That sounds fine to me. Just remember to respect the clip rectangle
(canvas.getClipBounds()) and ideally not spend time computing Paints
for areas outside the clip.

Also, don't create a new Paint object in onDraw(). Create the Paint
object once, store it in your view and re-use it on every draw
operation.

On Apr 3, 11:03 am, Bob <bshumsk...@yahoo.com> wrote:
> > If it's drawing logic, then it's fine :)
>
> There is a lot of logic in varying the Paints though.
>
> On Apr 3, 12:49 pm, Romain Guy <romain...@google.com> wrote:
>
> > If it's drawing logic, then it's fine :)
>
> > On Fri, Apr 3, 2009 at 10:48 AM, Bob <bshumsk...@yahoo.com> wrote:
>
> > >> onDraw() should normally not contain any logic code.
>
> > > All the logic I have is necessary to draw my canvas.  It looks to me
> > > like that is going on in onDraw in the APIdemos, for example in
> > > Layers.java.  Am I mistaken here?
>
> > > Should I be drawing into a bitmap or something when one of my inputs
> > > changes and then using onDraw to read from that bitmap or something so
> > > as not to repeatedly do the same thing?
>
> > > Thanks,
> > > Bob
>
> > --
> > Romain Guy
> > Android framework engineer
> > romain...@android.com
>
> > Note: please don't send private questions to me, as I don't have time
> > to provide private support.  All such questions should be posted on
> > public forums, where I and others can see and answer them
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