Does that really help? I mean, is GC that bad?
On Apr 4, 4:03 am, Greg Krimer <gkri...@gmail.com> wrote:
> 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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