Hi, I am creating an app that show some histograms off your traveling
speed in different time periods (histogram for the last minutte,
histogram for the last 2 minuttes etc.)

I would like to have an animation, and have discovered that drawing
everything takes arround 300-400ms. wich is to long for making my
animation smooth, the animation itself is quite simple (2 lines and 2
dots).

What i draw every frame right now is
20 antialised strings, size 14,  in average ~5chars
8 of these strings will change every second.
1 of the string will change with the animation (this will become 5
strings if there is time)

the main part of the screen, the one showing the histogram data,
consist of a lots of squares wich needs to be updated every second.
(450 squares)

the presentation is split into 5 frames in the same view (has to be
same view as arrows in one frame might point into another frame)

invalidating only a part off the screen makes almost no difference (it
does becomas a bit faster, but i still execute all my drawing stuff).
I have tried to add a flag wheter or not the main part is dirty, but
if i don't draw it, it is cleared. I might be missing something
here...

One possibility could be to render all the mostly static stuff to a
bitmap, and then simply draw the bitmap.
that would mean 10 strings only had to rendered on orientation change.

I think it would make sence since the slowest rutine is the one
drawing all the text. (the following is a typical timing for the
drawing rutines, accmulated).

V/HMMULTIBAR(  352): 0 - Drawing time: 0 ms
V/HMMULTIBAR(  352): 1 - Drawing time: 53 ms
V/HMMULTIBAR(  352): 2 - Drawing time: 62 ms
V/HMMULTIBAR(  352): 3 - Drawing time: 85 ms
V/HMMULTIBAR(  352): 4 - Drawing time: 280 ms
V/HMMULTIBAR(  352): 5 - Drawing time: 303 ms

I would really appreciate comments about wheter or not offscreen
rendering is the way to go, or if there is a simpler way.
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