69 about 97% of the time: premature optimization is the root of all evil. </p> 70 <p>—Donald E. Knuth <span style="font-size:80%;"><sup>2</sup></span></p> 71 72 73 <p style="margin-bottom:.5em;">We follow two rules in the matter of optimization:</p> 74 <ul style="margin-bottom:0"> 75 <li>Rule 1. Don't do it.</li> 76 <li>Rule 2 (for experts only). Don't do it yet — that is, not until you have a 77 perfectly clear and unoptimized solution. </li> 78 </ul> 79 <p>—M. A. Jackson <span style="font-size:80%;"><sup>3</sup></span></p> 80 </div> 81 82 <p>All of these aphorisms predate the Java programming language by two decades. 83 They tell a deep truth about optimization: it is easy to do more harm than good, 84 especially if you optimize prematurely. In the process, you may produce software 85 that is neither fast nor correct and cannot easily be fixed.</p> 86 87 <p>Don't sacrifice sound architectural principles for performance. 88 <strong>Strive to write good programs rather than fast ones.</strong> If a good 89 program is not fast enough, its architecture will allow it to be optimized. Good 90 programs embody the principle of <em>information hiding</em>: where possible, 91 they localize design decisions within individual modules, so individual 92 decisions can be changed without affecting the remainder of the system (Item 93 13).</p> 94 95 <p>This does <em>not</em> mean that you can ignore performance concerns until 96 your program is complete. Implementation problems can be fixed by later 97 optimization, but pervasive architectural flaws that limit performance can be 98 impossible to fix without rewriting the system. Changing a fundamental facet of 99 your design after the fact can result in an ill-structured system that is 100 difficult to maintain and evolve. Therefore you must think about performance 101 during the design process.</p> 102 103 <p><strong>Strive to avoid design decisions that limit performance.</strong> The 104 components of a design that are most difficult to change after the fact are 105 those specifying interactions between modules and with the outside world. Chief 106 among these design components are APIs, wire-level protocols, and persistent 107 data formats. Not only are these design components difficult or impossible to 108 change after the fact, but all of them can place significant limitations on the 109 performance that a system can ever achieve.</p> 110 111 <p><strong>Consider the performance consequences of your API design 112 decisions.</strong> Making a public type mutable may require a lot of needless 113 defensive copying (Item 39). Similarly, using inheritance in a public class 114 where composition would have been appropriate ties the class forever to its 115 superclass, which can place artificial limits on the performance of the subclass 116 (Item 16). As a final example, using an implementation type rather than an 117 interface in an API ties you to a specific implementation, even though faster 118 implementations may be written in the future (Item 52).</p> 119 120 <p>The effects of API design on performance are very real. Consider the <code 121 style="color:black">getSize</code> method in the <code 122 style="color:black">java.awt.Component</code> class. The decision that this 123 performance-critical method was to return a <code 124 style="color:black">Dimension</code> instance, coupled with the decision that 125 <code style="color:black">Dimension</code> instances are mutable, forces any 126 implementation of this method to allocate a new <code 127 style="color:black">Dimension</code> instance on every invocation. Even though 128 allocating small objects is inexpensive on a modern VM, allocating millions of 129 objects needlessly can do real harm to performance.</p> 130 131 <p>In this case, several alternatives existed. Ideally, <code 132 style="color:black">Dimension</code> should have been immutable (Item 15); 133 alternatively, the <code style="color:black">getSize</code> method could have 134 been replaced by two methods returning the individual primitive components of a 135 <code style="color:black">Dimension</code> object. In fact, two such methods 136 were added to the Component API in the 1.2 release for performance reasons. 137 Preexisting client code, however, still uses the <code 138 style="color:black">getSize</code> method and still suffers the performance 139 consequences of the original API design decisions.