Google I/O 2014 v2.1.2
Reports & Results
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  • EXECUTIONS
  • INFORMATION
  • CORRECTNESS 2
  • PERFORMANCE 3
  • RESOURCE USAGE 3 3
  • POWER 1
  • SECURITY
  • ERRORS
 

General Information

Default Label: Google I/O 2014

Version Code: 212

Version Name: 2.1.2

Package: com.google.samples.apps.iosched

Launch Activity: com.google.samples.apps.iosched.ui.BrowseSessionsActivity

Use large heap: false

Compatibility

Min API Level: 14

Target API Level: 19

Max API Level: Undefined

Native CPU architectures: No 

Screens: small  normal  large  xlarge 

Support Any Density: true

Densities: 160  240  320  480  640  65535 

Locale: --_--   ca   da   fa   ja   nb   be   de   af   bg   th   fi   hi   vi   sk   uk   el   nl   pl   sl   tl   am   in   ko   ro   ar   fr   hr   sr   tr   cs   es   it   lt   pt   hu   ru   zu   lv   sv   iw   sw   fr_CA   lo_LA   en_GB   et_EE   ka_GE   km_KH   zh_HK   hy_AM   zh_CN   en_IN   mn_MN   pt_BR   es_US   pt_PT   zh_TW   ms_MY  

Libraries

Android Support Library v13.0  

Android Support Library v4.0  

Android Support Library v7.0  

Volley A library that makes networking for Android apps easier and most importantly, faster.

Glide An image loading and caching library for Android focused on smooth scrolling

Google Mobile Ads SDK Google mobile advertising

Google Analytics SDK Measure user interactions

DashClock Lock screen clock widget for Android 4.2+

Google Cloud Messaging (legacy)  

Google Play Services  

YouTube Android Player Enables you to incorporate Youtube video playback functionality into your Android applications

google-api-java-client Google APIs Client Library for Java

Drive API The API to interact with Drive.

Guava Google Core Libraries for Java 1.6+

Google-Gson A Java library to convert JSON to Java objects and vice-versa

Google Maps Android API utility library Handy extensions to the Google Maps Android API

DiskLruCache Java implementation of a Disk-based LRU cache which specifically targets Android compatibility

svg-android SVG parsing and rendering for Android

basic-http-client Basic HTTP client w/ Android AsyncTask wrapper

Permissions

android.permission.RECEIVE_BOOT_COMPLETED
Allows the app to have itself started as soon as the system has finished booting. This can make it take longer to start the phone and allow the app to slow down the overall phone by always running.

android.permission.INTERNET
Allows the app to create network sockets and use custom network protocols. The browser and other applications provide means to send data to the internet, so this permission is not required to send data to the internet.

android.permission.GET_ACCOUNTS
Allows the app to get the list of accounts known by the phone. This may include any accounts created by applications you have installed.

android.permission.USE_CREDENTIALS
Allows the app to request authentication tokens.

android.permission.ACCESS_NETWORK_STATE
Allows the app to view information about network connections such as which networks exist and are connected.

android.permission.ACCESS_WIFI_STATE
Allows the app to view information about Wi-Fi networking, such as whether Wi-Fi is enabled and name of connected Wi-Fi devices.

android.permission.CHANGE_WIFI_STATE
Allows the app to connect to and disconnect from Wi-Fi access points and to make changes to device configuration for Wi-Fi networks.

android.permission.WRITE_EXTERNAL_STORAGE
Allows the app to write to the SD card.

android.permission.READ_SYNC_SETTINGS
Allows the app to read the sync settings for an account. For example, this can determine whether the People app is synced with an account.

android.permission.READ_SYNC_STATS
Allows an app to read the sync stats for an account, including the history of sync events and how much data is synced.

android.permission.VIBRATE
Allows the app to control the vibrator.

android.permission.NFC
Allows the app to communicate with Near Field Communication (NFC) tags, cards, and readers.

com.google.android.providers.gsf.permission.READ_GSERVICES
Allows this app to read Google service configuration data.

android.permission.READ_CALENDAR
Allows the app to read all calendar events stored on your phone, including those of friends or co-workers. This may allow the app to share or save your calendar data, regardless of confidentiality or sensitivity.

android.permission.WRITE_CALENDAR
Allows the app to add, remove, change events that you can modify on your phone, including those of friends or co-workers. This may allow the app to send messages that appear to come from calendar owners, or modify events without the owners' knowledge.

android.permission.WRITE_SYNC_SETTINGS
Allows an app to modify the sync settings for an account. For example, this can be used to enable sync of the People app with an account.

android.permission.WAKE_LOCK
Allows the app to prevent the phone from going to sleep.

