Jon Douglas The rantings of a developer

Xamarin.Android Linker Tricks Part 1 - Bitdiffer

Preface

The linker used in Xamarin.Android applications has historically been a painpoint for developers.

This is mainly because as developers, we only use a small portion of the assemblies we consume. For the rest of those assemblies, we consider using a linker mechanism so we reap the benefits of having a smaller assembly at the end of the day.

To give a real world example of what the linker does, I’ve created three .apk files with the different linker options:

  • None
  • Sdk Assemblies Only
  • Sdk and User Assemblies
04/13/2017  11:15 AM        52,160,463 LinkerSample.None.apk
04/13/2017  11:12 AM        21,995,031 LinkerSample.SDK.apk
04/13/2017  11:16 AM        10,130,214 LinkerSample.UserAndSDK.apk

Note: This project includes a reference to the Xamarin.Android.Support.Design NuGet to demonstrate something more than “Hello World”

As you can see, we see the size of 52mb(None), 21mb(SDK), and 10mb(User and SDK). What this means is that in a perfect world, we would want to use Sdk and User Assemblies so we can keep our .apk size down. However using that setting is considered the most aggressive linker setting and it can strip away things that you need to use in your application. Finding out exactly what it strips out is a bit difficult and we should fallback to other tooling.

Using bitdiffer

bitdiffer is a tool that helps compare assembly files. It is extremely useful in the sense of a practical GUI/CLI that lets us see the difference between assemblies. You can download it here:

https://github.com/bitdiffer/bitdiffer

One of the most useful things bitdiffer does is allows you to add not only 2 assemblies, but a full list for comparison. This is extremely useful for us as developers to see what exactly each linker option does to our assembly.

Consider the following example with the three .apk we created earlier comparing against the Mono.Android.dll assembly. They are ordered None, Sdk Assemblies Only, Sdk and User Assemblies in the tabs:

You can notice off a quick glance that we had quite a difference in Members Changed or Removed between the linker setting None -> Sdk Assemblies Only -> Sdk and User Assemblies.

Now that’s not the only cool feature of this tool, you can also dive down into a specific class to see the diff between your assemblies:

And finally we can dig into what the difference is between members in our class:

Although this is only part 1 of various linker tricks I use to diagnose a problem, this is one of the more powerful ways to approach any linker issues in your project to understand the problem.

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You can signup at the following link: Programming Xamarin.Android Email List

APK Tools

APK Tools

I’ve found many APK tools to be quite useful for diagnosing issues with Xamarin.Android. Here is a small list of tools that I find helpful.

apktool

apktool is a tool for reverse engineering Android applications. It can be used to decode resources to nearly original form and rebuild them after making some modifications.

Decode

One of the most useful usecases of apktool is to ensure your generated .apk is correct. You can use the decode / d method to take an .apk and “unzip” it’s original contents.

usage: apktool d MyApplication.apk

Build

The other usecase is to build a .apk after making a couple of modifications. You can use the build / b method to build an .apk

usage: apktool b foo

Which will build a folder named foo into an .apk file.

Note: If you aren’t using the wrapper script, you may need to invoke it via java -jar apktool.jar

aapt

aapt provides a couple of useful tools for our .apk files. You can find aapt inside of your Android SDK’s build-tools folder.

list

aapt list - shows the contents of the package.

usage: aapt list MyApplication.apk

META-INF/MANIFEST.MF
META-INF/ANDROIDD.SF
META-INF/ANDROIDD.RSA
AndroidManifest.xml
res/drawable/icon.png
res/layout/main.xml
resources.arsc
NOTICE
classes.dex
assemblies/MyApplication.dll
assemblies/Java.Interop.dll
assemblies/Microsoft.CSharp.dll
assemblies/Mono.Android.dll
assemblies/mscorlib.dll
assemblies/System.Core.dll
assemblies/System.dll
assemblies/System.Xml.dll
assemblies/System.Threading.dll
assemblies/System.Runtime.dll
assemblies/System.Collections.dll
assemblies/System.Collections.Concurrent.dll
assemblies/System.Diagnostics.Debug.dll
assemblies/System.Reflection.dll
assemblies/System.Linq.dll
assemblies/System.Runtime.InteropServices.dll
assemblies/System.Runtime.Extensions.dll
assemblies/System.Reflection.Extensions.dll
assemblies/Mono.CSharp.dll
assemblies/System.Runtime.Serialization.dll
environment
lib/armeabi-v7a/libmonodroid.so
lib/armeabi-v7a/libmonosgen-2.0.so
typemap.jm
typemap.mj

