Where should I use canvas with?












0















I want to juggle and manipulate several (3, to be more precise) bitmaps and generate smooth animation (hardware acceleration would be required)



My reading on this subject so far led me to believe canvas would be the best option (I could be wrong please advise) since GLSurfaceView is too technical-heavy and require a lengthy learning curve.



The problem is I'm grabbing the problem by the wrong end. Since I understand "canvas" shouldn't be my solution but instead, certain View, e.g. ImageView, SurfaceView etc, and canvas does not work on its own, but usually placed inside the onDraw() method of certain view.



So which view should I choose? SurfaceView? ImageView? GLSurfaceView for future expandability?



Please help?










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    0















    I want to juggle and manipulate several (3, to be more precise) bitmaps and generate smooth animation (hardware acceleration would be required)



    My reading on this subject so far led me to believe canvas would be the best option (I could be wrong please advise) since GLSurfaceView is too technical-heavy and require a lengthy learning curve.



    The problem is I'm grabbing the problem by the wrong end. Since I understand "canvas" shouldn't be my solution but instead, certain View, e.g. ImageView, SurfaceView etc, and canvas does not work on its own, but usually placed inside the onDraw() method of certain view.



    So which view should I choose? SurfaceView? ImageView? GLSurfaceView for future expandability?



    Please help?










    share|improve this question



























      0












      0








      0








      I want to juggle and manipulate several (3, to be more precise) bitmaps and generate smooth animation (hardware acceleration would be required)



      My reading on this subject so far led me to believe canvas would be the best option (I could be wrong please advise) since GLSurfaceView is too technical-heavy and require a lengthy learning curve.



      The problem is I'm grabbing the problem by the wrong end. Since I understand "canvas" shouldn't be my solution but instead, certain View, e.g. ImageView, SurfaceView etc, and canvas does not work on its own, but usually placed inside the onDraw() method of certain view.



      So which view should I choose? SurfaceView? ImageView? GLSurfaceView for future expandability?



      Please help?










      share|improve this question
















      I want to juggle and manipulate several (3, to be more precise) bitmaps and generate smooth animation (hardware acceleration would be required)



      My reading on this subject so far led me to believe canvas would be the best option (I could be wrong please advise) since GLSurfaceView is too technical-heavy and require a lengthy learning curve.



      The problem is I'm grabbing the problem by the wrong end. Since I understand "canvas" shouldn't be my solution but instead, certain View, e.g. ImageView, SurfaceView etc, and canvas does not work on its own, but usually placed inside the onDraw() method of certain view.



      So which view should I choose? SurfaceView? ImageView? GLSurfaceView for future expandability?



      Please help?







      android view android-canvas






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 16 '18 at 12:22









      Fantômas

      32.8k156491




      32.8k156491










      asked Nov 16 '18 at 9:58









      AsianRyanReynoldsAsianRyanReynolds

      256




      256
























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