Avoiding Allocations in onDraw() (100 Days of Google Dev)

Video Channel
Please help us to find bad videos. Broken or unappropriated video content?
One of the common problems with memory issues in an Android Application has to do with Memory Churn; that is, allocating a bunch of objects, in a short period of time. This issue can kick off a load of Garbage Collection events, which eats into your potential framerate.
In this video, Ian Ni-Lewis takes a deep loop at one of the most common causes of memory-churn : Doing allocations inside of an onDraw() function. But the main question is, why would an allocation in onDraw() be worse than an allocation anywhere else?
Watch more Android Performance Patterns here:
Join the G+ Community here :
100 Days of Google Dev / 100 developer videos over 100 days / #GoogleDev100
Subscribe to the Google Developers channel here:
Fpvracer.lt is not the owner of this text/video/image/photo content, the real source of content is Youtube.com and user declared in this page publication as Youtube.com user, if you have any question about video removal, what was shared by open community, please contact Youtube.com directly or report bad/not working video links directly to video owner on Youtube.com. Removed video from Youtube.com will also be removed from here.