Efficient IO in Android

What could be simpler than a file copy? Well, it turned out that I underestimated such an easy task.

Here is the scenario. During the very first NativeScript for Android application startup the runtime extracts all JavaScript asset files to the internal device storage. The source code is quite simple and it was based on this example.

static final int BUFSIZE = 100000;

private static void copyStreams(InputStream is, FileOutputStream fos) {
    BufferedOutputStream os = null;
    try {
        byte data[] = new byte[BUFSIZE];
        int count;
        os = new BufferedOutputStream(fos, BUFSIZE);
        while ((count = is.read(data, 0, BUFSIZE)) != -1) {
            os.write(data, 0, count);
        }
        os.flush();
    } catch (IOException e) {
        Log.e(LOGTAG, "Exception while copying: " + e);
    } finally {
        try {
            if (os != null) {
                os.close();
            }
        } catch (IOException e2) {
            Log.e(LOGTAG, "Exception while closing the stream: " + e2);
        }
    }
}

It is important to note the in our code BUFSIZE constant has value 100000 while in the original example the value is 5192. While this code works as expected it turns out it is quite slow.

In our scenario we extract around 200 files and on LG Nexus 5 device it takes around 5.75 seconds. This is a lot of time. It turned out that most of this time is spent inside the garbage collector.

D/dalvikvm(8611): GC_FOR_ALLOC freed 265K, 2% free 17131K/17436K, paused 8ms, total 8ms
D/dalvikvm(8611): GC_FOR_ALLOC freed 398K, 4% free 16930K/17636K, paused 11ms, total 11ms
D/dalvikvm(8611): GC_FOR_ALLOC freed 197K, 4% free 16930K/17636K, paused 7ms, total 7ms
... around 650 more lines

The first thing I optimized was to make data variable a class member.

static final int BUFSIZE = 100000;

static final byte data[] = new byte[BUFSIZE];

private static void copyStreams(InputStream is, FileOutputStream fos) {
   // remove 'data' local variable
}

I thought this will solve the GC problem but when I ran the application I was greeted with the following familiar log messages.

D/dalvikvm(8408): GC_FOR_ALLOC freed 248K, 2% free 17212K/17496K, paused 7ms, total 8ms
D/dalvikvm(8408): GC_FOR_ALLOC freed 417K, 4% free 17029K/17696K, paused 8ms, total 8ms
D/dalvikvm(8408): GC_FOR_ALLOC freed 199K, 4% free 17029K/17696K, paused 7ms, total 7ms
... around 330 more lines

This time it took around 2.25 seconds to extract the files. And the GC kicked 330 times instead of 660 times. Well, it was better but it wasn’t what I wanted. The GC kicked twice less than the previous example but still it was too much.

The next thing I tried is to set BUFSIZE to 4096 instead of 100000.

static final int BUFSIZE = 4096;

This time it took around 0.85 seconds to extract the assets and the GC kicked 8 times.

D/dalvikvm(8218): GC_FOR_ALLOC freed 323K, 3% free 17137K/17496K, paused 8ms, total 8ms
D/dalvikvm(8218): GC_FOR_ALLOC freed 673K, 5% free 16947K/17684K, paused 8ms, total 9ms
D/dalvikvm(8218): GC_FOR_ALLOC freed 512K, 5% free 16947K/17684K, paused 8ms, total 9ms
... just 5 more lines

It was a nice improvement but I thought it should be faster than this. I was still puzzled with this relatively high level of GC activity so I decided to read the online documentation.

A specialized OutputStream for class for writing content to an (internal) byte array. As bytes are written to this stream, the byte array may be expanded to hold more bytes.

I’ve should read this before I start. It was a good lesson to me.

Once I knew what happens inside BufferedOutputStream internals I decided just not to use it. I call write method of FileOutputStream and voilĂ . The time to extract the assets is around 0.65 seconds and the GC kicks 4 times at most.

Out of curiosity I decided to try to bypass the GC using libzip C library. It took less than 0.2 seconds to extract the assets. Another option is to use AAssetManager class from NDK but I haven’t tried it yet. Anyway, it seems that IO processing is one of those areas where unmanaged code outperforms Java.

