Question: Just wondering what the fastest way is to draw a bitmap to canvas?

Currently I have a bitmap (and canvas for drawing) which i use to double buffer drawing calls, and then when i draw to canvas have a scrolling effect by applying a 1px canvas translation. This alone will reduce the framerate from 60+ FPS to ~40, quite a hit. Im not using surfaceView (or GLSurfaceView) at the moment but just wondering if im missing anything that would improve the speed. onDraw() code below

```
@Override
    public void onDraw(Canvas canvas)
    {
        //update fps text
        mFpsTracker.frameTouch();

        if(mBufferedBitmap == null)
        {
            mBufferedBitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_4444);
            mBufferedCanvas = new Canvas(mBufferedBitmap);
        }

        paint.setColor(Color.BLUE);
        mBufferedCanvas.drawLine(0, getHeight(), getWidth(), getHeight(), paint);
        mBufferedCanvas.translate(0, -1);

    canvas.drawBitmap(mBufferedBitmap, 0, 0, null); 

    //draw fps
    mTextPaint.setColor(Color.WHITE);
    canvas.drawText(mFpsTracker.getFPSString(), 40, 40, mTextPaint);

    invalidate();       
}

```

Answer: 
I got same problem as yours, please tell me when you found some thing new.

This is what I founded so far:

1. For android version > 3 better not to use double buffer, because you are getting hardware acceleration(need to set true in manifest)
2. set [paint.setDither(true)](http://developer.android.com/reference/android/graphics/Paint.html#setDither%28boolean%29) it will work better on any device with different color then ARGB\_4444, witch are most of the devices. [Check this out for more info](http://www.curious-creature.org/2010/12/08/bitmap-quality-banding-and-dithering/).
In onSizeChange you can resize or create bitmaps according to the canvas size, then the frame drawing will be much faster about 60fps, however using custom view in an endless loop slows down on some and becomes jumpy on some android devices hence I do not recommend it. Instead, it is better to use SurfaceView. 

Check this example: [How can I use the animation framework inside the canvas?](https://stackoverflow.com/questions/4938822/how-can-i-use-the-animation-framework-inside-the-canvas/4946893#4946893)