Ok, so following a chat with Google engineering and after reading the code I've reached the following conclusions.
Passing binary data efficiently is impossible
It is impossible to pass binary data efficiently between JavaScript and Java through a @JavascriptInterface:
On the Java side:
@JavascriptInterface
void onBytes(byte[] bytes) {
// bytes available here
}
And on the JavaScript side:
var byteArray = new Uint8Array(buffer);
var arr = new Uint8Array(byteArray.length);
for(var i = 0; i < byteArray.length; i++) {
arr[i] = byteArray[i];
}
javaObject.onBytes(arr);
In the code above (from my old answer) and in Alex's - the conversion performed for the array is brutal:
case JavaType::TypeArray:
if (value->IsType(base::Value::Type::DICTIONARY)) {
result.l = CoerceJavaScriptDictionaryToArray(
env, value, target_type, object_refs, error);
} else if (value->IsType(base::Value::Type::LIST)) {
result.l = CoerceJavaScriptListToArray(
env, value, target_type, object_refs, error);
} else {
result.l = NULL;
}
break;
Which in turn coerces every array element to a Java object:
for (jsize i = 0; i < length; ++i) {
const base::Value* value_element = null_value.get();
list_value->Get(i, &value_element);
jvalue element = CoerceJavaScriptValueToJavaValue(
env, value_element, target_inner_type, false, object_refs, error);
SetArrayElement(env, result, target_inner_type, i, element);
So, for a 1024 * 1024 * 10 Uint8Array - ten million Java objects are created and destroyed on each pass resulting in 10 seconds of CPU time on my emulator.
Creating an HTTP server
One thing we tried was creating an HTTP server and POSTing the result to it via an XMLHttpRequest. This worked - but ended up costing about 200ms of latency and also introduced a nasty memory leak.
MessageChannels are slow
Android API 23 added support for MessageChannels, which can be used via createWebMessageChannel() as shown in this answer. This is very slow, still serializes with GIN (like the @JavascriptInterface method) and incurs additional latency. I was not able to get this to work with reasonable performance.
It is worth mentioning that Google said they believe this is the way forward and hopes to promote message channels over @JavascriptInterface at some point.
Passing a string works
After reading the conversion code - one can see (and this was confirmed by Google) that the only way to avoid many conversions is to pass a String value. This only goes through:
case JavaType::TypeString: {
std::string string_result;
value->GetAsString(&string_result);
result.l = ConvertUTF8ToJavaString(env, string_result).Release();
break;
}
Which converts the result once to UTF8 and then again to a Java string. This still means the data (10MB in this case) is copied three times - but it is possible to pass 10MB of data in "only" 60ms - which is a lot more reasonable than the 10 seconds the above array method takes.
Petka came up with the idea of using 8859 encoding which can convert a single byte to a single letter. Unfortunately it is not supported in JavaScript's TextDecoder API - so Windows-1252 which is another 1 byte encoding can be used instead.
On the JavaScript side one can do:
var a = new Uint8Array(1024 * 1024 * 10); // your buffer
var b = a.buffer
// actually windows-1252 - but called iso-8859 in TextDecoder
var e = new TextDecoder("iso-8859-1");
var dec = e.decode(b);
proxy.onBytes(dec); // this is in the Java side.
Then, in the Java side:
@JavascriptInterface
public void onBytes(String dec) throws UnsupportedEncodingException
byte[] bytes = dec.getBytes("windows-1252");
// work with bytes here
}
Which runs in about 1/8th the time of direct serialization. It's still not very fast (since the string is padded to 16 bits instead of 8, then through UTF8 and then to UTF16 again). However, it runs in reasonable speed compared to the alternative.
After speaking with the relevant parties who are maintaining this code - they told me that it's as good as it can get with the current API. I was told I'm the first person to ask for this (fast JavaScript to Java serialization).
Answer from Benjamin Gruenbaum on Stack OverflowOk, so following a chat with Google engineering and after reading the code I've reached the following conclusions.
Passing binary data efficiently is impossible
It is impossible to pass binary data efficiently between JavaScript and Java through a @JavascriptInterface:
On the Java side:
@JavascriptInterface
void onBytes(byte[] bytes) {
// bytes available here
}
And on the JavaScript side:
var byteArray = new Uint8Array(buffer);
var arr = new Uint8Array(byteArray.length);
for(var i = 0; i < byteArray.length; i++) {
arr[i] = byteArray[i];
}
javaObject.onBytes(arr);
In the code above (from my old answer) and in Alex's - the conversion performed for the array is brutal:
case JavaType::TypeArray:
if (value->IsType(base::Value::Type::DICTIONARY)) {
result.l = CoerceJavaScriptDictionaryToArray(
env, value, target_type, object_refs, error);
} else if (value->IsType(base::Value::Type::LIST)) {
result.l = CoerceJavaScriptListToArray(
env, value, target_type, object_refs, error);
} else {
result.l = NULL;
}
break;
Which in turn coerces every array element to a Java object:
for (jsize i = 0; i < length; ++i) {
const base::Value* value_element = null_value.get();
list_value->Get(i, &value_element);
jvalue element = CoerceJavaScriptValueToJavaValue(
env, value_element, target_inner_type, false, object_refs, error);
SetArrayElement(env, result, target_inner_type, i, element);
So, for a 1024 * 1024 * 10 Uint8Array - ten million Java objects are created and destroyed on each pass resulting in 10 seconds of CPU time on my emulator.
