Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 676999
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 14, 20262026-05-14T00:59:26+00:00 2026-05-14T00:59:26+00:00

I’m writing an android application that draws directly to the canvas on the onDraw

  • 0

I’m writing an android application that draws directly to the canvas on the onDraw event of a View.

I’m drawing something that involves drawing each pixel individually, for this I use something like:

for (int x = 0; x < xMax; x++) {
  for (int y = 0; y < yMax; y++){
    MyColour = CalculateMyPoint(x, y);
    canvas.drawPoint(x, y, MyColour);
  }
}

The problem here is that this takes a long time to paint as the CalculateMyPoint routine is quite an expensive method.

Is there a more efficient way of painting to the canvas, for example should I draw to a bitmap and then paint the whole bitmap to the canvas on the onDraw event? Or maybe evaluate my colours and fill in an array that the onDraw method can use to paint the canvas?

Users of my application will be able to change parameters that affect the drawing on the canvas. This is incredibly slow at the moment.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-14T00:59:27+00:00Added an answer on May 14, 2026 at 12:59 am

    As people have pointed out, if CalculateMyPixel() is expensive, having that called 150,000 (HVGA) or 384,00 times (WVGA) is just going to kill you.

    On top of that, trying to draw your UI as individual pixels via canvas.drawPoint() each time there is an update is just about the least efficient way to do this.

    If you are drawing individual pixels, you almost certainly want to have some kind of off-screen bitmap containing the pixels, which you draw with a simple Canvas.drawBitmap().

    Then you can decide the best way to manage that bitmap. This simplest is to just make a Bitmap object of the desired size and use the APIs there to fill it in.

    Alternatively, there is a version of drawBitmap() that takes a raw integer array, so you can fill that in directly with whatever values you want, avoiding a method call for each pixel.

    Now you can move your pixel calculation out of the onDraw() method, which needs to be fast to have a responsive UI, and fill your pixels in somewhere else. Maybe you compute them once at initialization time. Maybe you compute them, and do selective updates of only the parts that have changed before calling invalidate() (for example the pixels from (0,0)-(10,l0) have changed so take the current bitmap and just modify that area). If computing pixels is really just intrinsically slow, you will probably want to create a separate thread to do that work in (updating the bitmap with the new pixels, then postInvalidate() on the UI to get them drawn).

    Also now that you have your pixels in a bitmap, you can do tricks like make the size of the bitmap smaller and scale it when drawing to the screen, allowing you to take much less time updating those pixels while still filling the entire UI (albeit at a lower resolution).

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I am doing a simple coin flipping experiment for class that involves flipping a
I'm parsing an RSS feed that has an &#8217; in it. SimpleXML turns this
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
Basically, what I'm trying to create is a page of div tags, each has
I have a string like this: La Torre Eiffel paragonata all&#8217;Everest What PHP function
this is what i have right now Drawing an RSS feed into the php,
I've got a string that has curly quotes in it. I'd like to replace
I have a French site that I want to parse, but am running into
I have an MVC Razor view @{ ViewBag.Title = Index; var c = (char)146;

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.