I have been working on something for the past 3-4 days now, the ability to change need for speed most wanted mobile (for now will refer to it as MWM) and Im getting some were. I'm doing this on Android. The game, just like many others runs of a OBB. file which is the main source code for many apps. Iv been using a hex editor to open this file and see what I can learn and change and iv come to find the following:

I'm guessing this is how the game tells what model to load for the car, as if done past modding on need for speed undercover. iv come to find one other thing though And that's there's another file but I can't find the extension, it just looks like this:


Need For Speed Download Android


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Regarding gameplay experience, Need for Speed Online: Mobile Edition does not disappoint. The game offers exciting races in various settings, from city streets to mountain roads, and challenges players to escape from the police while competing against others. In addition, the game features a series of challenges and missions designed to test players' driving skills, adding an extra element of fun and races full of drifting. The controls are very simple: tap on the acceleration button for more speed, and steer the car with the virtual D-pad. When you take turns, be careful not to spin out of control and try to get the turbo at all costs because this can make all the difference.

As is typical in this saga, winning races will earn you money and boost your reputation. You'll need the money for buying new vehicles and tuning the ones you already have in the garage, while your reputation will pave the way for you in the streets.

In your Gradle build script, use only 

specific Google Service, like: compile 'com.google.android.gms:play-services-maps:...'

Instead of full Google Library: compile 'com.google.android.gms:play-services:...'

(Compile time goes from 2 minutes to around 25 seconds).

Gradle configures every project before executing tasks, regardless of whether the project is actually needed for the particular build. In global gradle.properties adding this will help much: org.gradle.configureondemand=true

Please note that you may need to take additional security precautions if you exclude these directories and you should co-operate with your security department in the workplace. This may involve setting up your own Maven repository if deemed necessary.

The best way to boost up android studio runtime performance is to use SSD Drive. It will boost the performance as very much. I did all the above things and felt I should go for new laptop, but suddenly I came to know about SSD Drive and I tried it. Its Much Much better.....

Just for anyone looking, after upgrading to El Capitan, I noticed a huge lag with the IDE. After increasing a ton of RAM and using the suggestions above, it turned out that I needed to update the legacy Java, and reinstall via: =en_US

Well, one thing that worked for me is using physical android device instead of emulator. As in my PC( i5 and 4GB RAM ) the android studio takes about 700MB of memory and the emulator takes another 700. Thus the whole performance of the computer goes down. Working with a physical device saves the strain from the emulator.

(you can do it in Global file too: C:\Program Files\AndroidStudio\plugins\android\lib\templates\gradle-projects\NewAndroidProject\root\build.gradle.ftl however, you will need to do this modification again after AndroidStudio upgrade)

I should mention that if you are using Mac, downloading and running an app from the App Store (like "iBoostUp" etc.) which will clean out unused system files can speed up your computer dramatically, including AS.

... worked successfully for me to fix the speed issues (Windows 10 64-bit). It's absolute voodoo as far as I'm concerned (I haven't done any research on why that should work), and there is a warning above that property that it can cause blinking and fail to repaint on some graphics cards, but there you go. (Inspired by LairdPleng's comment, further information)

I have tried to measure speed of Android Studio 3.1.4 on the same hardware: Macbook Pro 2011, RAM 4Gb, SSD 240GB Samsung, Core i5 2.4Ghz. I have installed on this machine 3 different OS: Windows 10, MacOS Hight Sierra 10.13, Ubuntu 18.04. Avarage build time (running command: gradlew clean build, gradlew clean assembleRelease) on MacOS/Ubuntu was around 30% faster than on Windows.

HP Notebook with 6 GM RAM and i5 processor I have, still android studio was terribly slow.After checking task manager for memory usage, noticed that there is a software called "HP Touchpoint Analytics Client" that was taking more than 1 GB memory.Found that it's a spyware installed by HP in Windows 10 after searching about it in Google.

It's been week when I just run some basic apps but it's very headache to do it for basics app because my android studio every minute got hang and start lagging I can't open chrome there full of warehouse of my problems related to pc because of android studio

-XX:+HeapDumpOnOutOfMemoryError -Dfile.encoding=UTF-8 - Since android studio 2.0, gradle uses dex in the process to decrease the build timings for the project. Generally, while building the applications, multiple dx processes runs on different VM instances. But starting from the Android Studio 2.0, all these dx processes runs in the single VM and that VM is also shared with the gradle. This decreases the build time significantly as all the dex process runs on the same VM instances. But this requires larger memory to accommodate all the dex processes and gradle. That means you need to increase the heap size required by the gradle daemon. By default, the heap size for the daemon is about 1GB.

I'm pretty happy with the controls though they felt a little sluggish, likely because I was playing on the Nexus 7. Keep in mind that this game is nearly 2 GB once everything's installed. Tilt-based steering is the default, with upward swipes employed for activating nitrous speed boosts, right-side taps to drift around corners, and left-side taps for the breaks. If you like, you can use a tap-and-drag scheme to steer, but if my video is any indication, it takes some getting used to. The gameplay is ultimately geared towards racing purists. Tightly hugging turns, timing boosts, and avoiding obstacles are the core muscles you'll be flexing in Most Wanted, unlike other racing games which tend to be more dependent on car upgrades, catching floating power-ups, and taking down opposing racers.

The cars themselves are all recognizable brand names broken up into major categories, such as GT, muscle, and sports. That's great news for car fans, but the downside to this is that you will never see one of them flip ass-over-teakettle on the track, nevermind explode in a blazing inferno. Some scratch on the paint, a dangling bumper, a spiderwebbed windshield, and a loss in speed are all you need to worry about when ramming another car head-on at 200 mph. That takes you out of the moment, especially in a game that's ostensibly steering away from the arcadey goofiness of the Asphalt series and towards some semblance realism.

Need for Speed Most Wanted stands in sharp contrast to the other big-name racing games on Android as leaning towards grittier, more realistic racing. The graphics are absolutely superb, but it's a toss-up if you're willing to sacrifice the visual element for wider gameplay variety. Need for Speed Most Wanted lacks significant multiplayer, substantial car customization, and the good old-fashioned thrill of absolutely demolishing cars at high speeds. Those may seem like tacky additions for those looking for a "real" racing game, but personally, I play games to have fun, not to hop in some simulation of reality.

I am interested to know how fast some of my models run on the CPUs of a Pixel 3 phone. I am a moderately experienced pytorch programmer and linux user, but I have zero experience with android. I am not looking to build an app right now; I just want to know how fast my model runs on this particular phone.

To run the binary, push it to the device using adb and run the following command

./speed_benchmark_torch --model=model.pt --input_dims="1,3,224,224" --input_type=float --warmup=10 --iter 10 --report_pep true

It should be possible, we already output the total network latency in a format that is acceptable by FAI-PEP.

The flow should be similar to existing caffe2 for mobile, but use the speed_benchmark_torch binary instead.

So what gives? After confirming with Samsung and the carriers that nobody was capping speeds, and checking out other devices including the OnePlus 7 Pro and LG V50 ThinQ 5G, it appeared that the issue lies in an Android setting that has Wi-Fi hotspots broadcast Wi-Fi over a slower 2.4GHz frequency, instead of the much faster 5GHz.

Switching to 5GHz on the mobile hotspot, I saw download speeds jump. After struggling earlier to break the 30Mbps barrier over Wi-Fi, switching both Sprint and Verizon's S10 5G hotspot settings allowed the iPhone XS Max I was using to get speeds above 300Mbps on each carrier's respective 5G network. ff782bc1db

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