Android 6.0(API 级别 23)及更高版本支持原生跟踪 API trace.h,用于将跟踪事件写入系统缓冲区,以供您随后使用 Perfetto 或 Systrace 进行分析。此 API 的常见用例包括观察特定代码块的执行时间以及确定引起不良系统行为的代码块。
注意:在搭载 API 级别 27 及更低级别的设备和模拟器上,如果没有足够的可用内存或内存过于碎片化,您将收到以下消息:Atrace could not allocate enough memory to record a trace。
如果发生这种情况,并且您没有捕获到完整的数据集,则应当关闭后台进程或重新启动设备或模拟器。
// Retrieve a handle to libandroid.void*lib=dlopen("libandroid.so",RTLD_NOW|RTLD_LOCAL);// Access the native tracing functions.if(lib!=NULL){// Use dlsym() to prevent crashes on devices running Android 5.1// (API level 22) or lower.ATrace_beginSection=reinterpret_cast<fp_ATrace_beginSection>(dlsym(lib,"ATrace_beginSection"));ATrace_endSection=reinterpret_cast<fp_ATrace_endSection>(dlsym(lib,"ATrace_endSection"));}
#include<android/trace.h>
char*customEventName=newchar[32];sprintf(customEventName,"User tapped %s button",buttonName);ATrace_beginSection(customEventName);// Your app or game's response to the button being pressed.ATrace_endSection();
#defineATRACE_NAME(name)ScopedTrace___tracer(name)// ATRACE_CALL is an ATRACE_NAME that uses the current function name.
#defineATRACE_CALL()ATRACE_NAME(__FUNCTION__)classScopedTrace{public:inlineScopedTrace(constchar*name){ATrace_beginSection(name);}inline~ScopedTrace(){ATrace_endSection();}};
在要跟踪的函数中调用此宏:
voidmyExpensiveFunction(){ATRACE_CALL();// Code that you want to trace.}
#include<pthread.h>
staticvoid*render_scene(void*parm){// Code for preparing your app or game's visual components.}staticvoid*load_main_menu(void*parm){// Code that executes your app or game's main logic.}voidinit_threads(){pthread_trender_thread,main_thread;pthread_create(&render_thread,NULL,render_scene,NULL);pthread_create(&main_thread,NULL,load_main_menu,NULL);pthread_setname_np(render_thread,"MyRenderer");pthread_setname_np(main_thread,"MyMainMenu");}
[null,null,["最后更新时间 (UTC):2025-07-27。"],[],[],null,["# Custom trace events in native code\n\nAndroid 6.0 (API level 23) and higher support a native tracing API, `trace.h`,\nto write trace events to the system buffer that you can then analyze using\nPerfetto or systrace. Common use cases for this API include observing the time\nthat a particular block of code takes to execute and associating a block of code\nwith undesirable system behavior.\n\n**Note:** On devices and emulators running API level 27 and lower, if there\nisn't enough memory available or the memory is too fragmented, you'll get the\nfollowing message: `Atrace could not allocate enough memory to record a trace`.\nIf this happens and your capture does not have a complete set of data, then you\nshould close background processes or restart the device or emulator.\n\nTo define custom events that occur in the native code within your app or game,\ncomplete the following steps:\n\n1. Define function pointers for the ATrace functions that you use to\n capture custom events within your app or game, as shown in the following code\n snippet:\n\n ```c++\n #include \u003candroid/trace.h\u003e\n #include \u003cdlfcn.h\u003e\n\n void *(*ATrace_beginSection) (const char* sectionName);\n void *(*ATrace_endSection) (void);\n\n typedef void *(*fp_ATrace_beginSection) (const char* sectionName);\n typedef void *(*fp_ATrace_endSection) (void);\n ```\n2. Load the ATrace symbols at runtime, as shown in the following code\n snippet. Usually, you perform this process in an object constructor.\n\n ```c++\n // Retrieve a handle to libandroid.\n void *lib = dlopen(\"libandroid.so\", RTLD_NOW | RTLD_LOCAL);\n\n // Access the native tracing functions.\n if (lib != NULL) {\n // Use dlsym() to prevent crashes on devices running Android 5.1\n // (API level 22) or lower.