dump

aapt dump - provides values of individual elements or parts of a package. There are a few different items we can dump:

badging - dumps badging information like the versions, sdk targets, etc

usage: aapt dump badging MyApplication.apk

package: name='MyApplication.MyApplication' versionCode='1' versionName='1.0' platformBuildVersionName='7.1.1'
sdkVersion:'16'
application-icon-160:'res/drawable/icon.png'
application: label='' icon='res/drawable/icon.png'
launchable-activity: name='md5ef8aabbe49b48f4362a43abcfb4dce14.MainActivity'  label='MyApplication' icon='res/drawable/icon.png'
feature-group: label=''
  uses-feature: name='android.hardware.faketouch'
  uses-implied-feature: name='android.hardware.faketouch' reason='default feature for all apps'
main
supports-screens: 'small' 'normal' 'large' 'xlarge'
supports-any-density: 'true'
locales:
densities: '160'
native-code: 'armeabi-v7a'

permissions - dumps permission information such as what uses-permissions are in use

usage: aapt dump permissions MyApplication.apk

package: MyApplication.MyApplication
uses-permission: name='android.permission.INTERNET'
uses-permission: name='android.permission.READ_CALENDAR'
uses-permission: name='android.permission.READ_CONTACTS'

resources - dumps resources in each resource category such as string/array/layout/etc

usage: aapt dump resources MyApplication.apk

Package Groups (1)
Package Group 0 id=0x7f packageCount=1 name=MyApplication.MyApplication
  Package 0 id=0x7f name=MyApplication.MyApplication
    type 1 configCount=1 entryCount=1
      spec resource 0x7f020000 MyApplication.MyApplication:drawable/icon: flags=0x00000000
      config (default):
        resource 0x7f020000 MyApplication.MyApplication:drawable/icon: t=0x03 d=0x00000000 (s=0x0008 r=0x00)
    type 2 configCount=1 entryCount=1
      spec resource 0x7f030000 MyApplication.MyApplication:layout/main: flags=0x00000000
      config (default):
        resource 0x7f030000 MyApplication.MyApplication:layout/main: t=0x03 d=0x00000001 (s=0x0008 r=0x00)
    type 3 configCount=1 entryCount=2
      spec resource 0x7f040000 MyApplication.MyApplication:string/Hello: flags=0x00000000
      spec resource 0x7f040001 MyApplication.MyApplication:string/ApplicationName: flags=0x00000000
      config (default):
        resource 0x7f040000 MyApplication.MyApplication:string/Hello: t=0x03 d=0x00000002 (s=0x0008 r=0x00)
        resource 0x7f040001 MyApplication.MyApplication:string/ApplicationName: t=0x03 d=0x00000003 (s=0x0008 r=0x00)

configurations - dumps any configuration that has been setup

usage: aapt dump configurations MyApplication.apk

imsi=0/0 lang=-- reg=-- orient=0 touch=0 dens=160 kbd=0 nav=0 input=0 scrnW=0 scrnH=0 sz=0 long=0 vers=0.0
imsi=0/0 lang=-- reg=-- orient=0 touch=0 dens=240 kbd=0 nav=0 input=0 scrnW=0 scrnH=0 sz=0 long=0 vers=0.0
imsi=0/0 lang=-- reg=-- orient=0 touch=0 dens=0 kbd=0 nav=0 input=0 scrnW=0 scrnH=0 sz=0 long=0 vers=0.0

