gpt4 book ai didi

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

转载 作者:qq735679552 更新时间:2022-09-27 22:32:09 25 4
gpt4 key购买 nike

CFSDN坚持开源创造价值,我们致力于搭建一个资源共享平台,让每一个IT人在这里找到属于你的精彩世界.

这篇CFSDN的博客文章Android测量每秒帧数Frames Per Second (FPS)的方法由作者收集整理,如果你对这篇文章有兴趣,记得点赞哟.

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:

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
package net.obviam.droidz;
import java.text.DecimalFormat;
import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;
/**
  * @author impaler
  *
  * The Main thread which contains the game loop. The thread must have access to
  * the surface view and holder to trigger events every game tick.
  */
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
   }
  }
  /**
   * The statistics - it is called every cycle, it checks if time since last
   * store is greater than the statistics gathering period (1 sec) and if so
   * it calculates the FPS for the last period and stores it.
   *
   * It tracks the number of frames per period. The number of frames since
   * the start of the period are summed up and the calculation takes part
   * only if the next period and the frame count is reset to 0.
   */
  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Android程序设计有所帮助.

最后此篇关于Android测量每秒帧数Frames Per Second (FPS)的方法的文章就讲到这里了,如果你想了解更多关于Android测量每秒帧数Frames Per Second (FPS)的方法的内容请搜索CFSDN的文章或继续浏览相关文章,希望大家以后支持我的博客! 。

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com