incremental drawing - android

I'm trying to incrementally draw a waveform on a canvas in a separate thread, i.e. in each loop of the thread draw only the portion recently acquired by the hardware without redrawing the whole curve.
I am not sure if I can rely on the canvas' contents retained between SurfaceHolder.unlockCanvasAndPost and SurfaceHolder.lockCanvas.
The documentation seems to be a bit ambiguous on that and my experiments give surprising results: the "old" contents is different for the canvas returned in two subsequent loops of the drawing thread. It looks as if two canvases were used alternately (but I checked - it is the same canvas but with different contents).
The simplest way which I found to reproduce this behaviour:
Import the LunarLander sample applicaton.
In the LunarView.run method insert sleep(500) instruction in the loop.
In the LunarView.doDraw method comment out the line:
canvas.drawBitmap(mBackgroundImage, 0, 0, null);, which erases the old contents.
Run the game and let the ship crash. You will see the intermediate positions of the ship but they will blink: odd and even positions will be shown alternately.
So, my question is: can we draw pictures adding changes only to the contents which has been drawn before and if so - is there any documented way of dealing with the strange behaviour described above?

The lunar landing does not cache.
It draws the background image each time (refreshing) and then draws the spaceship.
private void doDraw(Canvas canvas) {
// Draw the background image. Operations on the Canvas accumulate
// so this is like clearing the screen.
canvas.drawBitmap(mBackgroundImage, 0, 0, null);
Check your If clauses closesly. Maybe one is alternating true and false. This would cause things to draw and then not draw, in rapid succession.
Use Log if need be to output your booleans, to see if one is changing.
Failing this, this the following gaming loop instead.
http://blorb.tumblr.com/post/236799414/simple-java-android-game-loop

Related

How do I debug drawing on Canvas in onDraw method?

I'm implementing my custom View where I override onDraw() method in order to draw some set of objects.
The objects are supposed to be placed in a coordinates which are evaluated in a particular way. The code placing those objects works incorrectly (some of them are either not drawn at all or are overlayed by other objects) so that I need to do some debugging to execute it line-by-line and watch what is actually being drawn step-by-step.
However as far as I understand the actual picture is shown on the screen after all the drawing is completed since when I'm executing canvas.drawBitmap line nothing is appearing on my emulator's screen.
My question is: What is the best (or maybe the only) way to debug onDraw() code? I did some research in Adroid dev portal and here in posted questions but was unable to find the solution.
Haven't tried this, but it should put you on the right track:
At the start of your onDraw method, make a new Bitmap using the width and height from the canvas
Make a new Canvas from the Bitmap
Run your draw calls on this Canvas
You can inspect the Bitmap from the Android Studio debugger, and will update with every draw call
If you also want to draw the data to the screen, you can use drawBitmap on the original Canvas with your full Bitmap, but this shouldn't be needed for debugging
Don't leave this in production code
#Override
public void onDraw(Canvas canvas) {
Bitmap screenBitmap = Bitmap.createBitmap(canvas.getWidth(), canvas.getHeight(), Bitmap.Config.ARGB_8888);
Canvas screenCanvas = new Canvas(screenBitmap);
/* Run draw calls on screenCanvas, inspect screenBitmap for result*/
}
I'm not an expert, but I know graphics acceleration in nowadays Android is quite complex: drawing commands are recorded in drawing lists, which are then optimized and handled to the GPU to be drawn. And, since Android 5.0, part of the drawing that needs to be handled in the CPU can (is always?) run in a background thread. See https://source.android.com/devices/graphics/ for general background.
Then, about the tools, I would suggest using systrace. For more information and a detailed example on how to use it and more tools, see the excellent (albeit probably a bit outdated) article by Romain Guy "Android Performance Case Study" and the follow-up "Android Performance Case Study Follow-up".
Also, see Android documentation "Perfect GPU Use".
Hope this sets you in the right path. This is a very complex subject.
You can try commenting the suspicious statements.
Another option would be to use a timer - Frequently invalidate the view from a different thread and inside onDraw run different statements only if some time has elapsed. Use different time for different statements, so that it looks like an animation.

