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Chapter 12: Canvas and Drawables: Buildi... > Working with Graphics in Mono for An...

Working with Graphics in Mono for Android

You have several options when working with graphics in Mono for Android. As with any approach, each option has its strengths and weaknesses and varies in complexity and flexibility:

  • The first option is one that you should already be familiar with—working with view objects and application resources. Views such as the ImageView and Gallery allow a developer to quickly utilize graphic resources in an application at the expense of flexibility. Typically, this approach covers the majority of application use cases and enables you to go far into the process of developing an interactive and appealing application.
  • The next option, the canvas approach, involves digging a bit deeper into the view objects and beginning to customize and extend the underlying logic of a view's OnDraw() method. In particular, this option requires a developer to have a basic understanding of utilizing the canvas, bitmaps, and different graphic primitives. In a way, you may think of this as the “low-level” approach, because you are responsible for precisely defining each aspect of your graphic as it gets passed to the UI. Granted, tools are available to assist you in this process, but it is up to the developer to make wise decisions about performance when creating or destroying graphic resources. Needless to say, performance is a large consideration when using this approach to create graphics. An experienced developer can create some stunning designs, but a less cautious developer can create huge performance issues, ruining the graphic app....

  

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