\n ATrace_beginSection = reinterpret_cast\u003cfp_ATrace_beginSection\u003e(\n dlsym(lib, \"ATrace_beginSection\"));\n ATrace_endSection = reinterpret_cast\u003cfp_ATrace_endSection\u003e(\n dlsym(lib, \"ATrace_endSection\"));\n }\n ```\n\n **Caution:** For security reasons, include calls to\n `dlopen()` only in the debug version of your app or game.\n\n **Note:** To provide tracing support further back to\n Android 4.3 (API level 18), you can use JNI to call the methods in\n [managed code](#managed-code) around the code shown in the\n preceding snippet.\n3. Call `ATrace_beginSection()` and\n `ATrace_endSection()` at the beginning and end, respectively, of\n your custom event:\n\n ```c++\n #include \u003candroid/trace.h\u003e\n\n char *customEventName = new char[32];\n sprintf(customEventName, \"User tapped %s button\", buttonName);\n\n ATrace_beginSection(customEventName);\n // Your app or game's response to the button being pressed.\n ATrace_endSection();\n ``` \n **Note:** When you call `ATrace_beginSection()` multiple\n times, calling `ATrace_endSection()` ends only the most\n recently called `ATrace_beginSection()` method. So, for nested\n calls, make sure that you properly match each call to\n `ATrace_beginSection()` with a call to\n `ATrace_endSection()`.\n\n Additionally, you cannot call `ATrace_beginSection()` on one\n thread and end it from another. You must call both functions from the same\n thread.\n\nConvenience tips\n================\n\nThe following tips are optional but might make it easier to analyze your native\ncode.\n\nTrace an entire function\n------------------------\n\nWhen instrumenting your call stack or function timing, you might find it useful\nto trace entire functions. You can use the `ATRACE_CALL()` macro to make this\ntype of tracing easier to set up. Furthermore, such a macro allows you to skip\ncreating `try` and `catch` blocks for cases where the traced function might\nthrow an exception or call `return` early.\n\nTo create a macro for tracing an entire function, complete the following steps:\n\n1. Define the macro:\n\n ```c++\n #define ATRACE_NAME(name) ScopedTrace ___tracer(name)\n\n // ATRACE_CALL is an ATRACE_NAME that uses the current function name.\n #define ATRACE_CALL() ATRACE_NAME(__FUNCTION__)\n\n class ScopedTrace {\n public:\n inline ScopedTrace(const char *name) {\n ATrace_beginSection(name);\n }\n\n inline ~ScopedTrace() {\n ATrace_endSection();\n }\n };\n ```\n2. Call the macro within the function that you want to trace:\n\n ```c++\n void myExpensiveFunction() {\n ATRACE_CALL();\n // Code that you want to trace.\n }\n ```\n\nName your threads\n-----------------\n\nYou can give a name to each thread in which your events occur, as demonstrated\nin the following code snippet. This step makes it easier to identify the threads\nthat belong to specific actions within your game. \n\n```c++\n#include \u003cpthread.h\u003e\n\nstatic void *render_scene(void *parm) {\n // Code for preparing your app or game's visual components.\n}\n\nstatic void *load_main_menu(void *parm) {\n // Code that executes your app or game's main logic.\n}\n\nvoid init_threads() {\n pthread_t render_thread, main_thread;\n\n pthread_create(&render_thread, NULL, render_scene, NULL);\n pthread_create(&main_thread, NULL, load_main_menu, NULL);\n\n pthread_setname_np(render_thread, \"MyRenderer\");\n pthread_setname_np(main_thread, \"MyMainMenu\");\n}\n```\n\nRecommended for you\n-------------------\n\n- Note: link text is displayed when JavaScript is off\n- [Best practices for SQLite performance](/topic/performance/sqlite-performance-best-practices)\n- [Create and measure Baseline Profiles without Macrobenchmark](/topic/performance/baselineprofiles/manually-create-measure)"]]