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Home/ Questions/Q 6052673
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T07:57:15+00:00 2026-05-23T07:57:15+00:00

I’m trying to speed up my app by threading it. It an app that

  • 0

I’m trying to speed up my app by threading it. It an app that that places a fisheye effect on a bitmap. It works fine apart from it runs painfully slow. I’ve logged out some processing time of various methods and i’ve pinpointed it to the barrel() method in the filters class. this method takes a bitmap and loops through it distorting the pixels, this looping takes about 40 seconds to complete! i’ve tried AsyncTask but this takes 40+ seconds aswell. Lastly i’ve tried the View.post mechanism but this yields the same results. is there any way to speed this app up? Any ideas would be appreciated, thanks Matt.

.

public class TouchView extends View{


    private File tempFile;
    private byte[] imageArray;
    private Bitmap bgr;
    private Bitmap bm;
    private Bitmap bgr2 = null;;
    private Paint pTouch;
    private int centreX = 1;
    private int centreY = 1;
    private int radius = 50;
    private int Progress = 1;
    private static final String TAG = "*********TouchView";
    private Filters f = null;
    private boolean AsyncRunning = false;
   // private MyTask mt = null;



    public TouchView(Context context) {
        super(context);
       // TouchView(context, null);
    }




    public TouchView(Context context, AttributeSet attr) {
        super(context,attr);


       ........... code to get bitmap from camera shot.........

        bgr2 = Bitmap.createBitmap(bm.getWidth(), bm.getHeight(), bm.getConfig());



       f = new Filters();





    }// end of touchView constructor


    public void findCirclePixels(){ 


              new Thread(new Runnable() {
                public void run() {
                    float prog = (float)Progress/150000;

                final Bitmap bgr3 = f.barrel(bgr,prog);
                  TouchView.this.post(new Runnable() {
                    public void run() {
                      TouchView.this.bgr2 = bgr3;
                      TouchView.this.invalidate();
                    }
                  });
                }
              }).start();





        }// end of changePixel()








    public void initSlider(final HorizontalSlider slider)
    {
      //  Log.e(TAG, "******setting up slider*********** ");
        slider.setOnProgressChangeListener(changeListener);
    }



    private OnProgressChangeListener changeListener = new OnProgressChangeListener() {


        @Override
        public void onProgressChanged(View v, int progress) {
            // TODO Auto-generated method stub


              setProgress(progress);
            //TouchView.this.Progress = progress;


        }
    };



    @Override
    public void onDraw(Canvas canvas){
        super.onDraw(canvas);


        canvas.drawBitmap(bgr2, 0, 0, null);




    }//end of onDraw




    protected void setProgress(int progress2) {
        //Log.e(TAG, "***********in SETPROGRESS");
        this.Progress = progress2;



        findCirclePixels();
        invalidate();


    }




}

.

import android.graphics.Bitmap;
import android.util.Log;

class Filters{
    float xscale;
    float yscale;
    float xshift;
    float yshift;
    int [] s;
    private String TAG = "Filters";
    long getRadXStart = 0;
    long getRadXEnd = 0;
    long startSample = 0;
    long endSample = 0;
    public Filters(){

        Log.e(TAG, "***********inside filter constructor");
    }

    public Bitmap barrel (Bitmap input, float k){
        //Log.e(TAG, "***********INSIDE BARREL METHOD ");

        float centerX=input.getWidth()/2; //center of distortion
        float centerY=input.getHeight()/2;

        int width = input.getWidth(); //image bounds
        int height = input.getHeight();

        Bitmap dst = Bitmap.createBitmap(width, height,input.getConfig() ); //output pic
       // Log.e(TAG, "***********dst bitmap created ");
          xshift = calc_shift(0,centerX-1,centerX,k);

          float newcenterX = width-centerX;
          float xshift_2 = calc_shift(0,newcenterX-1,newcenterX,k);

          yshift = calc_shift(0,centerY-1,centerY,k);

          float newcenterY = height-centerY;
          float yshift_2 = calc_shift(0,newcenterY-1,newcenterY,k);

          xscale = (width-xshift-xshift_2)/width;
        //  Log.e(TAG, "***********xscale ="+xscale);
          yscale = (height-yshift-yshift_2)/height;
        //  Log.e(TAG, "***********yscale ="+yscale);
        //  Log.e(TAG, "***********filter.barrel() about to loop through bm");
          /*for(int j=0;j<dst.getHeight();j++){
              for(int i=0;i<dst.getWidth();i++){
                float x = getRadialX((float)i,(float)j,centerX,centerY,k);
                float y = getRadialY((float)i,(float)j,centerX,centerY,k);
                sampleImage(input,x,y);
                int color = ((s[1]&0x0ff)<<16)|((s[2]&0x0ff)<<8)|(s[3]&0x0ff);
    //            System.out.print(i+" "+j+" \\");

                dst.setPixel(i, j, color);

              }
            }*/

          int origPixel;
          long startLoop = System.currentTimeMillis();
          for(int j=0;j<dst.getHeight();j++){
              for(int i=0;i<dst.getWidth();i++){
                 origPixel= input.getPixel(i,j);
                 getRadXStart = System.currentTimeMillis();
                float x = getRadialX((float)j,(float)i,centerX,centerY,k);
                getRadXEnd= System.currentTimeMillis();

                float y = getRadialY((float)j,(float)i,centerX,centerY,k);

                sampleImage(input,x,y);

                int color = ((s[1]&0x0ff)<<16)|((s[2]&0x0ff)<<8)|(s[3]&0x0ff);
    //            System.out.print(i+" "+j+" \\");

                if( Math.sqrt( Math.pow(i - centerX, 2) + ( Math.pow(j - centerY, 2) ) ) <= 150 ){
                dst.setPixel(i, j, color);
                }else{
                    dst.setPixel(i,j,origPixel);
                }
              }
            }
          long endLoop = System.currentTimeMillis();
          long loopDuration = endLoop - startLoop;
          long radXDuration = getRadXEnd - getRadXStart;
          long sampleDur = endSample - startSample;

