- Navigate a Systrace report
- Elements of a typical report
- User interactions
- CPU activity
- System events
- Display frames
- Keyboard shortcuts
- Investigate performance problems
- Identify performance concerns
- Inspect UI frames and alerts
- Elements of a typical report
Navigate a Systrace report
This guide explains how to navigate around and interpret aSystrace report.
Elements of a typical report
Systrace generates an output HTML file that contains a series of sections. Thereport lists the threads of each process. If a given thread renders UI frames,the report also indicates the rendered frames along the timeline. Time passes inthe forward direction as you move left to right across the report.
From top to bottom, the report contains the following sections.
User interactions
The first section contains bars that represent specific user interactions withinyour app or game, such as tapping on the device's screen. These interactionsserve as useful time markers.
CPU activity
The next section shows bars that represent thread activity within each CPU. Thebars show CPU activity across all apps, including your app or game.
The CPU activity section is expandable, allowing you to view clock frequency foreach CPU. Figure 1 shows an example of a collapsed CPU activity section, andFigure 2 shows an expanded version that displays clock frequency:
System events
The histograms in this section show specific system-level events, such astexture counts and the total size of specific objects.
A histogram worth checking more closely is the one labeled SurfaceView. Thecount represents the number of composed frame buffers that have been passed intothe display pipeline and are waiting to be shown on the device's screen. Becausemost devices are double- or triple-buffered, this count is almost always 0, 1,or 2.
Other histograms depicting the Surface Flinger process, including VSync eventsand UI thread swap work, appear in Figure 3:
Display frames
This section, often the tallest in the report, depicts a multicolored linefollowed by stacks of bars. These shapes represent the status and frame stack ofa particular thread that's been created. Each level of the stack represents acall to beginSection()
, or the beginning of a custom traceevent that you've defined for your appor game.
Note: The UI thread, or the main thread where your app or game typically runs,always appears as the first thread.
The multicolored line above each stack of bars represents a particular thread'sset of statuses over time. Each segment of the line can contain one of thefollowing colors:
- Green: Running
- The thread is completing work related to a process or is responding to aninterrupt.
- Blue: Runnable
- The thread is available to run but isn't currently scheduled.
- White: Sleeping
- The thread has no work to do, perhaps because the thread is blocked on a mutexlock.
- Orange: Uninterruptable sleep
- The thread is blocked on I/O or waiting for a disk operation to complete.
- Purple: Interruptable sleep
- The thread is blocked on another kernel operation, usually memory management.
Note: Within the Systrace report, you can click on the line to determine whichCPU had control of the thread at a given time.
Keyboard shortcuts
The following table lists the keyboard shortcuts that are available whileviewing a Systrace report:
Key | Description | |
---|---|---|
W | Zoom in to the trace timeline. | |
A | Pan left on the trace timeline. | |
S | Zoom out of the trace timeline. | |
D | Pan right on the trace timeline. | |
E | Center the trace timeline on the current mouse location. | |
M | Frame the current selection. | |
1 | Change the currently-active selection model to the "select" mode. Corresponds to the 1st button that appears in the mouse selector toolbar (see image to the right). | |
2 | Change the currently-active selection model to the "pan" mode. Corresponds to the 2nd button that appears in the mouse selector toolbar (see image to the right). | |
3 | Change the currently-active selection model to the "zoom" mode. Corresponds to the 3rd button that appears in the mouse selector toolbar (see image to the right). | |
4 | Change the currently-active selection model to the "timing" mode. Corresponds to the 4th button that appears in the mouse selector toolbar (see image to the right). | |
G | Show grid at the start of the currently-selected task. | |
Shift + G | Show grid at the end of the currently-selected task. | |
Left Arrow | Select the previous event on the currently-selected timeline. | |
Right Arrow | Select the next event on the currently-selected timeline. |
Investigate performance problems
When interacting with a Systrace report, you can inspect device CPU usage overthe duration of the recording. For help navigating the HTML report, see thekeyboard shortcuts section, or click the ? button inthe top-right corner of the report.
The sections below explain how to inspect information in the report to find andfix performance problems.
Identify performance concerns
When navigating around a Systrace report, you can identify performance concernsmore easily by doing one or more of the following:
- Select a time interval of interest by drawing a rectangle around the timeinterval.
- Mark or highlight a problem area using the ruler tool.
- Show each display refresh operation by clicking View Options > HighlightVSync.
Inspect UI frames and alerts
Note: The content in this section is relevant only to managed code, as Systracelooks at the system's Java-based choreographer to provide frame information.For guidance specific to native code, particularly games, see the discussion onframerate consistency.
As shown in Figure 4, a Systrace report lists each process that renders UIframes and indicates each rendered frame along the timeline. Frames that renderwithin the 16.6 milliseconds required to maintain a stable 60 frames per secondare indicated with green frame circles. Frames that take longer than 16.6milliseconds to render are indicated with yellow or red frame circles.
Note: On devices running Android 5.0 (API level 21) or higher, the work ofrendering a frame is split between the UI thread and the render thread. On priorversions, all work in creating a frame is done on the UI thread.
Clicking on a frame circle highlights it and provides additional informationabout the work done by the system to render that frame, including alerts. Thereport also shows you the methods that the system was executing while renderingthat frame. You can investigate those methods to determine potential causes ofUI jank.
After you select a slow frame, you may see an alert in the bottom pane of thereport. The alert shown in Figure 5 calls out that the primary problem with theframe is that too much time is spent insideListView
recycling and rebinding. Thereare links to the relevant events in the trace that explain more about what thesystem is doing during this time.
To see each alert that the tool discovered in your trace, as well as the numberof times that the device triggered each alert, click the Alerts tab atthe far right of the window, as shown in Figure 6. The Alerts panel helpsyou see which problems occur in the trace and how often they contribute to jank.You can think of this panel as a list of bugs to be fixed. Often, a small changeor improvement in one area can remove an entire set of alerts.
If you see too much work being done on the UI thread, use one of the followingapproaches to help determine which methods are consuming too much CPU time:
- If you have an idea as to which methods could be causing bottlenecks, addtrace markers to these methods. To learn more, see the guide on how to definecustom events in your code.
- If you're unsure as to the source of UI bottlenecks, use the CPUProfiler that's available in Android Studio.You can generate trace logs, andthen import and inspect them using the CPU Profiler.