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Asked: May 10, 20262026-05-10T19:46:47+00:00 2026-05-10T19:46:47+00:00

Currently, I have a UIView subclass that stamps a single 2px by 2px CGLayerRef

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Currently, I have a UIView subclass that ‘stamps’ a single 2px by 2px CGLayerRef across the screen, up to 160 x 240 times.

I currently animate this by moving the UIView ‘up’ the screen 2 pixels (actually, a UIImageView) and then drawing the next ‘row’.

Would using multiple CALayer layers speed up performance of rendering this animation?

Are there tutorials, sample applications or code snippets for use of CALayer with the iPhone SDK?

The reason I ask is that most of the code snippets I find that demonstrate simple examples of CALayer employ method calls that do not work with the iPhone SDK. I appreciate any advice or pointers.

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  1. 2026-05-10T19:46:47+00:00Added an answer on May 10, 2026 at 7:46 pm

    Okay, well, if you want something that has some good examples of CA good that draws things like that and works on the phone, I recommend the GeekGameBoard code that Jens Aflke published (it is an improved version of some Apple demo code).

    Based on what you are describing I think you are doing somthing way more complicated than it needs be. My impression is you want basically a static view that you are animating by shifting its position so that it is partially off screen. If you just need to set some static content in your drawRect going through layers is not going to be faster than just calling CGFillRect() with your color. After that you could just use implicit animations and the animator proxy on UIView to move the view. I suspect you could even get rid of the custom drawRect: implementation with a patterned UIColor, but I honestly have not benchmarked the difference between the two.

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