Showing posts with label Memory leak. Show all posts
Showing posts with label Memory leak. Show all posts

Saturday, 1 July 2017

HB Blog 139: ProGuard - Shrinks, Optimizes, And Obfuscates Your Code.

The ProGuard tool shrinks, optimizes, and obfuscates your code by removing unused code and renaming classes, fields, and methods with semantically obscure names. The result is a smaller sized .apk file that is more difficult to reverse engineer. Because ProGuard makes your application harder to reverse engineer, it is important that you use it when your application utilizes features that are sensitive to security like when you are Licensing Your Applications.

ProGuard is integrated into the Android build system, so you do not have to invoke it manually. ProGuard runs only when you build your application in release mode, so you do not have to deal with obfuscated code when you build your application in debug mode. Having ProGuard run is completely optional, but highly recommended.
1. Shrinking – detects and removes unused classes, fields, methods, and attributes.
2. Optimization – analyzes and optimizes the bytecode of the methods.
3. Obfuscation – renames the remaining classes, fields, and methods using short meaningless names.

How to Enable Proguard in Android Studio ?
  • In Android Studio project, the minifyEnabled  property in the build.gradle file enables and disables Proguard for release builds.
  • The minifyEnabled property is part of the buildTypes release block that controls the settings applied to release builds.
  • The getDefaultProguardFile(‘proguard-android.txt’) method obtains the default Proguard settings from the Android SDK tools/proguard folder.
  • Android Studio adds the proguard-rules.pro file at the root of the module, which helps to add custom Proguard rules.

Monday, 1 May 2017

HB Blog 134: Improve Android Applications Performance.

Hey guys, I hope you liked my previous post on app performance HB Blog 132: Does Your Phone Get Hang? Know Why...  . I got few mails and suggestions for posting similar kind of posts. So, here is my one more post for optimize your app's performance in various ways to improve its responsiveness and battery efficiency.
Basically, user expects app to launch app faster as well as load UI without any glitches. App launch can take place in one of three states, each affecting how long it takes for your app to become visible to the user: cold start, warm start, and lukewarm start. In a cold start, your app starts from scratch. In the other states, the system needs to bring the app from the background to the foreground.
At the beginning of a state, the system has three tasks. These tasks are:
  1.     Loading and launching the app.
  2.     Displaying a blank starting window for the app immediately after launch.
  3.     Creating the app process.
As soon as the system creates the app process, the app process is responsible for the next stages. These stages are:
  1.     Creating the app object.
  2.     Launching the main thread.
  3.     Creating the main activity.
  4.     Inflating views.
  5.     Laying out the screen.
  6.     Performing the initial draw.
There are few safety measures we can take for improving application performance such as,
  1. Remove unused resource IDs:- We often declare and find a view using android:id="@+id/view". But, while actual calling it in java classes is not needed. Sometimes, we don't need any changes in that particular view so e can avoid creating this ids. Because, these ids are creating public static final constant variable which are taking up unneeded memory.
  2. Remove unused resource:- Many times we keep on changing UI/UX so in that case we might add up resource but won't remove it once they are unused, so try to remove unused resource it may be images, icons as well as layout and other XML.
  3. Minimize load on onCreate():-  When your application launches, the blank starting window remains on the screen until the system finishes drawing the app for the first time. At that point, the system process swaps out the starting window for your app, allowing the user to start interacting with the app. If you’ve overloaded Application.oncreate() in your own app, the system invokes the onCreate() method on your app object. Afterwards, the app spawns the main thread, also known as the UI thread, and tasks it with creating your main activity. From Android 4.4 (API level 19), logcat includes an output line containing a value called Displayed. This value represents the amount of time elapsed between launching the process and finishing drawing the corresponding activity on the screen. We understand that which activity is taking more time for loading and using tools like Method Tracer, Inline Tracer, etc. It also gives which methods are the culprits, most of the time it is onCreate() method. We need to optimize the load of these method by initializing resource that are needed at startup itself. We can also use methods such as reportFullyDrawn() to let the system know that your activity is finished with its lazy loading.
  4. Use injection framework like Dagger:- Whether the problem lies with unnecessary initialization or disk I/O, the solution calls for lazy-initializing objects: initializing only those objects that are immediately needed. We can have a dependency injection framework like Dagger that creates objects and dependencies are when they are injected for the first time.
  5. Use Asynchronous operation:- Using a background thread ("worker thread") removes strain from the main thread so it can focus on drawing the UI. In many cases, using AsyncTask provides a simple way to perform your work outside the main thread. AsyncTask automatically queues up all the execute() requests and performs them serially. This behavior is global to a particular process and means you don’t need to worry about creating your own thread pool. For background database operations we can use compile statements can be used. Have a look on similar post for more information, HB Blog 95: How To Compile SQL Statement Into Reusable Pre-compiled Statement Object???
  6. Avoid Virtualization:- If you don't need to access an object's fields, make your method static. Invocations will be about 15%-20% faster. It's also good practice, because you can tell from the method signature that calling the method can't alter the object's state. In native languages like C++ it's common practice to use getters (i = getCount()) instead of accessing the field directly (i = mCount). This is an excellent habit for C++ and is often practiced in other object oriented languages like C# and Java, because the compiler can usually inline the access, and if you need to restrict or debug field access you can add the code at any time. However, this is a bad idea on Android. Virtual method calls are expensive, much more so than instance field lookups. It's reasonable to follow common object-oriented programming practices and have getters and setters in the public interface, but within a class you should always access fields directly.
  7. Use Enhanced For Loop Syntax:- The enhanced for loop (also sometimes known as "for-each" loop) can be used for collections that implement the Iterable interface and for arrays. There are several alternatives for iterating through an array:
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    static class Foo {
        int mSplat;
    }
    
