Drawing is often a processor intensive operation. The CPU, graphics system, window server, kernel, and physical memory must all contribute resources when an application draws something to the screen. The high expense of drawing makes it an attractive candidate for optimization. This chapter describes design choices and techniques you can apply in your custom views to eliminate redundant or unnecessary drawing and improve drawing performance.
Note: You are encouraged to use the profiling utilities provided in the Developer Tools package, particularly Sampler and Quartz Debug, to determine how your view subclass may be impacting your application's performance. See Performance Overview for a detailed discussion of the available performance analysis tools.
Avoid the Overuse of Views
Specify View Opacity
Invalidating Portions of Your View
Constraining Drawing to Improve Performance
Suppressing Default Clipping
Drawing During Live Window Resizing
Last updated: 2008-04-10