libcore now offers a wider variety of 12-/24-hour time formats,
so be more specific about which one we want here.
(cherry-pick of 85f60d3a03b5b5d9a0e8b8a138eb85a6b53a1eca.)
Bug: 10361358
Change-Id: I846ab7a6f84cd49e876ad21e9366aff1600e0530
On modern versions of Android running in AOT mode
FloatMath is slower than Math. Calls to Math.sqrt(),
etc. are replaced by intrinsics which can be as small
as a single CPU opcode.
When running in interpreted mode the new
implementation is unfortunately slower, but I'm
judging this acceptable and likely to be improved
over time. This change saves a small amount of native
code.
Example timings:
Mako AOSP AOT:
Method: Original / New / Direct call to Math
ceil: 596ns / 146.ns / 111ns
sqrt: 694ns / 56ns / 25ns
Mako AOSP interpreted:
Method: Original / New / Direct call to Math
ceil: 1900ns / 2307ns / 1485ns
sqrt: 1998ns / 2603ns / 1788ns
Other calls Mako AOT:
Method: Original / New
cos: 635ns / 270ns
exp: 566ns / 324ns
floor: 604ns / 150ns
hypot: 631ns / 232ns
pow: 936ns / 643ns
sin: 641ns / 299ns
The advice to use Math directly, in preference to
FloatMath, is still good. FloatMath will be deprecated
separately.
Bug: https://code.google.com/p/android/issues/detail?id=36199
Change-Id: If07fcbd78543d13bc6d75f9743f999860e8d58d7
On modern versions of Android running in AOT mode
FloatMath is slower than Math. Calls to Math.sqrt(),
etc. are replaced by intrinsics which can be as small
as a single CPU opcode.
When running in interpreted mode the new
implementation is unfortunately slower, but I'm
judging this acceptable and likely to be improved
over time. This change saves a small amount of native
code.
Example timings:
Mako AOSP AOT:
Method: Original / New / Direct call to Math
ceil: 596ns / 146.ns / 111ns
sqrt: 694ns / 56ns / 25ns
Mako AOSP interpreted:
Method: Original / New / Direct call to Math
ceil: 1900ns / 2307ns / 1485ns
sqrt: 1998ns / 2603ns / 1788ns
Other calls Mako AOT:
Method: Original / New
cos: 635ns / 270ns
exp: 566ns / 324ns
floor: 604ns / 150ns
hypot: 631ns / 232ns
pow: 936ns / 643ns
sin: 641ns / 299ns
The advice to use Math directly, in preference to
FloatMath, is still good. FloatMath will be deprecated
separately.
Bug: https://code.google.com/p/android/issues/detail?id=36199
Change-Id: I8d1947d88b3c576643138b1df589fb9da7c1ab88
The motivation is an API change: FloatMath is going to be
deprecated and/or removed. Performance is not the goal of
this change.
That said...
Math is faster than FloatMath with AOT compilation.
While making the change, occurances of:
{Float}Math.sqrt(x * x + y * y) and
{Float}Math.sqrt({Float}Math.pow(x, 2) + {Float}Math.pow(y, 2))
have been replaced with:
{(float)} Math.hypot(x, y)
Right now there is no runtime intrinsic for hypot so is not faster
in all cases for AOT compilation:
Math.sqrt(x * x + y * y) is faster than Math.hypot(x, y) with
AOT, but all other combinations of FloatMath, use of pow() etc.
are slower than hypot().
hypot() has the advantage of being self documenting and
could be optimized in future. None of the behavior differences
around NaN and rounding appear to be important for the cases
looked at: they all assume results and arguments are in range
and usually the results are cast to float.
Different implementations measured on hammerhead / L:
AOT compiled:
[FloatMath.hypot(x, y)]
benchmark=Hypot_FloatMathHypot} 633.85 ns; σ=0.32 ns @ 3 trials
[FloatMath.sqrt(x*x + y*y)]
benchmark=Hypot_FloatMathSqrtMult} 684.17 ns; σ=4.83 ns @ 3 trials
[FloatMath.sqrt(FloatMath.pow(x, 2) + FloatMath.pow(y, 2))]
benchmark=Hypot_FloatMathSqrtPow} 1270.65 ns; σ=12.20 ns @ 6 trials
[(float) Math.hypot(x, y)]
benchmark=Hypot_MathHypot} 96.80 ns; σ=0.05 ns @ 3 trials
[(float) Math.sqrt(x*x + y*y)]
benchmark=Hypot_MathSqrtMult} 23.97 ns; σ=0.01 ns @ 3 trials
[(float) Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2))]
benchmark=Hypot_MathSqrtPow} 156.19 ns; σ=0.12 ns @ 3 trials
Interpreter:
benchmark=Hypot_FloatMathHypot} 1180.54 ns; σ=5.13 ns @ 3 trials
benchmark=Hypot_FloatMathSqrtMult} 1121.05 ns; σ=3.80 ns @ 3 trials
benchmark=Hypot_FloatMathSqrtPow} 3327.14 ns; σ=7.33 ns @ 3 trials
benchmark=Hypot_MathHypot} 856.57 ns; σ=1.41 ns @ 3 trials
benchmark=Hypot_MathSqrtMult} 1028.92 ns; σ=9.11 ns @ 3 trials
benchmark=Hypot_MathSqrtPow} 2539.47 ns; σ=24.44 ns @ 3 trials
Bug: https://code.google.com/p/android/issues/detail?id=36199
Change-Id: I06c91f682095e627cb547d60d936ef87941be692
HAVE_OOM_ADJ is really __linux__, and this code should never be run on
another platform.
Bug: 17641445
Change-Id: Ib8174106b6d03c9c2429794a4f582c09cb308646
Add the app directory to the arguments for starting a process.
Add a check for NeedsNativeBridge and a call to PreInitializeBridge
in the native fork code.
Change-Id: I0b93da93251c6b4638de786bf98cf99df07c3fc2
All supported locales use only U+2025 and U+2026 to represent
ellipses, and it will unlikely change in future. Given translated
resources are inconsistent and often use three dots it is safer
to use constants instead of resources.
Change-Id: I51a6cb903f62f739fbadd6b78e5765c0028d641a
When compiling in C++ mode, the compiler will complain about conversions
from uint16_t to char16_t. Be consistent in using char16_t for strings.
Change-Id: I052b6176ced635162920b31560052d9a64f92764
The test fixes for bug 17262063 showed up a real issue for
non-English locales with the Time.format() method:
If the Android string resources that contain the pattern use
non-ASCII characters then a '?' would be output instead of
those characters.
For example, in France the pattern for '%c' includes a 'à'
(a with a grave accent) and Japan includes 日.
The problem was due to converting the pattern to bytes using
the US_ASCII character set, which turns non-ASCII characters
into '?'. The code has been changed to use char throughout
and avoid bytes.
Internal documentation has been improved.
Some calls to modifyAndAppend() have been replaced with a
direct call to outputBuilder.append() because the
modify step is guaranteed to a no-op for the literals given.
The formatter has been changed to use Locale.US because it
is only used for outputting numbers. It has been renamed
to make this more obvious and the locale field has been
removed.
Bug: 17262063
Change-Id: I32b92f7f7e3e6931d3514d87f1d9a38f136d4021
This patch changes the profiler system property
"dalvik.vm.profile.max-stack-depth" to "dalvik.vm.profile.stack-depth"
so that the length of the option is less than PROP_NAME_MAX.
Bug: 17294224
Change-Id: I5723883d7fa38dd5eaa276182e5d680d152cedad