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In addition, lower heap memory may cause the garbage collector to kick in more frequently, adversely affecting the overall performance of the MIDlet.
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6.4 Summary
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In this chapter we have reviewed the techniques and models you should employ to maximize revenue generation by creating exible and portable applications for mobile devices. We have looked at some of the design patterns you may choose to use and the porting issues you face when writing MIDP 2.0 code. You need to consider the user interface and, in particular, graphical content. We have also looked at some issues arising from using the low-level APIs in game development. In 7 we will investigate another important issue in developing applications for constrained devices: optimizing code for the J2ME platform.
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7.1 Introduction
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This chapter looks at how wireless Java MIDlet developers can get the most from their applications. Optimization is always important, but especially so on mobile phones and other constrained devices such as PDAs. We shall address both improving performance and minimizing memory requirements. In this chapter we try to help you develop high quality Java applications for Symbian OS. The approach taken is to encourage you to think about the issues involved and to make rational decisions, rather than attempting to provide hard and fast rules for optimization. We start with a number of general issues including current technology, benchmarking and principles of optimization. The next few sections discuss several speci c areas for optimization: object creation, method and variable modi ers, the use of Strings and using containers sensibly. These ideas are brought together in an example in Section 7.10. We then look at some more advanced techniques, such as blocking techniques to avoid polling and issues with graphics. Section 7.14 provides a case study which explores optimization issues in depth. The use of pro ling tools is examined in the context of the case study. Subsequent sections discuss design patterns relevant to optimization, memory issues on constrained devices and the need to cope with out-ofmemory situations, and JIT and adaptive compilation technologies. Useful general references on Java optimization are: Practical Java Programming Language Guide by Haggar Java 2 Performance and Idiom Guide by Larman and Guthrie Java Performance Tuning by Shirazi.
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Programming Java 2 Micro Edition on Symbian OS: A developer s guide to MIDP 2.0. Martin de Jode 2004 Symbian Ltd ISBN: 0-470-09223-8
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7.2 What Are We Starting With
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Mobile phones are, by their nature, memory-constrained. In comparison to a desktop computer we have a small screen, a keypad or pointer for input rather than a keyboard or mouse, restricted memory, restricted network and IO performance, and restricted processing power. Of particular concern in this chapter are memory, IO and processor performance. Mobile phones running Symbian OS typically have between 8 and 16 MB of RAM. The desktop computer on which I am writing this has 512 MB of RAM! Serial IO on a Symbian OS device is reasonable: both the IR and serial ports operate at 115.2 Kbps. Bluetooth rates are slightly faster, typically several hundred Kbps, but this is still far short of my of ce network, which runs at 100 Mbps, and my wireless LAN, which operates at 10 Mbps. Currently, mobile networking is more constrained. GSM provides 9.6 Kbps and GPRS 2.5G technology increases this to over 100 Kbps. 3G UMTS will provide a maximum of 2 Mbps, though typical data rates will be much lower than this. 3.5G UMTS High Speed Downlink Packet Access (HSDPA) could increase the maximum rate to 10 Mbps.
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7.3 Benchmarking
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Benchmarking wireless devices remains problematic. The Embedded Microprocessor Benchmark Consortium (EEMBC, see www.eembc. hotdesk.com) has created a suite of embedded Java benchmarks called GrinderBench, and is working on UI and graphics benchmarks. GrinderBench bene ts from using engines from real-world applications, such as cryptography, chess and XML parsing. The table below gives overall results for AMark and CLDCMark tests. AMark is a basic graphics benchmark which can be downloaded from http://amark.nondove.it. AMark Version 1.3 is run at a standard size frame, which overcomes the effect of screen size variability. CLDCMark is a benchmark used internally within Symbian; it is purely embedded, with no graphics tests. For both tests, the bigger the number, the faster the device is running. As well as Symbian OS devices, we have included the Motorola A760 (a Linux-based phone with a 200 MHz XScale processor) and Sun s Wireless Toolkit running on a 600 MHz laptop. Sun Motorola Nokia Nokia Nokia Sony Sony Wireless A760 9210i 7650 6600 Ericsson Ericsson Toolkit P800 P900 2.1 AMark 1.3 CLDCMark 35.79 248 4726 8.03 17.13 20.48 396 674 3320 19.79 4238 42.63 5013
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