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The passage of time in interactive software is a frantic phenomenon.
Let's think about an OpenGL ES game running at 60 frames per second (quite common on an average Android smartphone); we have only 16 milliseconds between two frames, this means that all the magic behind the rendering of a frame happens in this time slice.
Between two frames exists a different world, where the concept of time has a totally different meaning; in this world, the only acceptable units of measurement are micro or nanoseconds.
In this world, the developer cannot make any assumption; even the interval between two consecutive frames can vary at any moment -- for example, scenes with more objects will slow down the rendering process and the time interval between two consecutive frames will be longer.
It is to measure this kind of variation and the code should handle variable FPS in order to get a constant game speed, so that the user experience will be the same if the frame rate will drop down from 60FPS to 30FPS.
Every game developer knows how it is important to measure time in applications, for example:
It is confusing to choose the right tool for measuring time. Hardware timers exist in every device (and are different from device to device), the Android operating system offers different timers, and finally Java itself offers more then one timer. Each solution has pros and cons, and in this article I will discuss the possible ways of measuring time on an Android device in an accurate and efficient way.
In this article, "measuring time" means interval timing; we are focused mainly on measuring elapsed time between two events.
Game developers have faced this problem since the '80s:
This is only an incomplete list with a few exmaples; the point here is that there are two possible ways for measuring time: directly asking the hardware (the old school, dangerous way) or invoking primitives offered by our OS Kernel (the safe and responsible way).
Direct hardware access may look an attractive idea for an hardcore developer, but nowadays, as we will see, there are so many different hardware timers, and sometimes more then one is present on the same device, that is really difficult to handle it. It is funny to know how even on the Windows platform, where the developer can easily assume the presence of an x86 compatible CPU, Microsoft recommends to use API functions for timing because the RDTSC instruction, on multi-core systems, may no longer work as expected.
Modern mobile platforms have extremely accurate hardware timers, for example ARM CPUs like the Cortex A9 (Samsung Galaxy SII) has a 64-bit Global Timer Counter Register -- that is a really accurate monotonic, non-decreasing clock, cheap to read. According to the Cortex A9 ARM Cycle Timing document, using the powerful LDM instruction takes only one CPU cycle!
On Tegra platform you can use exactly the same concept, reading memory mapped RTC (Real Time Clock) registers; in the following example from the Tegra RTC driver, with two memory read operations, you can get the 64 bit tick value:
Timing using the Time Stamp Counter is really fast, but on some platforms it can be dangerous as well: in case of multi-core systems, or during the low frequency/CPU saving state of the system, it may lead to errors. You should beware this, and calibrate it with the PIT on some systems.
The nightmare begins when you realize that different platforms have different kind of RTC, and that besides this, a lot of different hardware clocks exists in modern platforms: Time Stamp Counter, Programmable Interval Timer, High Precision Event Timer, ACPI PMT.
Direct access to the hardware means writing primitives specific to a single platform; furthermore, developing ASM code takes more time, is not portable, and is difficult to read for most developers. Finally, the OS can raise an exception if the hardware resource you are trying to access requires supervisor/kernel mode.
In the next section, we will discuss high level, portable solutions offered by the kernel and how to access these from Java.