Enable max_old_space_size flag on ChromeOS in Kiosk mode - google-chrome-app

We are building a Chrome kiosk app that handles multiple big video files at the same time, and we are hitting the 1.4G memory limit for a Chrome process on a 64bit system.
On Chrome desktop, it's possible to set the --max_old_space_size=4096 flag from a shell to increase the memory limit to 4G. Is there a way to achieve the same on ChromeOS in Kiosk mode?

Related

Chrome Developer Tools hung at "Loading profile..." prompt while recording runtime performance

I am using Chrome Developer Tools under Windows 7 to record runtime performance (Chrome 67.0.3396.62 (64-bit)). I am able to click DevTools' Record button to start capturing performance metrics, but when I click its Stop button, the following Loading profile... prompt appears and never changes:
I tried exiting and reloading Chrome, but this problem persists across restarts. How do I resolve this problem?
It turns out that just exiting and reloading Chrome may not stop all of Chrome's background processes. For example, here is a screenshot of Windows Process Explorer showing multiple instances of chrome.exe still present after I exited Chrome:
Once I manually killed each of these processes (by clicking on the process and then pressing my Delete key), Chrome Developer Tools' record runtime performance capability was restored.

How to improve the performance of emulator in Android studio?

Whenever I run my small application in Android studio it takes more time to boot in emulator .
My system config as follows
RAM 4GB
PROCESSOR dual core
GPU intel integrated graphics
Intel’s x86 Emulator Accelerator Manager allows developers to run an emulator which performs much faster than a typical emulator running on an ARM-based CPU architecture. It should be noted that this technology only works on Intel VT (Virtualization Technology) enabled systems.You can also enable your emulator to use your machine’s GPU which should make rendering of animations or graphics much faster than it would otherwise be.
Did you install the HAXM driver? This makes the emulator usable but even then there is room for performance improvements...
(Of course your graphic card driver should be installed properly)

Android emulator infinite loading and errors when GPU emulation is enabled

I have downloaded the entire Android SDK from the official website and I installed a new emulator (Android 4.0.3). As long as I don't have GPU emulation enabled it works (even if it need about 5 minutes to start and then uses a lot of resources) but when I enabled it the emulator enters a loop or something and it never loads. When I look at the Task Manager I see the memory usage growing up until a Windows message displays a warning about the low memory that's left (so, I have to close it).
When I execute "adb logcat" I get this repeating error:
E/EGL/Emulation < 113>: RcMakeCurrent returned EGL_FALSE
E/EGL/Emulation < 113>: tid 114: egMakeCurrent<976>: error 0x3006 <EGL_BAD_CONTEXT>
E/libEGL < 113>: egMakeCurrent:674 error 3006 <EGL_BAD_CONTEXT>
E/SurfaceFlinger< 113>: Couldn't create a working GLES context. checks logs. exiting...
My computer's graphic card is a nVidia 8400 GS 512 Mb, my processor is a 3,2 Ghz Intel, it doesn't support hardware virtualization, I can run WebGL. Maybe this information may be of use for the detection of the problem.
Thanks for your help
Problem was fixed with SDK Tools revision 19
http://code.google.com/p/android/issues/detail?id=28529

best way to set up an Android emulator on Linux for Ruboto?

What resource configuration settings does Ruboto require in Google's or another Android emulator (whichever emulator is fastest)?
Answers exist for efficiently setting up Google's Android emulator, but they don't consider Ruboto. The Ruboto site doesn't discuss setting up an emulator.
Ruboto apps work as regular Android apps, but add the JRuby jars which enable running your Ruby code. Overall you don't need any special settings for Ruboto apps vs Java Android apps.
Ruboto apps, like all JRuby apps, use more memory and like more CPU than plain Java apps. Giving your emulator more heap using the "Max VM application heap size" will make development easier, but you need to keep in mind that the settings for the target devices of your users may vary. I use a value of 48. Besides that you can set your "Device ram size" to 512 to ensure enough memory total.
Since Android 3, api level 11, your app can request more memory in the AndroidManifest.xml using the android:largeHeap="true" attribute of the application tag. This is automatically set for you by the Ruboto generators, but you can verify that is is set for your application. By setting this attribute to "true", your app can grow a heap of 256 MB.

Is MOTODEV faster than the Android Emulator?

I am running the Android SDK inside a Windows XP VM in VMWare. As such, the Android Emulator takes forever to boot...
I have recently heard of another emulator -- the MotoDev. For those of you who tried both, could you tell if the MotoDev has any speed advantage over the standard Android Emulator?
I'm the Product Manager for MOTODEV Studio. There is not a separate emulator inside Studio, but rather another view of the existing emulator process that is displayed inside an Eclipse View. It's no faster than what you already have and depending on which transfer mechanism you use (native window vs. VNC), it could be up to 20% slower (native window is faster for Windows and Linux).
Now, as for why your emulator is taking forever...
The first time you start an emulator image (i.e. "AVD"), it has to recreate the entire target filesystem on your local disk. Subsequent launches will take less time.
If I understand correctly, you're letting the Android emulator pretend it's running its' file system through QEMU (Arm Emulator) inside a Windows XP pseudo-file system (VMWare Disk Image) that's running on whatever host operating system you have (your OS). That's a lot of file system manipulation going on. If you can reduce the file system mapping, you're going to see speed improvements. Can you map the Windows Android SDK into a real folder on your native file system? Removing that layer of abstraction is going to speed things up.
Good luck!
Eric