Bad performance when drawing continuously in CustomView

Use case:
I need to draw hundred lines and a few pieces of text on my view. I need to give a scrolling effect, for which I capture the ACTION_MOVE event and redraw all the lines with the updated points. To get the desire result I tried with different approaches but none works as intended.
Approach 1
I made a custom class which extends View. All the drawing and calculation is done directly in my onDraw() method. Since there is so much of operation done in onDraw() method, the performance of the app is very poor. I even checked the performance using Profile GPU rendering and I can see the lines are very tall.
Approach 2
I created a Bitmap and after drawing all the lines onto my bitmap in another thread, I used postInvalidate() to draw the bitmap in onDraw() method:
mBufferedBitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888);
mBufferedBitmap.eraseColor(Color.TRANSPARENT);
Canvas mBufferedCanvas = new Canvas(mBufferedBitmap);
drawLines(mBufferedCanvas)
postInvalidate();
Since I erase all the previous drawing on the bitmap and draw new lines with updated points, there is a flickering on the screen.
Approach 3
I tried extending my custom class to SurfaceView and performing all the operations on canvas object in another thread. But since SurfaceView uses CPU for drawing operations, the performance will be poor in low configuration mobiles.
Can anyone guide me how to achieve this task with better performance?
It is possible to use your approach 1 to achieve good performance.
An example that sounds close to your use case (drawing lines, a little text and having these update on gesture movement) is MPAndroidChart. This is an open source library that achieves high performance (see the following comparison if you want stats)
The classes to examine are the Renderer classes as these contain code draw in the onDraw(Canvas c) of the chart subtypes. You can see some of the tricks used to achieve high performance there:
Don't allocate in a render loop. Instead, allocate outside the loop and reuse/recycle variables. See LineChartRenderer line 199
Use buffering. For example, in MPAndroidChart, the points for the four corners of the bars in the bar chart are buffered and the buffer array is reused. See the BarBuffer class.
Use the native Canvas drawing functions (drawPath, drawLine etc.)
A complete list of tips for optimising rendering can be found in the Android Performance Slow Rendering Guide
Approach 2 is the best one. If you see flickering, it means that the bitmap is drawn to screen after you erase it and before you draw all the lines. If this is the case use another bitmap and do double buffering:
ScreenBitmap is what is drawn to screen
OffScreenBitmap is used for drawing in background.
Draw all your lines and text to OffScreenBitmap, and once finished, copy it to ScreenBitmap.
in onDraw, draw the ScreenBitmap.
Create these bitmaps once (typically in onSizeChanged), so that there is no alloocation in onDraw

android canvas - can i have multiple draw methods?

I have made my own canvas class which extends an imageView. My onDraw() method draws out the users gps position and I keep calling this onDraw method every time the user moves. My problem is I also want to draw out a gps trail which only needs to be drawn once (doesnt need to be updated when a user moves). I am wondering is it possible to have more than 1 onDraw method or is there any way of separating 1) the user location and 2) the gps trail??
My reason is I do not want to waste memory by redrawing the gps route everytime the users gps position changes. It is a waste.
Have you seen performance take a hit? If not, don't worry about it. I would think that this would be wasting CPU cycles if anything... not memory. So if the app seems fast enough already, don't worry about optimizing it.
If your app is a bit laggy, and you've found that the trail is the bottleneck... I would suggest caching it into a bitmap. This way, you will still have to draw the trail, but you will not have to calculate the coordinates of the trail on each frame.
I have had to solve a somewhat similar problem recently and I'll explain briefly what I did in case it's of any help.
What you can do is use multiple overlapping Views, where one may contain the background graphics that you don't want to redraw often, and a foreground View that contains the graphics that are frequently updated. Then, to gain performance, you can design the background View's onDraw() so that it is backed by a Bitmap that you then retain as a class variable. In the very first onDraw() of your background graphics, you do the relatively slow drawing to Canvas. In subsequent calls to onDraw(), you simply draw that Bitmap to Canvas.
I've just done this myself. Basically what my application does is display a number of graphical gauges. Those gauges have lots of graphics that are drawn just once (gauge face, number legends), and the pointer graphic that needs to be redrawn over and over as the model data changes. First of all, I split the background graphics and moving foreground graphics into separate overlapping Views. Now, invalidating and redrawing the foreground pointer graphic of course causes anything it overlaps to be invalidated too, so the onDraw() method for the background graphics View is being called each time the pointer View is redrawn. The background View only needs to draw the background graphics once, but retains the Bitmap that backs the canvas, and in subsequent onDraw() calls it draws this bitmap back to Canvas (which is a lot faster than initially creating the graphics using Path() objects).
Bitmap bm;
....
protected void onDraw(Canvas canvas){
if(null==bm){
bm=Bitmap.createBitmap(getMeasuredWidth(),getMeasuredHeight(),Bitmap.Config.ARGB_8888);
// do your slow vector graphics drawing to Canvas here
}
Paint drawPaint = new Paint();
drawPaint.setAntiAlias(false);
drawPaint.setFilterBitmap(false);
drawPaint.setDither(false);
canvas.drawBitmap(bm, 0, 0, drawPaint);
}
Well, there can't be more than 1 onDraw method, assuming that I understood your question correctly. You will need to think about alternate approaches about how to handle this.
#DeeV suggested, that can be a solution for you.