xmltree - dumps the xml parse tree for an xml file in a package

usage: aapt dump xmltree MyApplication.apk res/layout/main.xml

N: android=http://schemas.android.com/apk/res/android
  E: LinearLayout (line=1)
    A: android:orientation(0x010100c4)=(type 0x10)0x1
    A: android:layout_width(0x010100f4)=(type 0x10)0xffffffff
    A: android:layout_height(0x010100f5)=(type 0x10)0xffffffff

xmlstrings - dumps all strings inside for an xml file in a package

usage: aapt dump xmlstrings MyApplication.apk res/layout/main.xml

String pool of 7 unique UTF-8 non-sorted strings, 7 entries and 0 styles using 176 bytes:
String #0: orientation
String #1: layout_width
String #2: layout_height
String #3: android
String #4: http://schemas.android.com/apk/res/android
String #5:
String #6: LinearLayout

ClassyShark

ClassyShark is a binary inspection tool that can help you find information such as your total dex count, decompilation of .class files, and much more. It supports .dex, .aar, .so, .apk, .jar, .class, .xml files for further inspection.

usage: java -jar classyshark.jar

You should see a program like the following:

You can then inspect any aspect of your binary such as decompiling a class, viewing what’s inside of a dex file, and much more.

Classes

You can view what’s inside of your main dex list. Also known as the classes.dex file that is generated in the Android build process.

Methods Count

You can also see the current method count of the classes.dex list from an overview

Summary

Although this blog post only showcases 3 tools, there are so many ways to get information from your binaries to diagnose issues such as multidex, versioning, etc in you Xamarin.Android application!

If you enjoyed this post, please consider subscribing to my upcoming book’s email list:

You can signup at the following link: Programming Xamarin.Android Email List

Xamarin.Android - Things

All the Android Things - Weather Station

When Android Things was first announced, my inner inventor came out. I wanted to start prototyping all of these ideas that have been spinning around my head. I wanted to be the next Red Green.

(If you aren’t familiar. He was the main character of The Red Green Show, which was a popular Canadian parody of a typical DIY/home improvement show. In the show, they would have some zany premise of automating things that are often painful like mowing your lawn, rolling down manual car windows, and serving beverages).

Android Things

Android Things provides the same Android development tools that we know and love to work with embedded devices. You can see a quick overview of this here:

There are two main components of the Things Support Library that we need to know before starting a prototype.

Peripheral I/O API

The Peripheral I/O APIs let your apps communicate with sensors and actuators using industry standard protocols and interfaces. The following interfaces are supported: GPIO, PWM, I2C, SPI, UART.

User Driver API

User drivers extend existing Android framework services and allow apps to inject hardware events into the framework that other apps can access using the standard Android APIs.

What you’ll need

Optional: You can also pick up a Pimoroni Rainbow HAT for a plug-and-play buffet of inputs, sensors, etc to explore Android Things.

Getting Started

Once you’ve gathered your materials, you’ll need to flash your device. After you’ve flashed your device, you will need to setup a network connection. You can follow the various instructions for doing this here:

Set Up Your Development Environment

After you’ve flashed your device and have it connected to your network, we want to ensure it’s available via adb. You can use the following command to ensure this:

adb devices

When you bootup the Android Things device, you can either have it connected to an ethernet cord, or to your wireless network. Either way, you will want to use adb connect <ip address> to connect to the device.

Android Weather Station Sample

This sample is an integration of multiple peripheral sensors to analyze and display current weather information.

You can find the source code of this sample here:

https://github.com/JonDouglas/XamarinComponents/tree/master/Android/AndroidThingsContribDrivers/samples/WeatherStation

Sample

Monitor

Displays the current weather situation. Sunny, Cloudy, or Rainy.

Raspberry Pi 3

Displays the current realtime temperature in Celsius. Here’s a video of it in action:

https://www.screencast.com/t/i3vaGchmH7

Summary

Android Things is really fun to tinker around with. Let your inner Red Green or Tim “The Tool Man” Taylor shine!

