niteshmourya / app-inventor-for-android

Automatically exported from code.google.com/p/app-inventor-for-android
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Canvas Draw Speed #850

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Having used both emulator and G1, the drawing speed is really slow. The paint 
pot tutorial creates lines after a short delay. This is compromising the 
accuracy and usefulness of the draw component. This is the case with both 
drawline and drawcircle components. Please could you improve the performance as 
it would hugely benefit my application.

Thank you

Original issue reported on code.google.com by projectc...@gmail.com on 6 Dec 2010 at 5:12

GoogleCodeExporter commented 9 years ago
The draw speed makes any non-turn-based game design pointless. The best refresh 
rate I've managed with the canvas is about once every two seconds.

Original comment by phe...@gmail.com on 7 Feb 2011 at 9:19

GoogleCodeExporter commented 9 years ago
Yes, not only painting on a canvas is really slow, but also creating animations 
using a clock, images and a sprite. With luck the animation speed is 3 frames 
per second. Can this please be solved? 

Thanks for your excellent work!

Original comment by enginetw...@gmail.com on 16 Mar 2011 at 5:08

GoogleCodeExporter commented 9 years ago
Maybe a Canvas.refresh command to refresh paint the added lines and points 
since last refresh?

Original comment by Wout...@gmail.com on 19 Jul 2011 at 7:28

GoogleCodeExporter commented 9 years ago
Is this forum monitored by Google Android: There are no resolutions to the 
problem--?

Whereas (Noteeverything) is too slow and jerky, I just now wrote a handwriting 
app-- only to find this is slower-and-jerkier-still (infantile-PC-stuff), so I 
rewrote mine, from immediate-draw, to a points-list-maker that fires-up the 
clock.timer which draws after, the points are inserted: hoping to reschedule 
the processing-priority... But it's hardly better at response time 
(2-year-old-PC-stuff)...

I've seen some faster/better-resolution drawing/painting packages, --How did 
they do it?-- but that are clumsy at saving successives files so I don't use 
them instead...

Ray.

Original comment by adult.ba...@mailcity.com on 14 Dec 2011 at 7:44

GoogleCodeExporter commented 9 years ago
MORE--

It also delays Canvas drag... resulting in a loss of the first ~10 points, 
afterwhich it tracks fairly well (in total about 2nd-grader-PC-stuff)....

Original comment by adult.ba...@mailcity.com on 14 Dec 2011 at 10:00

GoogleCodeExporter commented 9 years ago
For those of you who have observed this, which platform and browser did you 
use? I tried it on mac and chrome and it works fine.

Original comment by yonglinw...@gmail.com on 8 Mar 2012 at 10:34

GoogleCodeExporter commented 9 years ago
To drag a 'ball' I have to move over 20 pixels away before it starts moving. 
This is independent of the speed or time I take to get that far away from the 
initial position. Is there ANY way to control this drag slop or tolerance?

Original comment by gsho...@gmail.com on 9 Aug 2012 at 9:17

GoogleCodeExporter commented 9 years ago
The drag issue is in the resulting app not the developer's browser. It makes 
UI's that require dragging very awkward to use.  Perhaps the drag response 
issue is not related to the graphics speed.  I've noted the issue in the Slider 
component as well.

Original comment by grejen...@gmail.com on 7 Jan 2015 at 7:39

GoogleCodeExporter commented 9 years ago
Is Google ever going to fix the Canvas dragged initial delay or not? It's been 
5 years already since this issue was posted. Why the event can't start 
registering the dragging right away instead of wait for 20 pixels? It makes any 
usage of the dragging event almost useless.

Original comment by italobar...@gmail.com on 13 Jun 2015 at 11:47