Android Performance - 'Avoid Internal Getters/Setters'

The performance hit of using internal getters and setters also applies to external getters and setters.

However, in the external case the getters and setters have significant benefits in other areas; e.g. preserving encapsulation, reducing harmful coupling, making your code more maintainable, and so on. So, it is generally regarded as best practice to use getters and setters despite the performance hit that this may incur.

The performance hit is a result of limitations of older Android JIT compilers. This situation improved significantly with Gingerbread (see - https://stackoverflow.com/a/4930538/139985 ... and note who wrote that answer!) and continues to improve. Indeed, in the current (2019) version of the Performance Tips, the entire section advising about internal getters and setters has been removed.

In general, it is a bad idea to "tune" your code for an inferior platform, especially if there is a reasonable chance that a better one is in the offing.


Keep in mind that those performance considerations are relevant only if the member in question is accessed thousands of times per second.

A good example where direct access may be a good idea is the scenegraph of a game (libgdx)

public abstract class Actor {
    public Group parent;
    public final String name;
    public boolean touchable = true;

    public float x;
    public float y;
    public float width;
    public float height;
    public float originX;
    public float originY;
    public float scaleX = 1;
    public float scaleY = 1;
    public float rotation;
    public final Color color = new Color(1, 1, 1, 1);

Although b.innerObject is faster, as the technology advances (better cpus, JIT, etc) the difference between the two options gets smaller.

The only point where it may matter is when done in intensive loops that are executed all the time. For example, in the onDraw method of a game, when you loop through hundreds of objects.