HI Joel,
drawing in a Canvas can be difficult from a performance approach.
You can speed things up, here are only a few sidenotes you can check:
* Do you preload Images
* Which format are you using (ARGB , ARGB or RGB565) : need
Alpha ?
* Are you allocating memory in you loop
* Do you
If you are looping over an ArrayList then according to benchmarks,
it's faster to grab the ArrayList length and store it before looping
rather than doing something like ArrayList.length() every iteration,
so check for that too.
-niko
On Oct 14, 3:00 am, Andy m...@tekx.de wrote:
HI Joel,
Here's a small way that I was able to improve my drawing in a app I
have where I do lots of canvas calls. I also use an ArrayList. This is
the code in my onDraw():
temparray = trackEvents.toArray();
int tracksize = trackEvents.size();
if ((trackEvents != null)
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