Pro Java 9 Games Development Leveraging the JavaFX APIs

(Michael S) #1
Chapter 24 ■ Optimizing game assets and COde, and game prOfiling Using netBeans

We are going to look at the Telemetry Profiling Mode first, as this shows us how system memory and
CPU cycles are being used by the game, as well as how threads, classes, and garbage collection are affecting
the gameplay as it occurs on your development system. This is most of the critical game code processing
information that we’ll want to look at first to make sure that your i3D board game is using Java 9 and JavaFX 9
optimally (that is, efficiently).
Click the down arrow next to the Configure Session UI selector in the upper-left corner of the tab pane
and select the Telemetry option, shown highlighted in light blue in Figure 24-14, to start the NetBeans
Telemetry profiling session. Keep the default Use Defined Profiling Points option selected to allow
NetBeans 9 to configure this profiling session for you initially. If something out of the ordinary is revealed,
you can set custom profiling points later in a profiling session to further try to ascertain what is wrong with
the Java game code. Let’s hope for now that our focus during the book on doing things in an optimal fashion
has paid off. Either way, the NetBeans profiler will reveal this!


Figure 24-13. Once you invoke the NetBeans 9 profiler, you’ll get a JavaFXGame Profiling tab and
configuration instructions

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