[android-developers] Re: Android emulator bottleneck

2011-06-01 Thread jtoolsdev
The docs are a little vague about any ARM emulation.  It says the SDK
contains ARM machine code for the Android Linux kernel.  Would it use
that on Windows?  And then it wouldn't be the first time the docs are
left vague as we all know.  Seems to me if you are running Java byte
code then all you need is a layer for that but maybe not.  I don't
have to time to play systems engineer on top of application
developer.  That will make you a jack of all trades and master of
none in today's tech world. :D

But I do know that I read a response on this group from support that
the problem had to do with not being able to use the graphics card
acceleration on the PCs.  Someone will probably figure that one out
though.

On May 31, 1:13 pm, Chris Stratton cs07...@gmail.com wrote:
 On Tuesday, May 31, 2011 3:30:39 PM UTC-4, jtoolsdev wrote:

 Ah, the emulator isn't running ARM code just the Dalvik engine.

 Really?   There's an x86 build of honeycomb?  And an x86 toolchain in the
 NDK?

 I don't believe that is the case... unfortunately.

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[android-developers] Re: Android emulator bottleneck

2011-06-01 Thread Streets Of Boston
Yes there is. Intel has honeycomb running on their IA (Intel Architecture). 
But it's all in early phases.
But Google TV runs on x68 and Google TV will upgraded to Honeycomb (3.1) 
this year.

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[android-developers] Re: Android emulator bottleneck

2011-06-01 Thread Streets Of Boston
From discussions with the Google Engineers, the emulator emulates the *entire 
*device on the lowest levels, not just the DalvikVM. It emulates the ARM 
processor and the code that runs on it and a bunch of the in and output 
devices (keyboard, touchscreen in some form, screen, GPS, etc). You can run 
NDK code (c/c++) on your emulator. 

They told us at Google IO (and other conferences) that the biggest 
performance bottleneck is the rendering of (large) screens. 

They are working hard in having the screen rendered on the PC's hardware 
(GPU) instead of doing it all in software (rendering the screen pixel by 
pixel). Some early demo was shown at Google IO and it looks very promising.

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[android-developers] Re: Android emulator bottleneck

2011-05-31 Thread Chris
I have a 3.3ghz quad core with 4 gb ram that runs 2.3.3 on the emulator fine 
at WQVGA432.  Same computer fails miserably to run 3.0 at WXGA.

Runs fine, that is, except when it decides to randomly crash when clicking 
anywhere on the skin, and then failing to clean up after itself and usually 
keeping a zombie emulator process running.  So I guess it depends.

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[android-developers] Re: Android emulator bottleneck

2011-05-31 Thread jtoolsdev
Ah, the emulator isn't running ARM code just the Dalvik engine.  The
problem has been addressed elsewhere by developer supprot that it is
not possible to build an emulator so far that can take advantage of
the graphics acceleration on your PC.

On May 31, 12:25 pm, String sterling.ud...@googlemail.com wrote:
 The bottleneck is the emulation of ARM on x86, compounded by the number of 
 pixels it needs to push around to emulate modern devices. There is no PC on 
 which it has usable performance.

 String

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[android-developers] Re: Android emulator bottleneck

2011-05-31 Thread Chris Stratton
On Tuesday, May 31, 2011 3:30:39 PM UTC-4, jtoolsdev wrote:

Ah, the emulator isn't running ARM code just the Dalvik engine. 


Really?   There's an x86 build of honeycomb?  And an x86 toolchain in the 
NDK?

I don't believe that is the case... unfortunately.

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Re: [android-developers] Re: Android emulator bottleneck

2011-05-31 Thread David Turner
There are so much misinformation in this thread. Let's try to clarify:

The *main* bottleneck for slow performance in the emulator is OpenGLES
emulation, which is currently performed in software, moreover in emulated
ARM instructions. All platform releases are emulated by the same virtual
CPU, the differences in performance come from the following facts:

   - Gingerbread switched to use 32-bit surfaces by default for all
   activities. Even if the emulated framebuffer is still 16-bit, that's about
   twice the cost per pixel for each operation, hence why it is slower than
   Froyo at comparable resolutions. Apart from that, the platforms are nearly
   identical (well, the JIT in Gingerbread is much better than in Froyo).

   - Honeycomb uses OpenGL ES much more aggressively than Gingerbread. As a
   consequence, there are a lot more operations involved per pixel (due to all
   the fancy effects), which results in the current lack of performance.

As demonstrated by Xav at Google I/O, we're working on a solution to render
all GLES operations on the host GPU, which will significantly speed things
up. No ETA, it will be released when it's ready (hint: it's not).

Now, assuming the GLES problem is handled, the second reason why the
emulator is slow is the software MMU. In other words, each memory load or
store operation in the guest must involve a lengthy translation (from guest
virtual address to guest physical address to host address within the
emulator process). This translation depends on the state of the emulated
virtual ARM CPU and cannot be done easily. To speed things up, a small
256-pages cache is used but this results, in the best case, in a series of
20-something host instructions + several memory accesses to implement a
single load or store (when you hit the cache, things are _much_ worse in
case of a miss).

Finally, there is the issue of translating each ARM instruction into a
series of host x86 instructions. This of course has an impact, but most
arithmetic operations can be translated into something that is hardly 2x or
3x slower than the real thing. Compared to the cost of virtual memory
access, this is minimal.


On Tue, May 31, 2011 at 9:30 PM, jtoolsdev brianjto...@gmail.com wrote:

 Ah, the emulator isn't running ARM code just the Dalvik engine.  The
 problem has been addressed elsewhere by developer supprot that it is
 not possible to build an emulator so far that can take advantage of
 the graphics acceleration on your PC.

 On May 31, 12:25 pm, String sterling.ud...@googlemail.com wrote:
  The bottleneck is the emulation of ARM on x86, compounded by the number
 of pixels it needs to push around to emulate modern devices. There is no PC
 on which it has usable performance.
 
  String

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Re: [android-developers] Re: Android emulator bottleneck

2011-05-31 Thread String
Okay, I stand corrected. But you'll notice that there was no attempt to correct 
this part:

 There is no PC on which it has usable performance.

I don't dispute that Android emulation is a hard problem. The unfortunate fact 
remains that Honeycomb development simply isn't possible without a hardware 
device. 

String 

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