After seeing this response, I spent some time to figure out exactly what I was doing now that was causing this to appear in the logs so much. I was puzzled because I wasn't using many styles or colors, the same font, same color. I turned off alpha blending, and removed all the items I was drawing until I was left with 1, and it was still overloading the cache. I narrowed it down to doing:
canvas.save(); canvas.rotate(rotationAngle, p.x, p.y); // this is the offending line canvas.drawText(text, p.x, p.y, paint); canvas.restore(); If I rotate and then draw text (this is an AR type implementation where the text is rotating with the phone), this is where the font cache fills up, with just 1 static piece of text. Commenting out the above line doesn't. Even with a large number of text items, NOT rotating the canvas before drawing the text, doesn't fill the cache. This seems kind of strange to me that this would fill the cache, but, is there another way to do this to not fill the cache? On Mon, Jun 20, 2011 at 7:43 PM, Dianne Hackborn <[email protected]>wrote: > Well having it printed every second or so indicates you are pretty severely > thrashing the cache, which can certainly impact performance. For example > drawing your UI may not be fitting in the cache so each frame you draw > requires re-rendering glyphs back in to the cache. If that is the case, > look at doing things like reducing the number of distinct font sizes or > families/styles you are using to have less impact on the cache. > > > > -- Adam Ratana [email protected] -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

