I use this approach for my main game loop because surface view is
jerky and drawing direct to image misses the double buffer effects, so
different parts of my image update at different times.

Picture.beginRecording works very smoothly, but DDMS indicates bad
memory allocation from the beginRecording method.

Canvas canvas = picture.beginRecording(320, 480);
canvas.draw....
picture.endRecording();

I tracked the issue down to this line in the Picture.beginRecording
method :
 59         mRecordingCanvas = new RecordingCanvas(this, ni);

Hence no surprise about the allocation. But does this mean that there
is no way to use the Picture object in a game loop without causing
memory leaks / slowdown?

Kind of makes the whole Picture class redundant if there's no way
around this ...


http://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=graphics/java/android/graphics/Picture.java;h=bbb2dbfa6abdf48b63ddfacc07fa2a7914a06e83;hb=cupcake

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