Avoiding Allocations in onDraw() (100 Days of Google Dev)





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Published on Jun 23, 2015

One of the common problems with memory issues in an Android Application has to do with Memory Churn; that is, allocating a bunch of objects, in a short period of time. This issue can kick off a load of Garbage Collection events, which eats into your potential framerate.

In this video, Ian Ni-Lewis takes a deep loop at one of the most common causes of memory-churn : Doing allocations inside of an onDraw() function. But the main question is, why would an allocation in onDraw() be worse than an allocation anywhere else?

Watch more Android Performance Patterns here: http://goo.gl/4ZJkY1

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100 Days of Google Dev / 100 developer videos over 100 days / #GoogleDev100

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