    Foo[] mArray = ...
    
    public void zero() {
        int sum = 0;
        for (int i = 0; i < mArray.length; ++i) {
            sum += mArray[i].mSplat;
        }
    }
    
    public void one() {
        int sum = 0;
        Foo[] localArray = mArray;
        int len = localArray.length;
    
        for (int i = 0; i < len; ++i) {
            sum += localArray[i].mSplat;
        }
    }
    
    public void two() {
        int sum = 0;
        for (Foo a : mArray) {
            sum += a.mSplat;
        }
    }
    

    • zero() is slowest, because the JIT can't yet optimize away the cost of getting the array length once for every iteration through the loop. 
    • one() is faster. It pulls everything out into local variables, avoiding the lookups. Only the array length offers a performance benefit. 
    • two() is fastest for devices without a JIT, and indistinguishable from one() for devices with a JIT. It uses the enhanced for loop syntax introduced in version 1.5 of the Java programming language.
  8. Avoid complex Layout Hierarchies:- Layouts are a key part of Android applications that directly affect the user experience. If implemented poorly, your layout can lead to a memory hungry application with slow UIs. The Android SDK includes tools to help you identify problems in your layout performance, which will help to implement smooth scrolling interfaces with a minimum memory footprint. In the same way a complex web page can slow down load time, your layout hierarchy if too complex can also cause performance problems. If your application UI repeats certain layout constructs in multiple places, you can use the <include/> and <merge/> tags to embed another layout inside the current layout. Beyond simply including one layout component within another layout, you might want to make the included layout visible only when it's needed, sometime after the activity is running. Deferring loading resources is an important technique to use when you have complex views that your app might need in the future. You can implement this technique by defining a ViewStub for those complex and rarely used views.
  9. Use View Holder for listview:- Listview is one of the most important and very excessively used view. The key to a smoothly scrolling ListView is to keep the application’s main thread (the UI thread) free from heavy processing. Ensure you do any disk access, network access, or SQL access in a separate thread. The key to a smoothly scrolling ListView is to keep the application’s main thread (the UI thread) free from heavy processing. Ensure you do any disk access, network access, or SQL access in a separate thread. A way around repeated use of findViewById() is to use the "view holder" design pattern. A ViewHolder object stores each of the component views inside the tag field of the Layout, so you can immediately access them without the need to look them up repeatedly.
  10. Use 3rd party libraries carefully:- Actually, we use available libraries and resources for fasten our development time. It might not work as expected all the time and not all the design patterns and precautions are followed in these kinda libraries. So do explore complete libraries and then go for it. Android Arsenal is one of the interesting and helpful site which has categorized directory of libraries and tools for Android.

Saturday, 1 April 2017

HB Blog 132: Does Your Phone Get Hang? Know Why...

Android phone sometimes gets hang. Does your phone also have same problem? Don't blame OEMs the original equipment manufacturers or Open Handset Alliance for these problems. At least, not completely because Android applications are more responsible for that.
Developers call it as memory leaks in technical terms. Now a days, lot of devices with unlimited memory are coming in the market. But, it is not the SD card memory that we are having scarcity. It is the heap size or the application size.

So what is the heap size?
Android is a full multitasking system so it’s possible to run multiple programs at the same time and obviously each one can’t use all of your device memory. For this reason there is a hard limit on your Android application’s heap size: if your application needs to allocate more memory and you have gone up to that heap size already, you are basically going to get a “out of memory error”.
Heap size limit is device dependent and it has changed a lot over the years, the first Android phone (the G1) has 16MB heap size limit.

Even if you do not plan on using all of this memory, you should use as little as possible to let other applications run without getting them killed. The more applications Android can keep in memory, the faster it will be for the user to switch between his apps. If these memory is allocated more by the application, your phone gets hang and we get a memory leaks issues.

There are many reasons why we face these kind of problems such as large bitmaps, resources, etc. But, most of time it is the context that are kept long-lived references. In Android, a Context is used for many operations but mostly to load and access resources. This is why all the widgets receive a Context parameter in their constructor. In a regular Android application, you usually have two kinds of Context, Activity and Application. It's usually the first one that the developer passes to classes and methods that need a Context. This means that views have a reference to the entire activity and therefore to anything your activity is holding onto, usually the entire View hierarchy and all its resources. Therefore, if you leak the Context ("leak" meaning you keep a reference to it thus preventing the GC from collecting it), you leak a lot of memory. Leaking an entire activity can be really easy if you're not careful.
When the screen orientation changes the system will, by default, destroy the current activity and create a new one while preserving its state. In doing so, Android will reload the application's UI from the resources.

Basically, we can avoid configuration changes by locking screen rotation. But, it is something that wont provide user experience. Such as watching movie in just portrait mode without landscape feature. So we can go for config change attribute in Android Manifest file as below snippet,


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<activity android:name=".MyActivity"
    android:configChanges="orientation|keyboardHidden"
android:label="@string/app_name">


also, do not keep long-lived references to a context-activity (a reference to an activity should have the same life cycle as the activity itself), try using the context-application instead of a context-activity.
Avoid non-static inner classes in an activity if you don't control their life cycle, use a static inner class and make a weak reference to the activity inside. And, many more ways to explore time to time while developing Android applications...