2012年3月20日 星期二

windows phone 7 模擬器 右邊的文字

參考:http://msdn.microsoft.com/en-us/library/ff967560(v=vs.92).aspx

CounterDescription
Composition Thread Frame Rate
This value refers to the rate at which the screen is updated. It also represents how often supported animations driven by a storyboard are updated. This value should be as close to 60 as possible. Application performance begins to degrade when this value is below 30. The text in this counter is red when displaying a value below 30.
UI Thread Frame Rate
This value refers to the rate at which the UI thread is running. The UI thread drives input, per-frame callbacks, and any other drawing not handled by the composition thread. The larger this value, the more responsive your application should be. Typically this value should be above 20 to provide an acceptable response time to user input. The text in this counter is red when displaying a value below 15.
Texture Memory Usage
This value represents the video memory and system memory copies of textures being used in the application. This is not a general memory counter for the application, but represents only memory that surfaces use.
Surface Counter
This value provides a raw count of the explicit surfaces being passed to the GPU for processing. The biggest contributor to this number is automatic or developer-cached elements.
Intermediate Surface Counter
This value represents the implicit surfaces generated as a result of cached surfaces. These surfaces are created in-between UI elements so that the application can accurately maintain the Z-order of elements in the UI.
Fill Rate Counter
This value represents the number of pixels being painted per frame in terms of screens. A value of 1 represents 480 x 800 pixels. The recommended value is about 2.5. The text in this counter turns red when displaying a value above 3.






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