I wrote an app that does something similar: full screen redraws while
the user scrolls. It took some effort, but it's pretty fast now.
Have you profiled your code? Profile on a device rather than in the
emulator as the graphics performance differs significantly. Also
profile your memory usage
You can find some useful information in the following presentation.
http://code.google.com/events/io/sessions/WritingRealTimeGamesAndroid.html
You can skip the first 10-15 min
--
Roman Baumgaertner
Sr. SW Engineer-OSDC
·T· · ·Mobile· stick together
The views, opinions and statements in
I found the presentation super helpful as well ... after you watch it tho,
refer to this ...
http://developer.android.com/guide/practices/design/performance.html
It covers most of the important points he makes.
Jason Van Anden
http://www.smileproject.com
On Wed, Jul 22, 2009 at 12:03 PM, Roman
Those are nice general pearls of wisdom, but I still don't know how to
fix the problem.
I have a thread updating the physics, and the foreground image will
change accordingly. I also have another thread drawing onto the
surfaceview. At the moment it seems highly inefficient as I'm drawing
in
Hi,
How to free the memory created by Animation.
On Tue, Jul 21, 2009 at 10:25 PM, doubleslash doublesl...@gmail.com wrote:
I have a static background image, and a foreground that needs to be
animated. I tried a couple different approaches but the animation
seemed choppy.
One
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