</p> 140 141 <p>Luckily, it is generally the case that good API design is consistent with 142 good performance. <strong>It is a very bad idea to warp an API to achieve good 143 performance.</strong> The performance issue that caused you to warp the API may 144 go away in a future release of the platform or other underlying software, but 145 the warped API and the support headaches that come with it will be with you for 146 life.</p> 147 148 <p>Once you've carefully designed your program and produced a clear, concise, 149 and well-structured implementation, <em>then</em> it may be time to consider 150 optimization, assuming you're not already satisfied with the performance of the 151 program.</p> 152 153 <p>Recall that Jackson's two rules of optimization were "Don't do it," and "(for 154 experts only). Don't do it yet." He could have added one more: <strong>measure 155 performance before and after each attempted optimization.</strong> You may be 156 surprised by what you find. Often, attempted optimizations have no measurable 157 effect on performance; sometimes, they make it worse. The main reason is that 158 it's difficult to guess where your program is spending its time. The part of the 159 program that you think is slow may not be at fault, in which case you'd be 160 wasting your time trying to optimize it. Common wisdom says that programs spend 161 80 percent of their time in 20 percent of their code.</p> 162 163 <p>Profiling tools can help you decide where to focus your optimization efforts. 164 Such tools give you runtime information, such as roughly how much time each 165 method is consuming and how many times it is invoked. In addition to focusing 166 your tuning efforts, this can alert you to the need for algorithmic changes. If 167 a quadratic (or worse) algorithm lurks inside your program, no amount of tuning 168 will fix the problem. You must replace the algorithm with one that is more 169 efficient. The more code in the system, the more important it is to use a 170 profiler. It's like looking for a needle in a haystack: the bigger the haystack, 171 the more useful it is to have a metal detector. The JDK comes with a simple 172 profiler and modern IDEs provide more sophisticated profiling tools.</p> 173 174 <p>The need to measure the effects of attempted optimization is even greater on 175 the Java platform than on more traditional platforms, because the Java 176 programming language does not have a strong <em>performance model</em>. The 177 relative costs of the various primitive operations are not well defined. The 178 "semantic gap" between what the programmer writes and what the CPU executes is 179 far greater than in traditional statically compiled languages, which makes it 180 very difficult to reliably predict the performance consequences of any 181 optimization. There are plenty of performance myths floating around that turn 182 out to be half-truths or outright lies.</p> 183 184 <p>Not only is Java's performance model ill-defined, but it varies from JVM 185 implementation to JVM implementation, from release to release, and from 186 processor to processor. If you will be running your program on multiple JVM 187 implementations or multiple hardware platforms, it is important that you measure 188 the effects of your optimization on each. Occasionally you may be forced to make 189 trade-offs between performance on different JVM implementations or hardware 190 platforms.</p> 191 192 <p>To summarize, do not strive to write fast programs — strive to write 193 good ones; speed will follow. Do think about performance issues while you're 194 designing systems and especially while you're designing APIs, wire-level 195 protocols, and persistent data formats. When you've finished building the 196 system, measure its performance. If it's fast enough, you're done. If not, 197 locate the source of the problems with the aid of a profiler, and go to work 198 optimizing the relevant parts of the system. The first step is to examine your 199 choice of algorithms: no amount of low-level optimization can make up for a poor 200 choice of algorithm. Repeat this process as necessary, measuring the performance 201 after every change, until you're satisfied.