brajabasi / osmdroid

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Very slow scroll while loading tiles in background. #35

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Open OSM.
2. Scroll around in place where the tiles have been loaded - all nice and
smooth.
3. Scroll around in place with no tiles loaded - very laggy, up to 1 sec.
Even without debug mode on actual device.

Note that there are two things - a small freeze when a cached tile is
loaded from disk - this one is quite tolerable. But there is a general lag
when just scrolling around empty area, waiting for tiles to load.

Original issue reported on code.google.com by viesturz on 6 Apr 2010 at 3:11

GoogleCodeExporter commented 8 years ago
There was a livelock in the tile loading.

Basically the file loader initialized network loader and called the callback
function, that initialized repaint and again started the file loader worker and 
so on.

Made file loader worker not to call the callback function if the task is 
deferred to
the network loader.

Also did some cleanup on the messy code in OpenStreetMapAsyncTileProvider.

Original comment by viesturz on 6 Apr 2010 at 3:26

Attachments:

GoogleCodeExporter commented 8 years ago
Note that #15 latest patch also contains this patch.

Original comment by viesturz on 12 Apr 2010 at 7:27

GoogleCodeExporter commented 8 years ago
I had a look at the patch and I have some questions/comments.

1. You changed the comment from "move it to the front of the queue" to "move it 
to the BACK of the queue". 
This is supposed to be a LRU queue, ie the most recently accessed should be the 
first item off the queue.  Do 
you think it's not working that way?

2. In TileLoader.run you call finishTileLoad in the catch and the finally.  Is 
that intentional?  It seems 
more logical that you should call it in the success and catch cases, but not 
the finally.

3. You call mPending.containsKey and then mPending.put.  That seems to be 
rather inefficient since the return 
value of put tells you whether it previously existed.  Perhaps that also makes 
the synchronized block 
redundant.

4. The return value of loadMapTileAsync is not used.

5. Why did you change the value of mPending from Object to 
IOpenStreetMapTileProviderCallback? The value is 
not used.

6. Using mWorking probably makes the code less messy because we don't need to 
bother about 
ConcurrentModificationException, but doesn't it also make it less efficient?

These are just my immediate comments.  I haven't looked at your solution in 
detail.  So to summarise, I can 
believe that there might be a livelock because everything is trying to process 
the most recently accessed tile 
first, but perhaps there's a simpler solution - perhaps just a one-liner to 
"make file loader worker not call 
the callback function if the task is deferred to the network loader".

Regards

Neil

Original comment by neilboyd on 13 Apr 2010 at 10:57

GoogleCodeExporter commented 8 years ago
1. I read the documentation and actually tested the LinkedHashMap, it stores 
elements
in "access order", the more recently accessed elements are last in the order 
(the
ones we want to download first).

2. That is not intentional, haven't changed that code.

3. the return value of put returns the previous value associated with that key. 
Null
value is a valid value to be associated (caller passes null as the callback ). 
The
only way to be sure is check containsKey.

4. yes, I had an idea to use it but apparently it is not valid anymore. Can 
safely
remove the return value.

5. I was planning to remove the callback member from the TileLoader calss, as 
it is
passed around uselessly in all the constructors and store in the map instead. 
But it
did not work out as the FilesystemProvider actually needed it. Can be safely 
reverted
to the old style (also eleminiates point 3).

6. don't know how fast the android locking code is, but
ConcurrentModificationException is just a way to show developers there are 
errors in
the code, not a way to test for modifications. Also the speed is not relevant 
here.
Remote service calling overhead is surely WAY more than this.

I can make a 3 lines patch for this, but I wanted to make the code a bit more 
readable. 

The original code had all kinds of possible concurrency problems apart from the
apparent livelock. Each tile could be actually downloaded twice, because would 
be
reinserted in the download queue while the first download is in progress.

I will sumbit a new patch addressing most of the mentioned problems.

Original comment by viesturz on 13 Apr 2010 at 11:26

GoogleCodeExporter commented 8 years ago
Improved patch.

