Thanks Diane.

At think point I don't think it will be worth it to try and use SVG - due to
the performance changes on different devices.  Perhaps when someone codes an
efficient, pre-compiled, SVG renderer it will be acceptable to do so.  I
don't like the thought of working in Flash, either (when it's released).  So
I'll wait until SVG is supported more efficiently.


On Sun, Mar 22, 2009 at 8:33 AM, Dianne Hackborn <[email protected]>wrote:

> On Fri, Mar 20, 2009 at 10:02 AM, Paper Coder <[email protected]>wrote:
>
>> What about simple animations?  I can see extensive animations bogging
>> things down, but how about simple artwork and png animations for the fast
>> stuff?
>
>
> It depends.  But just assume that vector-based graphics are going to be
> significantly slower than PNG images.  I can't tell you how much slower --
> in fact if your "vector image" is just a rectangle, it could be a bit
> faster.  But it is likely to be more complicated, and the more complicated
> it is, the slower it will be.
>
> And let's not even get in to XML descriptions of vector images.  Parsing
> XML is slow as well.  This is why we compile all XML resources into a binary
> format -- even though that binary format is fairly general-purpose and
> closely matches the XML format, it is about 100x faster to process on the
> device.  And to put that in perspective, inflating a view hierarchy from a
> binary layout file is probable still 10x slower than if you were to
> hand-code Java to instantiate the view objects and configure them yourself.
>
> --
> Dianne Hackborn
> Android framework engineer
> [email protected]
>
> 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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