</p> 202 203 <p>—Excerpted from Josh Bloch's <em>Effective Java</em>, Second Ed. 204 (Addison-Wesley, 2008).</em></p> 205 206 <p style="font-size:80%;margin-bottom:0;"><sup>1</sup> Wulf, W. A Case Against 207 the GOTO. <em>Proceedings of the 25th ACM National 208 Conference</em> 2 (1972): 791797.</p> 209 <p style="font-size:80%;margin-bottom:0;"><sup>2</sup> Knuth, Donald. Structured 210 Programming with go to Statements. <em>Computing 211 Surveys 6</em> (1974): 261301.</p> 212 <p style="font-size:80%"><sup>3</sup> Jackson, M. A. <em>Principles of Program 213 Design</em>, Academic Press, London, 1975. 214 ISBN: 0123790506.</p> 215 216 </blockquote> 217 218 <p>One of the trickiest problems you'll face when micro-optimizing Android 219 apps is that the "if you will be running your program on ... multiple hardware 220 platforms" clause above is always true. And it's not even generally the case 221 that you can say "device X is a factor F faster/slower than device Y". 222 This is especially true if one of the devices is the emulator, or one of the 223 devices has a JIT. If you want to know how your app performs on a given device, 224 you need to test it on that device. Drawing conclusions from the emulator is 225 particularly dangerous, as is attempting to compare JIT versus non-JIT 226 performance: the performance <em>profiles</em> can differ wildly.</p> 227 228 <a name="object_creation"></a> 229 <h2>Avoid Creating Objects</h2> 230 231 <p>Object creation is never free. A generational GC with per-thread allocation 232 pools for temporary objects can make allocation cheaper, but allocating memory 233 is always more expensive than not allocating memory.</p> 234 235 <p>If you allocate objects in a user interface loop, you will force a periodic 236 garbage collection, creating little "hiccups" in the user experience.</p> 237 238 <p>Thus, you should avoid creating object instances you don't need to. Some 239 examples of things that can help:</p> 240 241 <ul> 242 <li>When extracting strings from a set of input data, try 243 to return a substring of the original data, instead of creating a copy. 244 You will create a new String object, but it will share the char[] 245 with the data.</li> 246 <li>If you have a method returning a string, and you know that its result 247 will always be appended to a StringBuffer anyway, change your signature 248 and implementation so that the function does the append directly, 249 instead of creating a short-lived temporary object.</li> 250 </ul> 251 252 <p>A somewhat more radical idea is to slice up multidimensional arrays into 253 parallel single one-dimension arrays:</p> 254 255 <ul> 256 <li>An array of ints is a much better than an array of Integers, 257 but this also generalizes to the fact that two parallel arrays of ints 258 are also a <strong>lot</strong> more efficient than an array of (int,int) 259 objects. The same goes for any combination of primitive types.</li> 260 <li>If you need to implement a container that stores tuples of (Foo,Bar) 261 objects, try to remember that two parallel Foo[] and Bar[] arrays are 262 generally much better than a single array of custom (Foo,Bar) objects. 263 (The exception to this, of course, is when you're designing an API for 264 other code to access; in those cases, it's usually better to trade 265 correct API design for a small hit in speed. But in your own internal 266 code, you should try and be as efficient as possible.)</li> 267 </ul> 268 269 <p>Generally speaking, avoid creating short-term temporary objects if you 270 can. Fewer objects created mean less-frequent garbage collection, which has 271 a direct impact on user experience.</p> 272 273 <a name="myths" id="myths"></a> 274 <h2>Performance Myths</h2> 275 276 <p>Previous versions of this document made various misleading claims. We 277 address some of them here.</p> 278 279 <p>On devices without a JIT, it is true that invoking methods via a 280 variable with an exact type rather than an interface is slightly more 281 efficient. (So, for example, it was cheaper to invoke methods on a 282 <code>HashMap map</code> than a <code>Map map</code>, even though in both 283 cases the map was a <code>HashMap</code>.) It was not the case that this 284 was 2x slower; the actual difference was more like 6% slower. Furthermore, 285 the JIT makes the two effectively indistinguishable.