Creating an HTTP server
One thing we tried was creating an HTTP server and POSTing the result to it via an XMLHttpRequest. This worked - but ended up costing about 200ms of latency and also introduced a nasty memory leak.
MessageChannels are slow
Android API 23 added support for MessageChannels, which can be used via createWebMessageChannel() as shown in this answer. This is very slow, still serializes with GIN (like the @JavascriptInterface method) and incurs additional latency. I was not able to get this to work with reasonable performance.
It is worth mentioning that Google said they believe this is the way forward and hopes to promote message channels over @JavascriptInterface at some point.
Passing a string works
After reading the conversion code - one can see (and this was confirmed by Google) that the only way to avoid many conversions is to pass a String value. This only goes through:
case JavaType::TypeString: {
std::string string_result;
value->GetAsString(&string_result);
result.l = ConvertUTF8ToJavaString(env, string_result).Release();
break;
}
Which converts the result once to UTF8 and then again to a Java string. This still means the data (10MB in this case) is copied three times - but it is possible to pass 10MB of data in "only" 60ms - which is a lot more reasonable than the 10 seconds the above array method takes.
Petka came up with the idea of using 8859 encoding which can convert a single byte to a single letter. Unfortunately it is not supported in JavaScript's TextDecoder API - so Windows-1252 which is another 1 byte encoding can be used instead.
On the JavaScript side one can do:
var a = new Uint8Array(1024 * 1024 * 10); // your buffer
var b = a.buffer
// actually windows-1252 - but called iso-8859 in TextDecoder
var e = new TextDecoder("iso-8859-1");
var dec = e.decode(b);
proxy.onBytes(dec); // this is in the Java side.
Then, in the Java side:
@JavascriptInterface
public void onBytes(String dec) throws UnsupportedEncodingException
byte[] bytes = dec.getBytes("windows-1252");
// work with bytes here
}
Which runs in about 1/8th the time of direct serialization. It's still not very fast (since the string is padded to 16 bits instead of 8, then through UTF8 and then to UTF16 again). However, it runs in reasonable speed compared to the alternative.
After speaking with the relevant parties who are maintaining this code - they told me that it's as good as it can get with the current API. I was told I'm the first person to ask for this (fast JavaScript to Java serialization).
It is pretty simple
Init section
JavaScriptInterface jsInterface = new JavaScriptInterface(this);
webView.getSettings().setJavaScriptEnabled(true);
webView.addJavascriptInterface(jsInterface, "JSInterface");
JavaScriptInterface
public class JavaScriptInterface {
private Activity activity;
public JavaScriptInterface(Activity activiy) {
this.activity = activiy;
}
@JavascriptInterface
public void putData(byte[] bytes){
//do whatever
}
}
Js section
<script>
function putAnyBinaryArray(arr) {
var uint8 = Uint8Array.from(arr);
window.JSInterface.putData(uint8);
};
</script>
TypedArray.from polyfill if need : https://developer.mozilla.org/ru/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/from
Direct buffers are not meant to accelerate access from Java code. (If that were possible there was something wrong with the JVM’s own array implementation.)
These byte buffers are for interfacing with other components as you can write a byte buffer to a ByteChannel and you can use direct buffers in conjunction with native code such as with the OpenGL libraries you mentioned. It’s intended to accelerate these operation then. Using a graphics card’s chip for rendering can accelerate the overall operation to a degree more than compensating the possibly slower access to the buffer from Java code.
By the way, if you measure the access speed to a byte buffer, especially the direct byte buffers, it’s worth changing the byte order to the native byte order before acquiring a FloatBuffer view:
FloatBuffer bufferD = ByteBuffer.allocateDirect(SIZE * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
Tldr:
Use direct buffers only if we need to do efficient high-speed I/O.
If we need efficient high-speed non-I/O operations, default array is the best choice.
If we need to do buffer-like operations on a default array, and we can afford to be slow, then use an array-backed buffer.
Tsdr:
Your tests did not test any I/O operations and it's conclusion is therefore wrong.
Your conclusion states (emphasis not mine):
Direct buffers should only be used if you worry about memory usage and never access the underlying data. They are slightly slower than non-direct buffers, much slower if the underlying data is accessed, but use less memory. In addition there is an extra overhead when converting non-byte data (like float-arrays) into bytes when using a direct buffer.
