Bret Foreman wrote: > > If the OP is really concerned about performance he can create an array > of objects and implement his own protocol for reusing them. Then after > the initial creation of the array, no objects need to be either > created or destroyed. >
This might or might not have any effect on performance, much less a noticeable one. The OP has shared no evidence that they have a performance problem, related to GC or otherwise. There is no evidence that your approach would help, because changing the lifetime of objects influences GC in sometimes unexpected ways. Even if the array approach did shave of a few milliseconds here or there, the added complexity of manually taking over memory management could create slowdowns and likely would create errors, and the effect on overall application performance would still be negligible. If the OP is really concerned about performance, and willing to behave like an intelligent person, he can *measure* the app's performance under realistic conditions, *profile* it and determine where the inefficient spots are *before* and *instead of* engaging cargo-cult superstitions about what will help. If you double the speed of something that only took 0.01% of overall execution time, but you have tripled the maintenance costs for the whole app and added new bugs that require new fixes, how is that a win? -- Lew -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

