I found the presentation super helpful as well ... after you watch it tho,
refer to this ...

http://developer.android.com/guide/practices/design/performance.html

It covers most of the important points he makes.

Jason Van Anden
http://www.smileproject.com

On Wed, Jul 22, 2009 at 12:03 PM, Roman <roman.baumgaert...@t-mobile.com>wrote:

>
> You can find some useful information in the following presentation.
>
> http://code.google.com/events/io/sessions/WritingRealTimeGamesAndroid.html
>
> You can skip the first 10-15 min ....
>
> --
> Roman Baumgaertner
> Sr. SW Engineer-OSDC
> ·T· · ·Mobile· stick together
> The views, opinions and statements in this email are those of the
> author solely in their individual capacity, and do not necessarily
> represent those of T-Mobile USA, Inc.
>
> On Jul 21, 9:57 pm, peeyush varshney <varshney.peey...@gmail.com>
> wrote:
> > Hi,
> >       How to free the memory created by Animation.....
> >
> >
> >
> > On Tue, Jul 21, 2009 at 10:25 PM, doubleslash <doublesl...@gmail.com>
> wrote:
> >
> > > I have a static background image, and a foreground that needs to be
> > > animated. I tried a couple different approaches but the animation
> > > seemed choppy.
> >
> > > One thing I did was having 2 different views, constantly calling
> > > invalidate() on the foreground view. Another was to have only 1
> > > surfaceview, redrawing the background image and the foreground on each
> > > step of the animation. While a surfaceview offers an optimal way to do
> > > heavy-duty animation, having to redraw the background every time kills
> > > the performance. Neither produced a smooth animation.
> >
> > > What is the best way to perform this kind of animation--static
> > > background and animated foreground?
> >
> > > Many thanks.
> >
> > --
> > Thank & Regards
> > Peeyush Varshney
> >
>

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