| page.title=Graphics |
| @jd:body |
| |
| <div id="qv-wrapper"> |
| <div id="qv"> |
| <h2>Topics</h2> |
| <ol> |
| <li><a href="{@docRoot}guide/topics/graphics/canvas.html">Canvas and Drawables</a></li> |
| <li><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware Acceleration</a></li> |
| <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li> |
| </ol> |
| </div> |
| </div> |
| |
| <p>When writing an application, it's important to consider exactly what your graphical demands will be. |
| Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations |
| for a rather static application should be implemented much differently than graphics and animations |
| for an interactive game. Here, we'll discuss a few of the options you have for drawing graphics |
| on Android and which tasks they're best suited for. |
| </p> |
| |
| <dl> |
| <dt><strong><a href="{@docRoot}guide/topics/graphics/2d-graphics.html">Canvas and |
| Drawables</a></strong></dt> |
| <dd>Android provides a set of {@link android.view.View} widgets that provide general functionality |
| for a wide array of user interfaces. You can also extend these widgets to modify the way they |
| look or behave. In addition, you can do your own custom 2D rendering using the various drawing |
| methods contained in the {@link android.graphics.Canvas} class or create {@link |
| android.graphics.drawable.Drawable} objects for things such as textured buttons or frame-by-frame |
| animations.</dd> |
| |
| <dt><strong><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware |
| Acceleration</a></strong></dt> |
| <dd>Beginning in Android 3.0, you can hardware accelerate the majority of |
| the drawing done by the Canvas APIs to further increase their performance.</dd> |
| |
| <dt><strong><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></strong></dt> |
| <dd>Android supports OpenGL ES 1.0 and 2.0, with Android framework APIs as well as natively |
| with the Native Development Kit (NDK). Using the framework APIs is desireable when you want to add a |
| few graphical enhancements to your application that are not supported with the Canvas APIs, or if |
| you desire platform independence and don't demand high performance. There is a performance hit in |
| using the framework APIs compared to the NDK, so for many graphic intensive applications such as |
| games, using the NDK is beneficial (It is important to note though that you can still get adequate |
| performance using the framework APIs. For example, the Google Body app is developed entirely |
| using the framework APIs). OpenGL with the NDK is also useful if you have a lot of native |
| code that you want to port over to Android. For more information about using the NDK, read the |
| docs in the <code>docs/</code> directory of the <a href="{@docRoot}sdk/ndk/index.html">NDK |
| download.</a></dd> |
| </dl> |
| |
| |