The three most influential factors for Eclipse speed are:
- Using the latest version of Eclipse (2020-06 as on 26 June 2020)
Note that David Balažic's comment (July 2014) contradicts that criteria which was working six years ago:
The "same" workspace in Indigo (3.7.2) SR2 loads in 4 seconds, in Kepler SR2 (4.3.2) in 7 seconds and in Luna (4.4.0) in 10 seconds. All are Java EE bundles. Newer versions have more bundled plugins, but still the trend is obvious. (by "same" workspace I mean: same (additionally installed) plugins used, same projects checked out from version control).
Launching it with the latest JDK (Java 14 at the time of writing, which does not prevent you to compile in your Eclipse project with any other JDK you want: 1.4.2, 1.5, 1.6 older...)
-vm jdk1.6.0_10\jre\bin\client\jvm.dll
Configuring the eclipse.ini (see this question for a complete eclipse.ini)
-Xms512m
-Xmx4096m
[...]
The Xmx
argument is the amount of memory Eclipse will get (in simple terms). With -Xmx4g
, it gets 4 GB of RAM, etc.
Note:
- Referring to the jvm.dll has advantages:
- Splash screen coming up sooner.
- Eclipse.exe in the process list instead of java.exe.
- Firewalls: Eclipse wants access to the Internet instead of Java.
- Window management branding issues, especially on Windows and Mac.
Dec. 2020, Udo conforms in the comments
From version 4.8 (Photon) an up there was a steady speed gain after each version.
The main platform was optimized every release to load faster, enable more features for the dark theme and to add more features for newer Java versions for the Java development tools.
Especially with-in the last 3 versions the startup time was increased a lot. There should be a significant increase in start-up time with the newest version of Eclipse 2020-12.
In my experience it started a lot faster with each new version.
But: There are still plug-ins which do not follow the new way of using the Eclipse API and are therefore still slow to start.
Since the change to Java 11 as the minimum runtime version starting from Eclipse version 2020-09 at least the core system uses the newer features of the JVM. It is up to the providers of the other plug-ins to upgrade to newer APIs and to use the full power of modern CPUs (e.g. concurrent programming model).
There are some wonderful answers on here to this questions that get into all sorts of great detail about interfaces and loosely coupling code, inversion of control and so on. There are some fairly heady discussions, so I'd like to take the opportunity to break things down a bit for understanding why an interface is useful.
When I first started getting exposed to interfaces, I too was confused about their relevance. I didn't understand why you needed them. If we're using a language like Java or C#, we already have inheritance and I viewed interfaces as a weaker form of inheritance and thought, "why bother?" In a sense I was right, you can think of interfaces as sort of a weak form of inheritance, but beyond that I finally understood their use as a language construct by thinking of them as a means of classifying common traits or behaviors that were exhibited by potentially many non-related classes of objects.
For example -- say you have a SIM game and have the following classes:
class HouseFly inherits Insect {
void FlyAroundYourHead(){}
void LandOnThings(){}
}
class Telemarketer inherits Person {
void CallDuringDinner(){}
void ContinueTalkingWhenYouSayNo(){}
}
Clearly, these two objects have nothing in common in terms of direct inheritance. But, you could say they are both annoying.
Let's say our game needs to have some sort of random thing that annoys the game player when they eat dinner. This could be a HouseFly
or a Telemarketer
or both -- but how do you allow for both with a single function? And how do you ask each different type of object to "do their annoying thing" in the same way?
The key to realize is that both a Telemarketer
and HouseFly
share a common loosely interpreted behavior even though they are nothing alike in terms of modeling them. So, let's make an interface that both can implement:
interface IPest {
void BeAnnoying();
}
class HouseFly inherits Insect implements IPest {
void FlyAroundYourHead(){}
void LandOnThings(){}
void BeAnnoying() {
FlyAroundYourHead();
LandOnThings();
}
}
class Telemarketer inherits Person implements IPest {
void CallDuringDinner(){}
void ContinueTalkingWhenYouSayNo(){}
void BeAnnoying() {
CallDuringDinner();
ContinueTalkingWhenYouSayNo();
}
}
We now have two classes that can each be annoying in their own way. And they do not need to derive from the same base class and share common inherent characteristics -- they simply need to satisfy the contract of IPest
-- that contract is simple. You just have to BeAnnoying
. In this regard, we can model the following:
class DiningRoom {
DiningRoom(Person[] diningPeople, IPest[] pests) { ... }
void ServeDinner() {
when diningPeople are eating,
foreach pest in pests
pest.BeAnnoying();
}
}
Here we have a dining room that accepts a number of diners and a number of pests -- note the use of the interface. This means that in our little world, a member of the pests
array could actually be a Telemarketer
object or a HouseFly
object.
The ServeDinner
method is called when dinner is served and our people in the dining room are supposed to eat. In our little game, that's when our pests do their work -- each pest is instructed to be annoying by way of the IPest
interface. In this way, we can easily have both Telemarketers
and HouseFlys
be annoying in each of their own ways -- we care only that we have something in the DiningRoom
object that is a pest, we don't really care what it is and they could have nothing in common with other.
This very contrived pseudo-code example (that dragged on a lot longer than I anticipated) is simply meant to illustrate the kind of thing that finally turned the light on for me in terms of when we might use an interface. I apologize in advance for the silliness of the example, but hope that it helps in your understanding. And, to be sure, the other posted answers you've received here really cover the gamut of the use of interfaces today in design patterns and development methodologies.
Best Answer
Here's what I do:
The procedure isn't very quick, but it gives you a good overview.