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Editorial Team
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Editorial Team
Asked: June 15, 20262026-06-15T20:50:03+00:00 2026-06-15T20:50:03+00:00

I am creating an app for practice that is a simple drawing app. The

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I am creating an app for practice that is a simple drawing app. The user drags his/her finger along the screen and it colors in a 100px x 100px square.

I currently achieve this by creating a new colored UIView where the user taps, and that is working. But, after a little time coloring in, there is substantial lag, which I believe is down to there being too many UIViews as a subview of the main view.

How can I, and others who similarly create UIViews on dragging a finger reduce the lag to none at all, no matter how many UIViews there are. I also think that perhaps this is an impossible task, so how else can someone like me color a cube of the size stated above in the main view on a finger dragged along the screen?

I know that this may seem like a specific question, but I believe that it could help others understand how to reduce lag if there are a very large amount of UIViews where a less performance reducing option is available.

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  1. Editorial Team
    Editorial Team
    2026-06-15T20:50:04+00:00Added an answer on June 15, 2026 at 8:50 pm

    One approach is to draw each square into an image and display that image, rather than keeping around an UIView for each square.

    If your drawing is simple enough, though, you can use OpenGL to do this, which is much faster. You should look at Apple’s GL Paint Sample Code which shows how to do this in OpenGL.

    If your drawing is too complex for OpenGL, you could create, for example, a CGBitmapContext, and draw each square into that context when the user drags their finger. Whenever you draw a new square into that bitmap, you can turn the bitmap into an image (via CGBitmapConxtextCreateImage) and display that image an a UIImageView.

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