/* * Copyright (C) 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.android.tools.lint.checks; import com.android.annotations.NonNull; import com.android.annotations.Nullable; import com.android.tools.lint.detector.api.Category; import com.android.tools.lint.detector.api.ClassContext; import com.android.tools.lint.detector.api.Detector; import com.android.tools.lint.detector.api.Implementation; import com.android.tools.lint.detector.api.Issue; import com.android.tools.lint.detector.api.Scope; import com.android.tools.lint.detector.api.Severity; import com.android.tools.lint.detector.api.Speed; import org.objectweb.asm.tree.ClassNode; import org.objectweb.asm.tree.MethodInsnNode; import org.objectweb.asm.tree.MethodNode; import java.util.Arrays; import java.util.List; /** * Looks for usages of {@link java.lang.Math} methods which can be replaced with * {@code android.util.FloatMath} methods to avoid casting. */ public class MathDetector extends Detector implements Detector.ClassScanner { /** The main issue discovered by this detector */ public static final Issue ISSUE = Issue.create( "FloatMath", //$NON-NLS-1$ "Using `FloatMath` instead of `Math`", "In older versions of Android, using `android.util.FloatMath` was recommended " + "for performance reasons when operating on floats. However, on modern hardware " + "doubles are just as fast as float (though they take more memory), and in " + "recent versions of Android, `FloatMath` is actually slower than using `java.lang.Math` " + "due to the way the JIT optimizes `java.lang.Math`. Therefore, you should use " + "`Math` instead of `FloatMath` if you are only targeting Froyo and above.", Category.PERFORMANCE, 3, Severity.WARNING, new Implementation( MathDetector.class, Scope.CLASS_FILE_SCOPE)) .addMoreInfo( "http://developer.android.com/guide/practices/design/performance.html#avoidfloat"); //$NON-NLS-1$ /** Constructs a new {@link MathDetector} check */ public MathDetector() { } @NonNull @Override public Speed getSpeed() { return Speed.FAST; } // ---- Implements ClassScanner ---- @Override @Nullable public List<String> getApplicableCallNames() { return Arrays.asList( "sin", //$NON-NLS-1$ "cos", //$NON-NLS-1$ "ceil", //$NON-NLS-1$ "sqrt", //$NON-NLS-1$ "floor" //$NON-NLS-1$ ); } @Override public void checkCall(@NonNull ClassContext context, @NonNull ClassNode classNode, @NonNull MethodNode method, @NonNull MethodInsnNode call) { String owner = call.owner; if (owner.equals("android/util/FloatMath") //$NON-NLS-1$ && context.getProject().getMinSdk() >= 8) { String message = String.format( "Use `java.lang.Math#%1$s` instead of `android.util.FloatMath#%1$s()` " + "since it is faster as of API 8", call.name); context.report(ISSUE, method, call, context.getLocation(call), message /*data*/); } } }