Also, canvas.drawLines might be worth looking into
http://developer.android.com/reference/android/graphics/Canvas.html#drawLines%28float[],%20android.graphics.Paint%29


On Jul 31, 8:33 pm, mickrobk <[email protected]> wrote:
> A few ideas:
>
> you might see significant perfomance benifits by 
> usinghttp://developer.android.com/reference/android/graphics/Picture.html
> to cut down method invocation overhead - if you have a few frames
> where the lines don't change. it might even be worth it to have it
> draw offscreen lines so the picture obj needs to be updated less.
>
> canvas.drawRect might be faster, and will only draw horz. and vertical
> areas
>
> if you have free memory, drawing to a cache of bitmaps and blitting
> the result could be faster
>
> -rob
>
> On Jul 31, 4:56 pm, f_heft <[email protected]> wrote:
>
> > Hello,
>
> > I'm developing a SurfaceView based, vector-styled game, so I'm using
> > Canvas.drawLine(startX, startY, stopX, stopY, Paint) very often. All
> > those lines are rectangular (startX=stopX or startY=stopY).
> > The TraceViewer shows me, that more than 50% of time are used to draw
> > those lines (about 100 per frame).
>
> > I read that drawLine is pretty slow on Android but I didn't find any
> > suggestions for an alternative.
> > What could be a faster method for this special case? I wouldn't need
> > the Bresenham algorithm for example, which drawLine will use I guess.
>
> > Any suggestions?
> > (Besides 'use openGL', as it's too late for that)
>
> > Regards, F Heft
>
> > PS: If anyone's interested: The game still runs with a sufficient
> > frame rate, but I want to improve wherever I can :)
>
>
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