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Idle-Time Garbage-Collection Scheduling: Taking advantage of idleness to reduce dropped frames and memory consumption

Published: 07 June 2016 Publication History

Abstract

Google’s Chrome web browser strives to deliver a smooth user experience. An animation will update the screen at 60 FPS (frames per second), giving Chrome around 16.6 milliseconds to perform the update. Within these 16.6 ms, all input events have to be processed, all animations have to be performed, and finally the frame has to be rendered. A missed deadline will result in dropped frames. These are visible to the user and degrade the user experience. Such sporadic animation artifacts are referred to here as jank. This article describes an approach implemented in the JavaScript engine V8, used by Chrome, to schedule garbage-collection pauses during times when Chrome is idle. This approach can reduce user-visible jank on real-world web pages and results in fewer dropped frames.

References

[1]
Degenbaev, U., Eisinger, J., Ernst, M., McIlroy, R., Payer, H. 2016. Idle time garbage collection scheduling. In Proceedings of the ACM SIGPLAN Conference on Programming Language Design and Implementation.
[2]
Degenbaev, U., Eisinger, J., Ernst, M., McIlroy, R., Payer, H. 2016. PLDI'16 Artifact: Idle time garbage collection scheduling; PLDI'16, June 13-17, 2016, Santa Barbara, CA, USA ACM. 978-1-4503-4261-2/16/06, pages 570-583. https://goo.gl/AxvigS.
[3]
Google Inc. The RAIL performance model; http://developers.google.com/web/tools/chrome-devtools/profile/evaluate-performance/rail.
[4]
Kalibera, T., Pizlo, F., Hosking, A. L., Vitek, J. 2011. Scheduling real-time garbage collection on uniprocessors. ACM Transactions on Computer Systems 29(3): 8:1-8:29.
[5]
McIlroy. R. 2016. Cooperative scheduling of background tasks. W3C editor's draft; https://w3c.github.io/requestidlecallback/.
[6]
Ungar, D. 1984. Generation scavenging: a nondisruptive high-performance storage reclamation algorithm. In Proceedings of the 1st ACM SIGSOFT/SIGPLAN Software Engineering Symposium on Practical Software Development Environments (SDE 1).

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Published In

cover image Queue
Queue  Volume 14, Issue 3
Microservices
May-June 2016
102 pages
ISSN:1542-7730
EISSN:1542-7749
DOI:10.1145/2956641
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 07 June 2016
Published in QUEUE Volume 14, Issue 3

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