</p> 286 287 <p>On devices without a JIT, caching field accesses is about 20% faster than 288 repeatedly accesssing the field. With a JIT, field access costs about the same 289 as local access, so this isn't a worthwhile optimization unless you feel it 290 makes your code easier to read. (This is true of final, static, and static 291 final fields too.) 292 293 <a name="prefer_static" id="prefer_static"></a> 294 <h2>Prefer Static Over Virtual</h2> 295 296 <p>If you don't need to access an object's fields, make your method static. 297 Invocations will be about 15%-20% faster. 298 It's also good practice, because you can tell from the method 299 signature that calling the method can't alter the object's state.</p> 300 301 <a name="internal_get_set" id="internal_get_set"></a> 302 <h2>Avoid Internal Getters/Setters</h2> 303 304 <p>In native languages like C++ it's common practice to use getters (e.g. 305 <code>i = getCount()</code>) instead of accessing the field directly (<code>i 306 = mCount</code>). This is an excellent habit for C++, because the compiler can 307 usually inline the access, and if you need to restrict or debug field access 308 you can add the code at any time.</p> 309 310 <p>On Android, this is a bad idea. Virtual method calls are expensive, 311 much more so than instance field lookups. It's reasonable to follow 312 common object-oriented programming practices and have getters and setters 313 in the public interface, but within a class you should always access 314 fields directly.</p> 315 316 <p>Without a JIT, direct field access is about 3x faster than invoking a 317 trivial getter. With the JIT (where direct field access is as cheap as 318 accessing a local), direct field access is about 7x faster than invoking a 319 trivial getter. This is true in Froyo, but will improve in the future when 320 the JIT inlines getter methods.</p> 321 322 <a name="use_final" id="use_final"></a> 323 <h2>Use Static Final For Constants</h2> 324 325 <p>Consider the following declaration at the top of a class:</p> 326 327 <pre>static int intVal = 42; 328 static String strVal = "Hello, world!";</pre> 329 330 <p>The compiler generates a class initializer method, called 331 <code><clinit></code>, that is executed when the class is first used. 332 The method stores the value 42 into <code>intVal</code>, and extracts a 333 reference from the classfile string constant table for <code>strVal</code>. 334 When these values are referenced later on, they are accessed with field 335 lookups.</p> 336 337 <p>We can improve matters with the "final" keyword:</p> 338 339 <pre>static final int intVal = 42; 340 static final String strVal = "Hello, world!";</pre> 341 342 <p>The class no longer requires a <code><clinit></code> method, 343 because the constants go into static field initializers in the dex file. 344 Code that refers to <code>intVal</code> will use 345 the integer value 42 directly, and accesses to <code>strVal</code> will 346 use a relatively inexpensive "string constant" instruction instead of a 347 field lookup. (Note that this optimization only applies to primitive types and 348 <code>String</code> constants, not arbitrary reference types. Still, it's good 349 practice to declare constants <code>static final</code> whenever possible.)</p> 350 351 <a name="foreach" id="foreach"></a> 352 <h2>Use Enhanced For Loop Syntax</h2> 353 354 <p>The enhanced for loop (also sometimes known as "for-each" loop) can be used 355 for collections that implement the Iterable interface and for arrays. 356 With collections, an iterator is allocated to make interface calls 357 to hasNext() and next(). With an ArrayList, a hand-written counted loop is 358 about 3x faster (with or without JIT), but for other collections the enhanced 359 for loop syntax will be exactly equivalent to explicit iterator usage.</p> 360 361 <p>There are several alternatives for iterating through an array:</p> 362 363 <pre> static class Foo { 364 int mSplat; 365 } 366 Foo[] mArray = ... 367 368 public void zero() { 369 int sum = 0; 370 for (int i = 0; i < mArray.length; ++i) { 371 sum += mArray[i].mSplat; 372 } 373 } 374 375 public void one() { 376 int sum = 0; 377 Foo[] localArray = mArray; 378 int len = localArray.length; 379 380 for (int i = 0; i < len; ++i) { 381 sum += localArray[i].mSplat; 382 } 383 } 384 385 public void two() { 386 int sum = 0; 387 for (Foo a : mArray) { 388 sum += a.mSplat; 389 } 390 } 391 </pre> 392 393 <p><strong>zero()</strong> is slowest, because the JIT can't yet optimize away 394 the cost of getting the array length once for every iteration through the 395 loop.