com.google.android.c2dm.permission.RECEIVE
Allows apps to accept cloud to device messages sent by the app's service. Using this service will incur data usage. Malicious apps could cause excess data usage.

com.google.samples.apps.iosched.permission.C2D_MESSAGE
Unknown / User defined

com.google.samples.apps.iosched.permission.MAPS_RECEIVE
Unknown / User defined

android.permission.BLUETOOTH
Allows the app to view the configuration of the Bluetooth on the phone, and to make and accept connections with paired devices.

android.permission.BLUETOOTH_ADMIN
Allows the app to configure the local Bluetooth phone, and to discover and pair with remote devices.

android.permission.READ_EXTERNAL_STORAGE
Allows the app to read the contents of your SD card.

Activities

.ui.MyScheduleActivity

.ui.SocialActivity

.ui.SessionLivestreamActivity

.ui.SettingsActivity

.ui.NfcBadgeActivity

.ui.BrowseSessionsActivity

.ui.SearchActivity

.ui.SessionFeedbackActivity

.ui.WelcomeActivity

.ui.VideoLibraryActivity

.ui.SessionDetailActivity

.ui.NearbyEulaActivity

.ui.phone.MapActivity

.ui.tablet.MapMultiPaneActivity

.ui.TaskStackBuilderProxyActivity

.ui.debug.DebugActionRunnerActivity

.ui.ExpertsDirectoryActivity

.ui.debug.actions.ViewFilesInAppFolderActivity

.ui.PeopleIveMetActivity

.nfc.ScavengerHuntBadgeActivity

Receivers

.receiver.SessionAlarmReceiver

com.google.analytics.tracking.android.CampaignTrackingReceiver

.gcm.GCMRedirectedBroadcastReceiver

.sync.TriggerSyncReceiver

.appwidget.ScheduleWidgetProvider

Services

.service.SessionAlarmService

.service.SessionCalendarService

com.google.analytics.tracking.android.CampaignTrackingService

.gcm.GCMIntentService

.sync.SyncService

.appwidget.ScheduleWidgetRemoteViewsService

 
Activities
Layout 1
Libraries 1

Activities

Android Activities are one of the most important part of application's overall lifecycle. The way activities are launched and how developers manage all them together is a fundamental part of the platform's application model.
In order to improve performance, developers should try to provide interface to users avoiding create several activities and consuming resources when is not needed.

Activities amount

All non-trivial Android applications are made up of a number of different functional screens and hence multiple activities. Although multiple screens allows us to build complex applications, they also require careful management. In particular, developers need to deal with activities that are no longer visible since Android OS will place them into the background and may terminate activities that are not used for a period of time. The use of multiple activities also requires us to think about the interaction and navigation model that the user will experience.

Activities: 20

Activities stack

Creating multiple activities causes Android to put them into the 'Back Stack' in order to save states such as text form, scroll position and other data. Multiple tasks can be held in the background at once. However, if the user is running many background tasks at the same time, the system might begin destroying background activities in order to recover memory, causing the activity states to be lost.

Activities on Back Stack: 1

Layout

Layouts are a key part of Android applications that directly affect the user experience. If poorly implemented, your layout can lead to a memory hungry application with slow UIs.

UI controls

Maximum controls on the screen: 44


Recommended

Training - Optimizing the View

Nested layouts

It is a common misconception that using the basic layout structures leads to the most efficient layouts. However, each widget and layout you add to your application requires initialization, layout, and drawing.

Nested layouts level is medium 13 (Soft Limit: 10 Hard Limit: 20)

Take a look at nested layout considering for example that Linear Layouts using weight parameter requires the child to be measured twice: Initialization, layout and drawing become slower.

Events

Activity

Device

Screen

Time

Value

Preview

com.google.android.youtube/com.google.android.apps.youtube.app.WatchWhileActivity Samsung Galaxy S III (GT-I9300) (4.3) 11m38s.387 10
com.google.android.youtube/com.google.android.apps.youtube.app.WatchWhileActivity Samsung Galaxy S III (GT-I9300) (4.3) 10m56s.533 10
com.google.samples.apps.iosched.ui.MyScheduleActivity Samsung Galaxy S III (GT-I9300) (4.3) 2m44s.717 11
com.google.samples.apps.iosched.ui.VideoLibraryActivity Samsung Galaxy S III (GT-I9300) (4.3) 13m12s.74 10
com.google.samples.apps.iosched.ui.VideoLibraryActivity Samsung Galaxy S III (GT-I9300) (4.3) 9m42s.904 10
com.google.samples.apps.iosched.ui.VideoLibraryActivity Samsung Galaxy S III (GT-I9300) (4.3) 11m16s.112 10
com.google.samples.apps.iosched.ui.VideoLibraryActivity Samsung Galaxy S III (GT-I9300) (4.3) 11m58s.85 10
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 17m39s.876 13
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 24m25s.528 13
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 25m3s.133 13
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 18m45s.470 13
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 23m53s.28 13
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 25m23s.723 13
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 27m21s.704 13
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 17m31s.899 10