Original comment by viesturz on 13 Apr 2010 at 11:50

Attachments:

GoogleCodeExporter commented 8 years ago
Yes you're right, the iterator returns the least recently accessed items first. 
But 
that was not my intention, so I'll fix it so that gets the most recently 
accessed 
first.
And you're also right about needing the mWorking list to prevent items in 
progress 
being re-added to the list.
Surprising that my original version worked at all ;-)

Original comment by neilboyd on 13 Apr 2010 at 3:22

GoogleCodeExporter commented 8 years ago
Revision 127 contains a fix based on this patch.

Original comment by neilboyd on 13 Apr 2010 at 9:00

GoogleCodeExporter commented 8 years ago
Comments about the rev 127:

0) This still does not address the initial livelock issue.

1) Constructing new stack in nextTile method is not nice. Makes lots of 
allocations
for garbage collector. At least make the initial size as big as the mPending.

2) in TileLoader.run the finishTileLoad is not called if there is an error (line
#143). As result it is never removed from the mPending and mWorking maps.

Original comment by viesturz on 14 Apr 2010 at 9:18

GoogleCodeExporter commented 8 years ago
3) No synchornization. Ons sync block does no good, if all the other access 
places
are not synced.

Original comment by viesturz on 14 Apr 2010 at 9:31

GoogleCodeExporter commented 8 years ago
0) Doesn't it? What else is needed? mWorking should be helping.

1) I know. I would like to extend LinkedHashMap and add a reverse iterator, but 
all the useful 
stuff is private. Anyone got a better idea? Stack only has a default 
constructor.

2) I'm working on a new version which I'll check in later. I also forgot to not 
redraw when the fs 
delegates to the downloader. Instead of using the dummy return value you had, 
I've added another 
callback for the internal completion.

Original comment by neilboyd on 14 Apr 2010 at 10:00

GoogleCodeExporter commented 8 years ago
3) I didn't think the synchronisation around the clear/remove of 
mPending/mWorking was 
necessary because so long as they're done in that order it won't go wrong. It 
doesn't 
matter if an item is in mWorking when it's already been removed from mPending.

Original comment by neilboyd on 14 Apr 2010 at 10:03

GoogleCodeExporter commented 8 years ago
The map methods are NOT atomar operations, I bet there are at least 3 places in 
each
command that can go wrong if not propery synced. I took me about 1 min of 
browsing
around the map in emulator to get a force close. Added proper syncs and no more 
problems.

You have misunderstood the usage of mPending (maybe should use a better name 
for it)
- it contains BOTH the pending and working tiles. 

Original comment by viesturz on 14 Apr 2010 at 10:55

GoogleCodeExporter commented 8 years ago
0) The real livelock fix is in the few changed lines in
OpenStreetMapTileFilesystemProvider and the corresponding processing in
finishTileLoad (that you have so nicely removed).

1) you cold use my original implementation that just iterates all the items in 
map
and takes the last one.

2) yes, that would fix the livelock.

Original comment by viesturz on 14 Apr 2010 at 11:14

GoogleCodeExporter commented 8 years ago
Revision 133 contains some more changes.

Original comment by neilboyd on 15 Apr 2010 at 9:04

GoogleCodeExporter commented 8 years ago
It gets better ;)

One more note - you should also clear mWorking in 
OpenStreetMapAsyncTileProvider line 45.

Original comment by viesturz on 15 Apr 2010 at 9:57

GoogleCodeExporter commented 8 years ago
Also how about fixing bug #15?

Original comment by viesturz on 15 Apr 2010 at 10:20

GoogleCodeExporter commented 8 years ago
I'm looking at it now. It's a bit difficult because the patch replaces all 
lines so 
it's hard to see the differences. That's because you've replaced LF with CRLF.

Original comment by neilboyd on 15 Apr 2010 at 10:26

GoogleCodeExporter commented 8 years ago
Are we finished with this now?

Original comment by neilboyd on 15 Apr 2010 at 8:00

GoogleCodeExporter commented 8 years ago
I will test it. But current trunk does not compile :( (rev 138).

Original comment by viesturz on 16 Apr 2010 at 6:41

GoogleCodeExporter commented 8 years ago
Sorry, it compiles OK, Eclipse had not picked up all the changes.

Original comment by viesturz on 16 Apr 2010 at 6:42

GoogleCodeExporter commented 8 years ago

Original comment by neilboyd on 10 Sep 2010 at 2:34