Xamarin.Android - Book

Xamarin.Android Book

There’s been one thing that Xamarin developers have repeatedly told me in the past:

You should write a book with all of the knowledge you have.

I’ve finally taken this into consideration and decided that I will be writing a complete book on Xamarin.Android.

I hope to help you with the challenges of Android app development using the Xamarin.Android framework whether you are new to app development or already nose deep into a project.

This book will be much different than most Xamarin books in the sense that it will focus purely on the Xamarin.Android platform.

Cover

Subscribe to the email list

One thing I would like to ask each one of you is to subscribe to my email list to get updates on the book and early access to various chapters. I’ve added a field for your feedback as to what you want to see covered in more depth.

You can signup at the following link: Programming Xamarin.Android Email List

Xamarin.Android - UI Performance

Android UI Performance

NOTE: This blog was featured on blog.xamarin.com in which you can view a condensed version here: https://blog.xamarin.com/tips-for-creating-a-smooth-and-fluid-android-ui/

As developers, we want our users to have buttery smooth experiences when using our application. When it comes to UI performance, a buttery smooth experience can be defined as a consistent 60 frames per second(fps). That means that we have to render a frame every 16 ms to achieve this experience.

Note:

You can exceed the 16 ms time to render a frame occasionally, as there are often one or two buffered frames ready to go.

Why 60 fps?

Watch this wonderful video by Google on this topic for a brief introduction:

Why 60 FPS

This gives our whole frame process a little less than 16 ms to fully draw a frame on the screen. If a frame is dropped or delayed, it is known as Jank.

Identifying the problem

Have you ever had an experience like this with your application? Your scrolls are very choppy and your UI doesn’t seem to be that responsive.

Credit: Doug Sillars https://github.com/dougsillars for a great example.

During the time that the application is unresponsive and choppy, if the user attempts to interact with the application and it takes longer than 5000 ms (5 seconds) for the application to respond, the Android OS will give us a lovely message:

This isn’t the best experience we can offer our users.

Digging Deeper

Have you ever seen the following in your adb logcat?

I/Choreographer(1200): Skipped 60 frames!  The application may be doing too much work on its main thread.

This is the Android Choreographer warning you in advance that your application is not performing to the buttery smooth experience we are aiming for. In fact it’s telling you that you are skipping frames and not providing your users a 60 FPS experience. We will need a few tips & tricks to resolve these issues.

Overall Tips & Tricks for UI Performance

  • Measure overall UI performance with Systrace to get a baseline.
  • Use Hierarchy Viewer to identify and flatten view hierarchies.
  • Reduce overdraw by flattening layouts and drawing less pixels on screen.
  • Enable StrictMode to identify and make fewer potentially blocking calls on the main UI thread.

Getting Started

Counting Janky Frames

First you’ll want to get an overview of the total janky frames. After your application has been running and interacted with to reproduce the jank, run the following command:

adb shell dumpsys gfxinfo <PACKAGE_NAME>

Sample Output:

Stats since: 524615985046231ns
Total frames rendered: 8325
Janky frames: 729 (8.76%)
90th percentile: 13ms
95th percentile: 20ms
99th percentile: 73ms
Number Missed Vsync: 294
Number High input latency: 47
Number Slow UI thread: 502
Number Slow bitmap uploads: 44
Number Slow issue draw commands: 135

Numbers never lie, so it’s apparent we have a bit of Janky frames(~9%). Let’s dig in further with Systrace.

Systrace

Systrace gives you an overview of the whole android system and tells you what’s going on at specific intervals of time.

Getting Started

Let’s start a systrace on our device. First open up Android Device Monitor to get started.

Once inside, we see the option to start a Systrace:

We then are prompted with what we would like to trace:

This will generate a trace.html file that will give us information about our system for the trace duration.

EX: Systrace over 30 seconds:

Okay great! But what does this all mean? Let’s take it a step at a time.

