I am writing a music notation app for android tablets. As I draw everything (ie. this is not a "simple" image (jpg, pdf, etc) which needs displaying), I need to ensure that the choice of drawing method is the fastest possible.
My options, as I see them at present, are 1. Classic on-screen drawing. 2. Draw on a memory based canvas and bitblt the resulting bitmap onto the screen Will either option give better rendering time results ? I have chosen to use classic drawing methods, rather than an OpenGL type surface. Is this a mistake ? Any help will be appreciated. Thank you -- -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.

