Hello Marc, thanks for quick reply. I have read this document very carefully, though this is not my production code, I try to use some principles described there (local variables instead of class fields). Especially in those methods where I have loop: drawAsteroids, drawBullets, updateAsteroids, updateBullets.
I will try to use profiler, however I don't think that System.currentTimeMillis() is really slow down onDraw method, if we look at this values: - Average onDraw: 32 ms (clear canvas: 3, draw game stuff: 26, draw controls: 1) then we can see that onDraw methods with many calls to System.currentTimeMillis() is take ~30ms to execute, and part of this method that draws "game stuff" is take ~25ms from that 30ms. And thanks for advice about eliminating function calls in onDraw, I will try to do it. Best Regards, Andre On 18 янв, 13:41, Marc Reichelt <[email protected]> wrote: > Hi Andre, > > you should definitely read the "Designing for Performance" document > from:http://developer.android.com/guide/practices/design/performance.html > > I think you might speed up your onDraw() method a little bit this way, > though I think you might not reach more than 30 or 35 FPS. > At first you should eliminate all function calls in your onDraw() > method. I know this is bad code style, but it really is faster. I am > drawing some bitmaps for a project here this way. > Second, you should create local variables for all attributes you use > more than once. > Third and most importantly: Remove unnecessary code. For example, you > call System.currentTimeMillis() relatively often (I think you used > this code for performance measuring, but anyway). > > And last but not least: Android comes with a profiler. Try to use > it. :-) > > Regards > > Marc Reichelt || http://www.marcreichelt.de/ > > On 18 Jan., 10:16, Andre <[email protected]> wrote:
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