/* * 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.klint.checks; import com.android.annotations.NonNull; import com.android.annotations.Nullable; import com.android.tools.klint.detector.api.Category; import com.android.tools.klint.detector.api.Detector; import com.android.tools.klint.detector.api.Implementation; import com.android.tools.klint.detector.api.Issue; import com.android.tools.klint.detector.api.JavaContext; import com.android.tools.klint.detector.api.Location; import com.android.tools.klint.detector.api.Scope; import com.android.tools.klint.detector.api.Severity; import org.jetbrains.uast.UCallExpression; import org.jetbrains.uast.UMethod; import org.jetbrains.uast.visitor.UastVisitor; import java.util.Arrays; import java.util.List; /** * Looks for usages of {@link Math} methods which can be replaced with * {@code android.util.FloatMath} methods to avoid casting. */ public class MathDetector extends Detector implements Detector.UastScanner { /** 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.JAVA_FILE_SCOPE)) .addMoreInfo( "http://developer.android.com/guide/practices/design/performance.html#avoidfloat"); //$NON-NLS-1$ /** Constructs a new {@link MathDetector} check */ public MathDetector() { } // ---- Implements JavaScanner ---- @Nullable @Override public List<String> getApplicableMethodNames() { 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 visitMethod(@NonNull JavaContext context, @Nullable UastVisitor visitor, @NonNull UCallExpression call, @NonNull UMethod method) { if (context.getEvaluator().isMemberInClass(method, "android.util.FloatMath") && 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", method.getName()); Location location = context.getUastLocation(call.getMethodIdentifier()); context.report(ISSUE, call, location, message); } } }