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

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Опубликовано 23 июня 2015, 16:52
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?

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