It's a known issue. If you go to the Android Developer's board, you'll
find more info on this.
Somehow, a touch-event being generated (not even handled) slows down
the phone quite a bit.
If your drawing/game thread is different from the main gui-thread
('OpenGL' for example), you can mitigate this slowness a bit by coding
something ugly your implementation of the onTouchEvent or
dispatchTouchEvent. You put a Thread.sleep(x) in where x is a small
number, usually around 20ms or so, upto 100ms.
In my opinion, this is a performance bug.
On May 14, 10:44 am, Ілля Романенко <[email protected]>
wrote:
> i am pretty sure that nothing triggered in software (thus fps shouldn't be
> lowered) - cos i faced this problem in ALL apps that i've tried (fps games)
> actually we can update some examples that comes with SDK to make sure that
> this problem not linked with subroutines
>
> PS i am just asking in general to see if someone faces this problem
>
> 2009/5/14 lbcoder <[email protected]>
>
>
>
>
>
> > You have to consider what the effect is of the tap. Remember that the
> > tap is used to trigger subroutines in the software, which can be
> > processor intense. Not knowing what those routines are, it is
> > impossible to guess what the software designer is doing with the tap
> > and therefore impossible to guess what effect it should have on
> > overall system performance.
>
> > On May 14, 5:16 am, Illia <[email protected]> wrote:
> > > Hi all,
> > > i've noticed that tapping on touch screen reduces fps greatly - and
> > > add lag to most of apps - looks like it's software problem of
> > > processing taps? Can anyone clarify this?
>
> > > For example you may try neocore: without continuous tapping screen it
> > > shows 24 fps with tapping it shows 10 fps...- Hide quoted text -
>
> - Show quoted text -
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