Pro Java 9 Games Development Leveraging the JavaFX APIs

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

Click your Profile Project icon, and you will get the “Profiler will now perform an initial calibration of
your machine and target JVM” message, as shown in Figure 24-16 on the far left of the series of five dialogs.
Remember that the NetBeans Profiler is profiling your system and a Java 9 JVM, so if you profile on an 8-core,
12-core, or 16-core computer (say a new AMD Ryzen 5 or 7 system, with 16GB of DDR4-2400), you are going
to get different results than I obtained on an old quad-core Acer AMD 3.11GHz system with only 4GB of
DDR3-1333 memory. The reason I used an older Windows 7 system like this was to show how well optimized
Java 9 and NetBeans 9 are, such that you can use a computer that isn’t usable for Amazon Lumberyard or
Android Studio 3.0 or Unity development to develop a professional JavaFX i3D game.


Figure 24-16. Once you start a profiler, you’ll get a series of dialogs for calibrating and configuring this
profiling process


If you get the Windows 7 Firewall dialog, click the Allow access button, as is shown in the second dialog
in Figure 24-16. Then select Show Details on this calibration data and click the OK button to proceed. You
will get a dialog showing you some of the obtained calibration data, and once you click the OK button for
that dialog, you will get a Connecting to the Target VM dialog, showing you a progress bar as the NetBeans 9
IDE loads your game code and content into system memory so that it can perform calibration and ultimately
the profiling data collection and display.


Figure 24-17. An Output Pane will open, showing your Java 9 code being run in the NetBeans Profiler Agent
Utility

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