Merge "docs: Remove misleading information about hardware layer performance benefits for optimizing views." into lmp-docs
diff --git a/docs/html/training/custom-views/optimizing-view.jd b/docs/html/training/custom-views/optimizing-view.jd
index 7f2e762..022618b 100644
--- a/docs/html/training/custom-views/optimizing-view.jd
+++ b/docs/html/training/custom-views/optimizing-view.jd
@@ -12,33 +12,21 @@
<div id="tb">
<h2>This lesson teaches you to</h2>
- <ol>
- <li><a href="#less">Do Less, Less Frequently</a></li>
- <li><a href="#accelerate">Use Hardware Acceleration</a></li>
- </ol>
-
- <h2>You should also read</h2>
<ul>
- <li><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">
- Hardware Acceleration
- </a>
- </li>
- </ul>
-<h2>Try it out</h2>
-<div class="download-box">
-<a href="{@docRoot}shareables/training/CustomView.zip"
-class="button">Download the sample</a>
-<p class="filename">CustomView.zip</p>
-</div>
-</div>
+ <li><a href="#less">Do Less, Less Frequently</a></li>
+ </ul>
+ <h2>Try it out</h2>
+ <div class="download-box">
+ <a href="{@docRoot}shareables/training/CustomView.zip"
+ class="button">Download the sample</a>
+ <p class="filename">CustomView.zip</p>
</div>
-
+ </div>
+</div>
<p>Now that you have a well-designed view that responds to gestures and transitions between states,
-you need to ensure
-that the view runs fast. To avoid a UI that feels sluggish or stutters during playback, you must
-ensure that your
-animations consistently run at 60 frames per second.</p>
+ensure that the view runs fast. To avoid a UI that feels sluggish or stutters during playback,
+ensure that animations consistently run at 60 frames per second.</p>
<h2 id="less">Do Less, Less Frequently</h2>
@@ -52,19 +40,13 @@
allocation while an
animation is running.</p>
-<p>In addition to making {@link android.view.View#onDraw onDraw()} leaner, you should also make sure
+<p>In addition to making {@link android.view.View#onDraw onDraw()} leaner, also make sure
it's called as
infrequently as possible. Most calls to {@link android.view.View#onDraw onDraw()} are the result of
a call to {@link
android.view.View#invalidate() invalidate()}, so eliminate unnecessary calls to {@link
android.view.View#invalidate()
-invalidate()}. When possible, call the four-parameter variant of {@link
-android.view.View#invalidate() invalidate()}
-rather than the version that takes no parameters. The no-parameter variant invalidates the entire
-view, while the
-four-parameter variant invalidates only a specified portion of the view. This approach allows draw calls to
-be more efficient and
-can eliminate unnecessary invalidation of views that fall outside the invalid rectangle.</p>
+invalidate()}.</p>
<p>Another very expensive operation is traversing layouts. Any time a view calls {@link
android.view.View#requestLayout()
@@ -78,7 +60,7 @@
as shallow as
possible.</p>
-<p>If you have a complex UI, you should consider writing a custom {@link android.view.ViewGroup
+<p>If you have a complex UI, consider writing a custom {@link android.view.ViewGroup
ViewGroup} to perform
its layout. Unlike the built-in views, your custom view can make application-specific assumptions
about the size and
@@ -88,89 +70,3 @@
views, but it never
measures them. Instead, it sets their sizes directly according to its own custom layout
algorithm.</p>
-
-<h2 id="accelerate">Use Hardware Acceleration</h2>
-
-<p>As of Android 3.0, the Android 2D graphics system can be accelerated by the GPU (Graphics
-Processing Unit) hardware
-found in most newer Android devices. GPU hardware acceleration can result in a tremendous
-performance increase for many
-applications, but it isn't the right choice for every application. The Android framework
-gives you the ability to finely control which parts of your application are or are not
-hardware accelerated.</p>
-
-<p>See <a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware Acceleration</a>
- in the Android Developers Guide for directions on how to enable acceleration at the
- application, activity, or window level. Notice that in addition to the directions in
- the developer guide, you must also set your application's target API to 11 or higher by
- specifying {@code <uses-sdk
- android:targetSdkVersion="11"/>} in your {@code AndroidManifest.xml} file.</p>
-
-<p>Once you've enabled hardware acceleration, you may or may not see a performance increase.
-Mobile GPUs are very good at certain tasks, such as scaling, rotating, and translating
-bitmapped images. They are not particularly good at other tasks, such as drawing lines or curves. To
-get the most out of GPU acceleration, you should maximize the number of operations that the GPU is
-good at, and minimize the number of operations that the GPU isn't good at.</p>
-
-<p>In the PieChart example, for instance, drawing the pie is relatively expensive. Redrawing the pie
-each time it's
-rotated causes the UI to feel sluggish. The solution is to place the pie chart into a child
-{@link android.view.View} and set that
-{@link android.view.View}'s
-<a href="{@docRoot}reference/android/view/View.html#setLayerType(int, android.graphics.Paint)">
- layer type</a> to {@link android.view.View#LAYER_TYPE_HARDWARE}, so that the GPU can cache it as
-a static
-image. The sample
-defines the child view as an inner class of {@code PieChart}, which minimizes the amount of code
-changes that are needed
-to implement this solution.</p>
-
-<pre>
- private class PieView extends View {
-
- public PieView(Context context) {
- super(context);
- if (!isInEditMode()) {
- setLayerType(View.LAYER_TYPE_HARDWARE, null);
- }
- }
-
- @Override
- protected void onDraw(Canvas canvas) {
- super.onDraw(canvas);
-
- for (Item it : mData) {
- mPiePaint.setShader(it.mShader);
- canvas.drawArc(mBounds,
- 360 - it.mEndAngle,
- it.mEndAngle - it.mStartAngle,
- true, mPiePaint);
- }
- }
-
- @Override
- protected void onSizeChanged(int w, int h, int oldw, int oldh) {
- mBounds = new RectF(0, 0, w, h);
- }
-
- RectF mBounds;
- }
-</pre>
-
-<p>After this code change, {@code PieChart.PieView.onDraw()} is called only when the view is first
-shown. During the rest
-of the application's lifetime, the pie chart is cached as an image, and redrawn at different
-rotation angles by the GPU.
-GPU hardware is particularly good at this sort of thing, and the performance difference is
-immediately noticeable.</p>
-
-<p>There is a tradeoff, though. Caching images as hardware layers consumes video memory, which is a
-limited resource.
-For this reason, the final version of {@code PieChart.PieView} only sets its layer type to
-{@link android.view.View#LAYER_TYPE_HARDWARE}
-while the user is actively scrolling. At all other times, it sets its layer type to
-{@link android.view.View#LAYER_TYPE_NONE}, which
-allows the GPU to stop caching the image.</p>
-
-<p>Finally, don't forget to profile your code. Techniques that improve performance on one view
-might negatively affect performance on another.</p>