</p> 396 397 <p><strong>one()</strong> is faster. It pulls everything out into local 398 variables, avoiding the lookups. Only the array length offers a performance 399 benefit.</p> 400 401 <p><strong>two()</strong> is fastest for devices without a JIT, and 402 indistinguishable from <strong>one()</strong> for devices with a JIT. 403 It uses the enhanced for loop syntax introduced in version 1.5 of the Java 404 programming language.</p> 405 406 <p>To summarize: use the enhanced for loop by default, but consider a 407 hand-written counted loop for performance-critical ArrayList iteration.</p> 408 409 <p>(See also <em>Effective Java</em> item 46.)</p> 410 411 <a name="avoid_enums" id="avoid_enums"></a> 412 <h2>Avoid Enums Where You Only Need Ints</h2> 413 414 <p>Enums are very convenient, but unfortunately can be painful when size 415 and speed matter. For example, this:</p> 416 417 <pre>public enum Shrubbery { GROUND, CRAWLING, HANGING }</pre> 418 419 <p>adds 740 bytes to your .dex file compared to the equivalent class 420 with three public static final ints. On first use, the 421 class initializer invokes the <init> method on objects representing each 422 of the enumerated values. Each object gets its own static field, and the full 423 set is stored in an array (a static field called "$VALUES"). That's a lot of 424 code and data, just for three integers. Additionally, this:</p> 425 426 <pre>Shrubbery shrub = Shrubbery.GROUND;</pre> 427 428 <p>causes a static field lookup. If "GROUND" were a static final int, 429 the compiler would treat it as a known constant and inline it.</p> 430 431 <p>The flip side, of course, is that with enums you get nicer APIs and 432 some compile-time value checking. So, the usual trade-off applies: you should 433 by all means use enums for public APIs, but try to avoid them when performance 434 matters.</p> 435 436 <p>If you're using <code>Enum.ordinal</code>, that's usually a sign that you 437 should be using ints instead. As a rule of thumb, if an enum doesn't have a 438 constructor and doesn't define its own methods, and it's used in 439 performance-critical code, you should consider <code>static final int</code> 440 constants instead.</p> 441 442 <a name="package_inner" id="package_inner"></a> 443 <h2>Use Package Scope with Inner Classes</h2> 444 445 <p>Consider the following class definition:</p> 446 447 <pre>public class Foo { 448 private int mValue; 449 450 public void run() { 451 Inner in = new Inner(); 452 mValue = 27; 453 in.stuff(); 454 } 455 456 private void doStuff(int value) { 457 System.out.println("Value is " + value); 458 } 459 460 private class Inner { 461 void stuff() { 462 Foo.this.doStuff(Foo.this.mValue); 463 } 464 } 465 }</pre> 466 467 <p>The key things to note here are that we define an inner class (Foo$Inner) 468 that directly accesses a private method and a private instance field 469 in the outer class. This is legal, and the code prints "Value is 27" as 470 expected.</p> 471 472 <p>The problem is that the VM considers direct access to Foo's private members 473 from Foo$Inner to be illegal because Foo and Foo$Inner are different classes, 474 even though the Java language allows an inner class to access an outer class' 475 private members. To bridge the gap, the compiler generates a couple of 476 synthetic methods:</p> 477 478 <pre>/*package*/ static int Foo.access$100(Foo foo) { 479 return foo.mValue; 480 } 481 /*package*/ static void Foo.access$200(Foo foo, int value) { 482 foo.doStuff(value); 483 }</pre> 484 485 <p>The inner-class code calls these static methods whenever it needs to 486 access the "mValue" field or invoke the "doStuff" method in the outer 487 class. What this means is that the code above really boils down to a case 488 where you're accessing member fields through accessor methods instead of 489 directly. Earlier we talked about how accessors are slower than direct field 490 accesses, so this is an example of a certain language idiom resulting in an 491 "invisible" performance hit.