          Log.e(TAG, "sample method took "+sampleDur+"ms");
          Log.e(TAG, "getRadialX took "+radXDuration+"ms");
          Log.e(TAG, "loop took "+loopDuration+"ms");

        //  Log.e(TAG, "***********filter.barrel()  looped through bm about to return dst bm");
        return dst;
    }

    void sampleImage(Bitmap arr, float idx0, float idx1)
    {
         startSample = System.currentTimeMillis();
        s = new int [4];
      if(idx0<0 || idx1<0 || idx0>(arr.getHeight()-1) || idx1>(arr.getWidth()-1)){
        s[0]=0;
        s[1]=0;
        s[2]=0;
        s[3]=0;
        return;
      }

      float idx0_fl=(float) Math.floor(idx0);
      float idx0_cl=(float) Math.ceil(idx0);
      float idx1_fl=(float) Math.floor(idx1);
      float idx1_cl=(float) Math.ceil(idx1);

      int [] s1 = getARGB(arr,(int)idx0_fl,(int)idx1_fl);
      int [] s2 = getARGB(arr,(int)idx0_fl,(int)idx1_cl);
      int [] s3 = getARGB(arr,(int)idx0_cl,(int)idx1_cl);
      int [] s4 = getARGB(arr,(int)idx0_cl,(int)idx1_fl);

      float x = idx0 - idx0_fl;
      float y = idx1 - idx1_fl;

      s[0]= (int) (s1[0]*(1-x)*(1-y) + s2[0]*(1-x)*y + s3[0]*x*y + s4[0]*x*(1-y));
      s[1]= (int) (s1[1]*(1-x)*(1-y) + s2[1]*(1-x)*y + s3[1]*x*y + s4[1]*x*(1-y));
      s[2]= (int) (s1[2]*(1-x)*(1-y) + s2[2]*(1-x)*y + s3[2]*x*y + s4[2]*x*(1-y));
      s[3]= (int) (s1[3]*(1-x)*(1-y) + s2[3]*(1-x)*y + s3[3]*x*y + s4[3]*x*(1-y));

      endSample = System.currentTimeMillis();
    }

    int [] getARGB(Bitmap buf,int x, int y){

        int rgb = buf.getPixel(y, x); // Returns by default ARGB.
        int [] scalar = new int[4];
        scalar[0] = (rgb >>> 24) & 0xFF;
        scalar[1] = (rgb >>> 16) & 0xFF;
        scalar[2] = (rgb >>> 8) & 0xFF;
        scalar[3] = (rgb >>> 0) & 0xFF;
        return scalar;
    }

    float getRadialX(float x,float y,float cx,float cy,float k){

      x = (x*xscale+xshift);
      y = (y*yscale+yshift);
      float res = x+((x-cx)*k*((x-cx)*(x-cx)+(y-cy)*(y-cy)));
      return res;
    }

    float getRadialY(float x,float y,float cx,float cy,float k){

      x = (x*xscale+xshift);
      y = (y*yscale+yshift);
      float res = y+((y-cy)*k*((x-cx)*(x-cx)+(y-cy)*(y-cy)));
      return res;
    }

    float thresh = 1;

    float calc_shift(float x1,float x2,float cx,float k){

      float x3 = (float)(x1+(x2-x1)*0.5);
      float res1 = x1+((x1-cx)*k*((x1-cx)*(x1-cx)));
      float res3 = x3+((x3-cx)*k*((x3-cx)*(x3-cx)));

      if(res1>-thresh && res1 < thresh)
        return x1;
      if(res3<0){
        return calc_shift(x3,x2,cx,k);
      }
      else{
        return calc_shift(x1,x3,cx,k);
      }
    }



}// end of filters class
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  1. Editorial Team
    Editorial Team
    2026-05-23T07:57:16+00:00Added an answer on May 23, 2026 at 7:57 am

    Floating-point math sucks in general, on pretty much every computer ever created. However, it really sucks on devices that lack floating-point co-processor support, such as half the Android devices out there. So, get rid of every bit of floating point math, such as:

    • You do not need to run integers through floating-point ceil() and floor() methods

    • You do not need to calculate sqrt() to compare against 150 rather than skipping the sqrt() and comparing against 22500

    • You do not need a floating-point pow() to compute the square of something; instead, use the advanced mathematical operation known as “multiplication”

    • I doubt that half-pixels will matter a ton in your calculations, so probably you do not need centerX and centerY to be float values

    • And so on

    In a pinch, you may need to use tricks like the Google Maps add-on for Android uses. Ordinarily, you would think of latitude and longitude in decimal degrees, but that means lots of floating-point math. Google Maps uses latitude and longitude in microdegrees (10^6 times degrees), to be able to do all the calculations in fixed-point math yet retain reasonable accuracy.

    Whether all of this will get performance down to whatever you feel is reasonable, I cannot say. However, you should make sure make sure your code is of reasonable quality, before you start complaining about the quality of Android’s code, as you did in your last comment.

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