Recommended

Blog - Layout tricks

Training - Optimizing Layout


Recommended

Tools - Use HierarchyViewer

Stackoverflow - Android nested weight question

Blog - Optimize by merging

Training - Optimizing layout hierarchies

Libraries

External library code is often not written for mobile environments and can be inefficient when used for work on a mobile client. At the very least, when you decide to use an external library, you should assume you are taking on a significant porting and maintenance burden to optimize the library for mobile. Plan for that work up-front and analyze the library in terms of code size and RAM footprint before deciding to use it at all.

Deprecated libraries

Deprecated libraries shown in this section means that you are probably using libraries that are not up to date. In the other hand, abandoned ones, are libraries without support or pending bugs time ago. Usually, library updates are important in order to improve security, performance, compatibility & bug fixes.

Deprecated library: Google Cloud Messaging (legacy)

Google Cloud Messaging (legacy): is deprecated.

Visit the official website for more information: http://developer.android.com/reference/com/google/android/gcm/package-summary.html

 
Application 1
Render 2

Application Process

An Android application is a single installable unit that can be started and used independently of other applications.

Every application could have one application class which is instantiated as soon as the application starts and it is the last component stopped during shutdown.

Your app must declare its components in AndroidManifest.xml ('manifest' file), There are four different types of components: Activities, Services, Content providers and Broadcast receivers. Each type serves different purposes and has its own lifecycle that defines how the component is created and destroyed. When the system start a component, it starts the process for that app (if it's not already running) and instantiates the classes needed for the component.

Launching time

Memory usage and launch time are in the top of developer’s performance concerns. In the other hand, users expect you app to load in 3 seconds. If your app doesn’t launch fast enough, you may lose them.

App launching time is high 2199ms (Soft Limit: 2000ms Hard Limit: 5000ms)

The first impression is essential. Monkop measures the time from the first tap on app’s icon until the app becomes available to the user interaction, waiting till the last activity is shown.

Recommended

Blog - Android App Launching Made Gorgeous

Blog - Building a better Instagram app for Android

Infographic - How your loading time affects your bottom line

Guide - Processes and Threads

Answer - Launch Time of an app

Render

When building an application, it's important to consider exactly what your graphical demands will be. Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations for a rather static application should be implemented much differently than graphics and animations for an interactive game. No matter what type of application it is, there are certain situations that affect the user experience (response rate, fluency, use of resources, battery etc.). Times drawn reflect possibly some things are not performing in the best possible shape for the type of service you want to provide with this.

Render Time

To achieve fluid rendering (60 fps) each frame must be completed in less than 16ms. If not, application creates a disruption in the animation and sometimes it 'freeze'. Also, elevated drawing to the screen needs high CPU and/or GPU usage in order to maintain a constant rate, causing battery drain.

Maximum lag in render frame is medium (jank) 12frames (Soft Limit: 10frames Hard Limit: 20frames)


Drawing time is high 213ms (Soft Limit: 160ms Hard Limit: 320ms)

When render time (CPU) is elevated your application misses opportunity to draw new frames, probably freezing screen and consuming resources. For detailed drawing times and rates you should take a look at ‘Render Time’, ‘FPS’ and ‘Render Lag’ charts in each execution.

Events

Activity

Device

Screen

Time

Value

Preview

com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 17m39s.253 213ms
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 18m44s.359 213ms
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 19m55s.149 213ms
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 17m34s.998 213ms

Recommended

Video - Rendering Performance 101

Video - Perf Primer : CPU, GPU and your Android game

Video - Why 60fps?

Video - Make your Android UI Fast and Efficient

Video - Understanding VSYNC

Training - Improving Layout Performance

Video - Tool - Profile GPU Rendering

Blog - Painless threading

Blog - Android Performance Case Study: Falcon Pro

Video - Android UI and the GPU

Video - Writing zippy Android apps

Video - Understanding Overdraw

Video - Building High-Performance Applications

Video - Accelerated Android Rendering

Video - Overdraw, Cliprect, QuickReject

Video - Optimize Performance in Android Apps

 
CPU 1
Memory 2 1
Network (GPRS/2G/3G/4G/Wifi) 1 1

CPU

The CPU is the unit responsible for carrying out all instructions of an application and all the necessary instructions for running different subsystems that maintain running the Android OS (multimedia, audio, render, etc.)

