As a rule of thumb, floating-point is about 2x slower than integer on Android-powered devices. Also, even for integers, some processors have hardware multiply but lack hardware divide.
In such cases, integer division and modulus operations are performed in software—something to think about if you're designing a hash table or doing lots of math.
Thus, you should avoid creating object instances you don't need to.
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There are two basic rules for writing efficient code: One of the trickiest problems you'll face when micro-optimizing an Android app is that your app is certain to be running on multiple types of hardware.
Different versions of the VM running on different processors running at different speeds.
Consider the following declaration at the top of a class: , a hand-written counted loop is about 3x faster (with or without JIT), but for other collections the enhanced for loop syntax will be exactly equivalent to explicit iterator usage.
There are several alternatives for iterating through an array: is fastest for devices without a JIT, and indistinguishable from one() for devices with a JIT.
Fewer objects created mean less-frequent garbage collection, which has a direct impact on user experience.
If you don't need to access an object's fields, make your method static. It's also good practice, because you can tell from the method signature that calling the method can't alter the object's state.
An alternative map showing the de-facto status with breakaway regions needs to be created instead. If the file has been modified from its original state, some details such as the timestamp may not fully reflect those of the original file.
The timestamp is only as accurate as the clock in the camera, and it may be completely wrong.
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As you allocate more objects in your app, you will force a periodic garbage collection, creating little "hiccups" in the user experience.