That is clearly wrong. Direct buffers are meant to solve speed problems, not memory ones problems. Direct buffers should be used whenever you need high-performance I/O access. This includes file/network operations etc. It is definitely faster when used correctly and is in fact the fastest that Java API provides out-of-the-box.
When doing file/network operations, there is an extra overhead when converting non-byte data into bytes. This is true for everything, not just direct buffers.
Your conclusion also states:
Note that a backened-buffer has a Java Array backening the content of the buffer. It is recommended to do operations on this back-buffer instead of looping put/get.
This is true, but you are missing the whole point of array-backed buffers. Array-backed buffers is a facade pattern on top of arrays. Array-backed buffers will never be faster than arrays themselves since internally they have to use the array.
As such, they are there for convenience, not for speed. In other words, if you need speed, it's recommended to choose array over array-facade. If you need convenience/readability, it's recommended to choose array-facade over array for buffer-like operations on array.
Also read:
How byte buffer works and why only direct buffers are useful (important!)
Java NIO's excerpt
It turns out that as long as you don't look too closely at it, a JS Int8Array (and so a elemental2.core.Int8Array) behaves like you'd expect a GWT/Java byte[] to do - it will only contain values from -127 to 128. Unlike a "real" byte[], it will not correctly cast to byte[] and anything calling .getClass() or other Java methods on it will not work correctly either. It also can't be cast (by generics or explicitly) to byte[] either.
So if you need to treat the contents as a real Java array, you have to copy it first. Your answer will do what you want, but it might be more clearly correct to not "convert it from Double" along the way:
import elemental2.core.ArrayBuffer;
import elemental2.core.Int8Array;
import jsinterop.base.Js;
public static byte[] toBytes(ArrayBuffer buffer) {
// Use uncheckedCast since we are outright lying to the compiler
byte[] arr = Js.uncheckedCast(new Int8Array(buffer));
byte[] result = new byte[arr.length];
for (int i = 0; i < arr.length; i++) {
result[i] = arr[i];
}
return result;
}
Your solution is also correct - a java.lang.Double in GWT and J2CL is exactly the same as a JS Number type, which is what your Int8Array is going to return when you query its values. The byteValue() call you're making will ask the compiler to make certain that the values are what is expected - it will truncate (probably via value & 0xFF?) the value, which should be cheap, but not entirely free.
Finally as long as you are just going to treat the resulting byte[] as a collection you can iterate, and won't be dealing with it in some way that the actual type will be checked, we can get away with not copying it at all:
import elemental2.core.ArrayBuffer;
import elemental2.core.Int8Array;
import jsinterop.base.Js;
public static byte[] toBytes(ArrayBuffer buffer) {
byte[] result = Js.uncheckedCast(new Int8Array(buffer));
return result;
}
This really is cheating though, and has other downsides, like if the original buffer is modified the array will be changed too, and vice versa. But it is very fast!
Here's what I've got so far:
import elemental2.core.ArrayBuffer;
import elemental2.core.Int8Array;
public static byte[] toBytes(ArrayBuffer buffer) {
Int8Array arr = new Int8Array(buffer);
byte[] result = new byte[arr.length];
for (int i = 0; i < arr.length; i++) {
Double elem = arr.getAt(i);
result[i] = elem.byteValue();
}
return result;
}
You could convert the bytes to a string list and then parse them back into binary bytes.
class ArrayBufferUtil {
static toString(buffer) {
return new Uint8Array(buffer).toString()
}
static parse(s) {
return new Uint8Array(
s.split(',').map(i => parseInt(i, 10))
).buffer
}
}
Test
console.log( ArrayBufferUtil.toString( new ArrayBuffer(8) ))
console.log( ArrayBufferUtil.parse( '0,0,0,0,0,0,0,0' ))
I fixed it by adding an offset on the Client receiving site. The Server sending an Opcode on the first 4 Bytes (RFC6455).

dataIO.buffer.slice(4)
If you look into the Scala source code or ArrayBuffer, you'll see the following implementation of remove:
/** Removes the element on a given index position. It takes time linear in
* the buffer size.
*
* @param n the index which refers to the first element to delete.
* @param count the number of elements to delete
* @throws Predef.IndexOutOfBoundsException if `n` is out of bounds.
*/
override def remove(n: Int, count: Int) {
require(count >= 0, "removing negative number of elements")
if (n < 0 || n > size0 - count) throw new IndexOutOfBoundsException(n.toString)
copy(n + count, n, size0 - (n + count))
reduceToSize(size0 - count)
}
So the removed element will no longer be present in the array, but indeed, the removal means copying all elements ("shifting" in your definition), and it will be slow for longer arrays.
Why don't you use a Queue as a Queue? Java Queue
It has that nice method called poll() (Retrieves and removes the head of this queue, or returns null if this queue is empty.)
Isn't it what you need? It's also better performing than your Array solution.