CPU usage

When the CPU usage is high, the user may experience sluggishness or higher battery usage (among some other symptoms). Since the CPU usage is a shared resource, abuse of CPU usage may prevent other running services work incorrectly, affecting the user experience as the proper functioning of Android (and the applications that run there). With higher levels of instructions, the CPU increases its speed with a consequent increase in use of voltage that causes the battery to drain faster

Maximum CPU usage is medium. 70% (Soft Limit: 70% Hard Limit: 90%)

Take a look at detailed CPU chart in execution’s section in order to find activities involved and application behavior.

Events

Activity

Device

Screen

Time

Value

Preview

com.google.samples.apps.iosched.ui.VideoLibraryActivity Samsung Galaxy S III (GT-I9300) (4.3) 2m5s.630 70%

Average CPU: 6%


Recommended

Training - Best Practices for Performance

Training - Performance Tips

Training - Sending Operations to Multiple Threads

Video - Perf Primer : CPU, GPU and your Android game

Video - Coding for Life -- Battery Life, That Is

Video - Introduction to Project Volta

Memory

Random-access memory (RAM) is one of the most valuable resource in any software development environment, but it's even more valuable on several mobile operating system where physical memory is constrained.

Memory usage

To maintain a functional multi-tasking environment, Android sets a fixed limit on the Dalvik heap size for each app. The exact Dalvik heap size limit varies across devices, based on how much RAM the device has available overall. If your app has reached the heap capacity and tries to allocate more memory, it will receive an OutOfMemoryError.

Android

API Level

Bitmap Pixel Data Alloc*

Default Heap Size Limit

Large Heap Size Limit**

Android 1.x - Alpha / Beta1 to 7Native Heap16MBNA
Android 2.2.x - Froyo 8Native Heap24MBNA
Android 2.3.x - Gingerbread9 to 10Native Heap32MBNA
Android 3.x - Honeycomb11 to 13Dalvik Heap48MB128MB
Android 4.0.x - Ice Cream Sandwich14 to 15Dalvik Heap64MB128MB
Android 4.1.x/4.2.x - Jelly Bean16 to 17Dalvik Heap128MB128MB
Android 4.3.x/4.4.x- Jelly Bean/KitKat18 to 19Dalvik Heap128MB256MB
Android 5.x- Lollipop20 to 22Dalvik Heap128MB256MB
* On Android 2.3.3 (API level 10) and lower, the backing pixel data for a bitmap is stored in native memory. It is separate from the bitmap itself, which is stored in the Dalvik heap.
** Only valid if the option "largeHeap" is enabled (available from Android 3.x - API Level 11).

IMPORTANT: Retaining memory that the app doesn't need can cause out of memory (OOM) exceptions or constraining the system's overall performance. So, as the system runs low on memory, it may kill processes in the LRU cache beginning with the process least recently used, but also giving some consideration toward which processes are most memory intensive.

Device Limit: Maximum Heap (Dalvik) memory usage is growing near (device specific) heap limit 96% (Soft Limit: 80% Hard Limit: 90%)

This is not a problem by itself but since your app is using enought memory, you probably want to take a look at memory and GC charts for each execution in order to analyse memory footprint.

Device Limit: Heap (Dalvik) memory usage is growing near (device specific) heap limit, even after VM run its GC algorithm 90% (Soft Limit: 60% Hard Limit: 80%)

You probably want to take a look at memory and GC charts for each execution, analyse detailed logs (like meminfo.tsv and gcinfo.tsv) in order to analyse memory footprint.

Events

Activity

Device

Screen

Time

Value

Preview

Market Limit: Maximum Heap (Dalvik) memory usage is medium 62MB (Soft Limit: 48MB Hard Limit: 64MB)

The recomended maximum Heap (Dalvik) memory used per application is 64MB (based on the minimum api level supported in your app).

Your minimum API Level assigned in the compatibility information is 14, Android 4.0/4.0.2 Codename Ice Cream Sandwich.