</p> 492 493 <p>We can avoid this problem by declaring fields and methods accessed 494 by inner classes to have package scope, rather than private scope. 495 This runs faster and removes the overhead of the generated methods. 496 (Unfortunately it also means the fields could be accessed directly by other 497 classes in the same package, which runs counter to the standard 498 practice of making all fields private. Once again, if you're 499 designing a public API you might want to carefully consider using this 500 optimization.)</p> 501 502 <a name="avoidfloat" id="avoidfloat"></a> 503 <h2>Use Floating-Point Judiciously</h2> 504 505 <p>As a rule of thumb, floating-point is about 2x slower than integer on 506 Android devices. This is true on a FPU-less, JIT-less G1 and a Nexus One with 507 an FPU and the JIT. (Of course, absolute speed difference between those two 508 devices is about 10x for arithmetic operations.)</p> 509 510 <p>In speed terms, there's no difference between <code>float</code> and 511 <code>double</code> on the more modern hardware. Space-wise, <code>double</code> 512 is 2x larger. As with desktop machines, assuming space isn't an issue, you 513 should prefer <code>double</code> to <code>float</code>.</p> 514 515 <p>Also, even for integers, some chips have hardware multiply but lack 516 hardware divide. In such cases, integer division and modulus operations are 517 performed in software — something to think about if you're designing a 518 hash table or doing lots of math.</p> 519 520 <a name="library" id="library"></a> 521 <h2>Know And Use The Libraries</h2> 522 523 <p>In addition to all the usual reasons to prefer library code over rolling 524 your own, bear in mind that the system is at liberty to replace calls 525 to library methods with hand-coded assembler, which may be better than the 526 best code the JIT can produce for the equivalent Java. The typical example 527 here is <code>String.indexOf</code> and friends, which Dalvik replaces with 528 an inlined intrinsic. Similarly, the <code>System.arraycopy</code> method 529 is about 9x faster than a hand-coded loop on a Nexus One with the JIT.</p> 530 531 <p>(See also <em>Effective Java</em> item 47.)</p> 532 533 <a name="native_methods" id="native_methods"></a> 534 <h2>Use Native Methods Judiciously</h2> 535 536 <p>Native code isn't necessarily more efficient than Java. For one thing, 537 there's a cost associated with the Java-native transition, and the JIT can't 538 optimize across these boundaries. If you're allocating native resources (memory 539 on the native heap, file descriptors, or whatever), it can be significantly 540 more difficult to arrange timely collection of these resources. You also 541 need to compile your code for each architecture you wish to run on (rather 542 than rely on it having a JIT). You may even have to compile multiple versions 543 for what you consider the same architecture: native code compiled for the ARM 544 processor in the G1 can't take full advantage of the ARM in the Nexus One, and 545 code compiled for the ARM in the Nexus One won't run on the ARM in the G1.</p> 546 547 <p>Native code is primarily useful when you have an existing native codebase 548 that you want to port to Android, not for "speeding up" parts of a Java app.</p> 549 550 <p>(See also <em>Effective Java</em> item 54.)</p> 551 552 <a name="closing_notes" id="closing_notes"></a> 553 <h2>Closing Notes</h2> 554 555 <p>One last thing: always measure. Before you start optimizing, make sure you 556 have a problem. Make sure you can accurately measure your existing performance, 557 or you won't be able to measure the benefit of the alternatives you try.</p> 558 559 <p>Every claim made in this document is backed up by a benchmark. The source 560 to these benchmarks can be found in the <a href="http://code.google.com/p/dalvik/source/browse/#svn/trunk/benchmarks">code.google.com "dalvik" project</a>.</p> 561 562 <p>The benchmarks are built with the 563 <a href="http://code.google.com/p/caliper/">Caliper</a> microbenchmarking 564 framework for Java. Microbenchmarks are hard to get right, so Caliper goes out 565 of its way to do the hard work for you, and even detect some cases where you're 566 not measuring what you think you're measuring (because, say, the VM has 567 managed to optimize all your code away). We highly recommend you use Caliper 568 to run your own microbenchmarks.</p> 569