First Impressions using Windows 10 Technical Preview for phones

Windows 10 Technical Preview for phones was released two days ago and today I decided to give it a try. The installation process on my Nokia 630 was very smooth and completed for about 30 minutes including the migration of the old data. Finally, I ended up with WP10 OS version 9941.12498.

wp10

After I used WP10 for about 6 hours I can say that this build is quite stable. The UI and all animations are very responsive. So far I didn’t experience any crashes. The only glitch I found is that the brightness setting is not preserved after restart and it is set automatically to HIGH. All my data including photos, music and documents were preserved during the upgrade.

There are many productivity improvements in WP10. Action Center and Settings menu are much better organized. It seems that IE can render some sites better than before though I am not sure if it is the new IE rendering engine or just the site’s html has been optimized.

I checked to see whether there are changes in Chakra JavaScript engine but it seem the list of exported JsRT functions is the same as before. The actual version of jscript9.dll is 11.0.9941.0 (fbl_awesome1501.150206-2235).

I tested all of my previously installed apps (around 60) and they all work great. The perceived performance is the same, except for Lumia Panorama which I find slower and Minecraft PE which I find faster.

There are many new things for the developers as well. I guess one of the most interesting changes in WP10 is the improved speech support API. Using the speech API is really simple.

using Windows.Phone.Speech.Synthesis;

var s = new SpeechSynthesizer();
s.SpeakTextAsync("Hello world");

WP10 comes with two predefined voice profiles.

using using Windows.Phone.Speech.Synthesis;

foreach (var vi in InstalledVoices.All)
{
    var si = new SpeechSynthesizer();
    si.SetVoice(vi);
    await si.SpeakTextAsync(vi.Description);
}

The actual values of vi.Description are as follows.

Microsoft Zira Mobile - English (United States)
Microsoft Mark Mobile - English (United States)

You can hear how Zira and Mark actually sound below.

I find Mark’s voice a little bit more realistic.

This is all I got for today. In closing I would say it seems that WP10 has much more to offer. Stay tuned.

Object Oriented Programming: An Evolutionary Approach

This post is not about the book Object Oriented Programming: An Evolutionary Approach by Brad Cox. I decided to use the book’s title because the author nailed the connection between software and evolution. It is a good book, by the way. I recommend it.

Last week a coworker sent me a link to the React.js Conf 2015 Keynote video in which they introduced React Native. Because I work on NativeScript, I was curious to see how Facebook solves similar problems as we do. So, I finally got some time and watched the video. The presentation is short and probably the most important slide is the following one.

ReactNativeSlide

But this blog post is not about React Native. The thing that triggered me to write is something that the speaker said (the transcription is mine).

This is a component. This, we feel, is the proper separation of concerns for applications.

I couldn’t agree more. Components have been around for many years (don’t get me wrong, I am not bringing up one of those everything new is well-forgotten old themes). Yet, components and component-based development are not as widely accepted as I think they should be. It is probably because so many people/companies saw a value in software components and started defining/building them as they think it is the right way. And this process brought all the confusion what a component really is.

Beside the fact that the term component is quite overloaded it is important to note that many had tried to (re)define it in different times and environments/contexts. Nevertheless, some properties of software components were defined in exactly the same manner during the 70’s, 80’s, 90’s and later. Let’s see what these properties are.

  • binary standard/compatibility
  • separation of interface and implementation
  • language agnostic

These are some of the fundamental properties of any software component. More recent component definitions include properties like:

  • versioning
  • transaction support
  • security
  • etc.

But this blog post is not about software components either. It is about software evolution. We can define software evolution as a variation in software over the time. This definition is not complete but it is good enough. It can be applied on different levels, whether it is the software industry as a whole or a small application. It is important to say that software evolution is a result of our understanding about software, including an exact knowledge, culture and beliefs, at any point of time. We can reuse the analogy of terms like mutation, crossover, hybrid and so on to describe processes in software evolution.

Combining different ideas is one of the primary factor for software evolution. And this is where we need software components. There is a common comparison between software components and LEGO blocks. The analogy of software genes might be another alternative. An application DNA is defined by its genes.

Software evolution is not a linear process. Do you remember Twitter’s dance between client-side and server-side rendering? It is a great example of survival of the fittest principle. So, what will be the next thing in software evolution? I don’t think anybody know the answer. So far, the software components seem to be a practical way to go. Seeing big companies like Facebook to emphasize on composability is a good sign.

The best way to predict your future is to create it.
– Abraham Lincoln