Events

Activity

Device

Screen

Time

Value

Preview

Application Samsung Galaxy S III (GT-I9300) (4.3) 29m57s.678 59MB
com.google.samples.apps.iosched.ui.SettingsActivity Samsung Galaxy S III (GT-I9300) (4.3) 20m21s.816 58MB
com.google.samples.apps.iosched.ui.SettingsActivity Samsung Galaxy S III (GT-I9300) (4.3) 20m28s.289 57MB
com.google.samples.apps.iosched.ui.SettingsActivity Samsung Galaxy S III (GT-I9300) (4.3) 26m3s.381 59MB
com.google.samples.apps.iosched.ui.SettingsActivity Samsung Galaxy S III (GT-I9300) (4.3) 26m37s.487 60MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 27m42s.99 59MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 27m49s.961 58MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 17m37s.249 55MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 18m40s.991 61MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 24m22s.358 59MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 24m30s.396 58MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 25m4s.708 59MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 25m11s.39 58MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 18m47s.221 62MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 19m9s.835 58MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 23m59s.840 58MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 24m15s.548 59MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 19m55s.973 58MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 20m2s.312 57MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 24m47s.209 59MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 25m40s.669 58MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 25m49s.902 59MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 25m19s.22 59MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 25m29s.57 58MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 27m18s.356 59MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 27m33s.797 60MB
com.google.samples.apps.iosched.ui.phone.MapActivity Samsung Galaxy S III (GT-I9300) (4.3) 17m35s.688 55MB

Market Limit: Average Heap (Dalvik) memory: 37MB

GC Explicit: 0


Recommended

Video - Memory Churn and performance

Blog - Android Memory Management

Video - Performance Cost of Memory Leaks

Training - Managing Your App's Memory

Training - Managing Bitmap Memory

Video - Tool - Memory Monitor

Tools - Investigating Your RAM Usage

Blog - Avoid memory leaks

Blog - Memory Analysis for Android Applications

Blog - Track memory allocations

Video - Memory management for Android Apps

Video - Memory Performance 101

Network

Using the wireless radio to transfer data is potentially one of your app's most significant sources of extra fees, poor user experience and battery drain. To minimize the associated effects with network activity, it's important that you understand how your connectivity model will affect the underlying radio hardware.

Network usage

If your application performs a lot of network operations, you should provide user settings that allow users to control your app’s data habits, such as how often your app syncs data, whether to perform uploads/downloads only when on Wi-Fi, whether to use data while roaming, and so on.

High level of downloaded data 35714kB (Soft Limit: 3000kB Hard Limit: 10000kB)

In a short period of time, the application downloaded a total of 35714kB of data. This can affect user experience, cause battery drain as well as getting charged by some mobile networks.

Medium level of uploaded data 1757kB (Soft Limit: 1500kB Hard Limit: 5000kB)

In a short period of time, the application uploaded a total of 1757kB of data. This can affect user experience, cause battery drain as well as getting charged by some mobile networks.

Recommended

Training - Performing Network Operations

Training - Transferring Data Without Draining the Battery

Video - Building push applications for Android

 
Uh oh! coming soon!
Don't worry, I'm working on it
 
ANR (Coming soon)
Crash

Crash

An application typically crashes when it performs an operation which is not allowed by the operating system. The operating system then triggers an exception or signal in the application.

Exceptions

An exception is an event that occurs during the execution of a program that disrupts the normal flow of instructions. A exception contains a snapshot of the execution stack of its thread at the time it was created. It can also contain a message string that gives more information about the error.

Exception: None

 
Power usage is Medium

Power usage

Since battery is one of the top appreciated resources by users in their phones and tablets, developers should take care about battery consumption and need to know key-factors involved in battery drain.

High CPU usage means more frequency and more power needed to feed battery. Bad image rendering with high GPU or CPU usage, sensor usage and tracking location are also relevant factors to improve power consumption. More often, when using wireless radio to transfer data, the way to do it and how often your app uses radio is critical to minimize power consumption.


Recommended

Video - Understanding Battery Drain on Android

Training - Optimizing Battery Life

Video - Battery Drain and WakeLocks

Training - Optimizing Downloads for Efficient Network Access

Training - Transferring Data Without Draining the Battery

Book - Optimizing Battery Life – Page 177:

Video - Coding for Life - Battery Life, That Is

Tools - Project Volta

Video - Battery Performance 101

 
  •  
    Samsung Galaxy S III (GT-I9300)
    Android 4.3
   

Android version:

Manufacturer:

Model:

CPU Architecture:

Dalvik heap size limit:

Dalvik large heap size limit:

Screen orientation:

Screen resolution:

Layout size:

Display density:

OpenGL ES:

Ride

APK

Install

Process

Unistall

Execution

Execution time:

Application startup time:

View

Exploration

Forms

Resources

CPU

Threads

Memory (Pss, Dalvik/Native Heap, GC usage)

Network (Transmit/Receive, Adress List)

Address List

Render (FPS, Render Time, Janks)

Database (SQL Time, TOP SQL's)

Worst Time (TOP 10 per Database)

Total sentence count (TOP 10 per Database)

Power usage (Energy consumption)

Logs