I admit I have pretty much given up on all the android string formatting, as just being too painfully slow to use during the game itself. I'm actually not using many views any more either, though that's probably just an overreaction on my part. I basically have one view (once the game starts) and do all the rendering/interacting/ stroke analysis myself. So I have reinvented quite a few wheels, and I do feel bad about it, but saving 5ms here and there is nothing to sneeze at when you have a 50ms budget.
I'm addicted to drawBitmap with matrix though. Robert, thanks for the motivation to switch to nano. I have added it to the list of things-to-actually-do. On Mar 10, 11:35 pm, Kaj Bjurman <[email protected]> wrote: > Have you checked all entried in logcat to see if you can see anything > odd? I had e.g. a loop where each iteration did something like: > > Log.i(TAG, "Forecast expires at " + > aJavaDateInstanceRepresentingExpirationDateTime); > > Each execution of that log statement took about 1-2 seconds since > date.toString() caused a resource bundle to be loaded by Android OS. I > can't understand why it is implemented like that, and isn't cached, > but I wasted about 10 seconds there. > -- 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