Alerts & Frames

Alerts will give you a description of what the current situation is with a respective frame(s). It might let you know that there was a long View.OnDraw() call and it might give you suggestions on how you can fix the relevant frame(s).

You can then dig straight into the frame.

And see how much time spent during each step

Finally you can mark that frame using the m hotkey and see what work is being done on various threads such as various CPU Threads, the UI Thread, and the RenderThread.

This example is showing a Yellow Frame, but we can get a general idea of what an idea performant Frame might look like.

From our Alert, we can see that we might want to avoid significant work in View.OnDraw() or Drawable.Draw(), especially allocations or drawing to Bitmaps. In other words, Google gives us a tip to watch this video:

Avoiding Allocations in onDraw()

For our Frame, we can see that our Adapter.GetView() should recycle the incoming View instead of creating a new one.

Systrace Terms

Frame Color

Green - Great performance

Yellow - Less than ideal performance

Red - Bad performance

Scheduling Delay

Scheduling delays happen when the thread that is processing a specific slice was not scheduled on the CPU for a long amount of time. Thus it takes longer for this thread to fire up and complete.

Wall Duration

The amount of time that passed from the moment a slice is started until it’s finished.

CPU Duration

The amount of time the CPU spent processing that slice.

Overdraw

Debugging overdraw is fairly easy. You can enable this in your Android device’s settings:

Settings -> Developer Options -> Debug GPU overdraw -> Show overdraw areas.

Once enabled, you will see many different colors on your layouts.

  • White - No overdraw
  • Blue - Pixels that are 1x overdrawn
  • Green - Pixels that are 2x overdrawn
  • Pink - Pixels that are 3x overdrawn
  • Red - Pixels that are 4x overdrawn

Bad Layout Performance:

Good Layout Performance:

You can then identify why this layout might be overdrawing so much via a tool like Hierarchy Viewer.

Hierarchy Viewer

The first thing we want to know regarding our View Hierarchy is how deep or nested our layouts are.

Let’s take the previous example of bad layout performance:

We can see that we are 4 layers deep which is less than ideal for our ListView. We really need to flatten this out.

Okay that’s a little better! We are only 3 layers deep now. However it’s still not great. Let’s try to remove one more layer.

Much better! We just optimized our whole view hierarchy and we will reap the performance benefits. Let’s take a look at the overall Layout and Draw timings for proof.

  • Bad Layout - 31 views / Layout: 0.754 ms / Draw: 7.273 ms
  • Better Layout - 26 views / Layout: 0.474 ms / Draw: 6.191 ms
  • Good Layout - 17 views / Layout: 0.474 ms / Draw: 1.888 ms

StrictMode

StrictMode is a very useful tool for battle testing your application. Enabling StrictMode as a means to ensure you are not putting extra work in certain places of your application like disk reads, disk writes, and network calls is ideal for a great user experience. In a nutshell StrictMode does the following:

  1. Logs a message to LogCat under the StrictMode tag
  2. Display a dialog (If PenaltyLog() is enabled)
  3. Crash your application (If PenaltyDeath() is enabled)

This can help you determine what type of policies you’d like to battle test your application with.

Enabling StrictMode in your Android Application

protected override void OnCreate(Bundle bundle)
{
    StrictMode.SetThreadPolicy(new StrictMode.ThreadPolicy.Builder().DetectAll().PenaltyLog().Build());

    StrictMode.SetVmPolicy(new StrictMode.VmPolicy.Builder().DetectLeakedSqlLiteObjects().DetectLeakedClosableObjects().PenaltyLog().PenaltyDeath().Build());

    base.OnCreate(bundle);
}

Summary

There are a plethora of tools available to use on your Xamarin.Android application. Use them to track the important performance-related items about your application such as rendering performance to achieve a buttery smooth 60 fps experience for your customers. Use tools like Systrace, GPU overdraw, Hierarchy Viewer, and StrictMode to pinpoint performance related issues in your application and fix them.