Strange artifacts when rendering lots of bitmaps

I'm writing a simple 2D game engine and rendering various objects to a locked SurfaceVew by calling Canvas.drawBitmap (all the same source bitmap but generally not with 1:1 source to destination scaling).
Everything appears to work as expected until there are a lot of calls per frame to drawBitmap. When this happens I occasionally see a stall (100mS or so) accompanied by an effect that looks as if several frames of rendering have occurred together, i.e. some objects will be drawn twice at two screen locations or a pair of objects moving at the same speed will appear to momentarily get closer together or further apart.
The application is structured as follows (simplified for the sake of example);
initialiseGameObjects();
while(quit==false)
{
processGameLogic(); // update object positions
Canvas c = surface_holder.lockCanvas();
if (c != null) {
drawGameObjects(c); // draw all objects
surface_holder.unlockCanvasAndPost(c);
}
}
As I understand it, the Canvas is a holder for draw requests which get executed when the Post is issued. Presumably there is a limit to the number of requests it can hold and I'm wondering if I'm exceeding this limit (I'm drawing up to a hundred small bitmaps depending on what's on screen at any one time) and inadvertently provoking some kind of flush and upsetting the double buffering in some way, although I've not managed to find any documentation to confirm or disprove this.
Does anyone have any idea what might be going on?
Regards,
Steve
You need to sychronize calls to canvas drawing. Check this example of a game driving thread: OnDraw() is not fired, nothing is drawn in surfaceView - Android
EDIT:
However I think it may be related to this problem:
Android SurfaceView/Canvas flickering after trying to clear it

More efficient map overlays in Android

In my app I am drawing bus routes on top of a MapView. The routes have anywhere between a dozen and a few hundred GPS coordinates that describe the route that the bus takes.
The problem I'm having is that once I draw out all these lines panning/zooming the MapView is incredibly slow (even clicking the 'Back' button takes a minute to happen).
I'm not sure how relevant it is, but I put in some debug code then checked the logcat output and the MapView is repeatedly calling the draw() method of the Overlay whether anything has changed or not. This is happening several times a second and is causing a massive amount of garbage collection to happen (2-3 MB every second).
Does anyone have any ideas/suggestions for a method to try and speed this up?
I have only used ItemizedOverlay, not Overlay, so these suggestions are pure conjecture. Heck, I haven't even done much with the 2D graphics API.
Obviously, the best answer is to get it to stop calling draw() all the time. Try logging some stack traces and see if you can figure out what is triggering all of the draw() calls. For example, in the Android Google Groups recently, somebody noticed that Chronometer causes widgets in the same UI to be redrawn every second. While I can see you don't have a Chronometer, you might be able to figure out some root cause to the draw() calls that you can correct.
Assuming that does not help, I am guessing that the test for "whether anything has changed or not" is some combination of getLatitudeSpan(), getLongitudeSpan(), getZoomLevel(), and maybe other MapView methods. And, I am assuming that on every draw() you are iterating over your GPS points and drawing the route. If so, you could try:
When you really do draw, draw first to a Canvas backed by a Bitmap, then apply the Bitmap on the Canvas you are handed in draw(), and cache that Bitmap.
Track what combination of values were used in the last draw(), and if the next draw() is the same, just reuse the existing Bitmap. Else, go to step #1, making sure to release the Bitmap (or reuse it, if that's possible).
I am guessing that with graphics acceleration, blasting a Bitmap onto the Canvas is cheaper than iterating over the coordinates and drawing lines. And, by caching the Bitmap, you will save on garbage generation.
Anyway, just a thought.
There are two draw methods in the overlay class. One with 3 arguments and one with 4 arguments. You have to override the draw method with 3 arguments.
Overriding the method with 4 arguments will slow down your application. This is exactly, what happened to me. It seems, where are examples around in the internet with the same error.

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