# About apk performance?

**URL:** <https://discourse.processing.org/t/about-apk-performance/13052>\
**Category:** Processing for Android\
**Created:** [July 29, 2019, 8:30pm UTC](https://discourse.processing.org/t/about-apk-performance/13052 "2019-07-29T20:30:04Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![luxregina](https://avatars.discourse-cdn.com/v4/letter/l/ecc23a/32.png) [@luxregina](https://discourse.processing.org/u/luxregina)\
**Post date:** [July 29, 2019, 8:30pm UTC](https://discourse.processing.org/t/about-apk-performance/13052/1 "2019-07-29T20:30:04Z")

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Hello!

I’ve just starting playing with the Android for processing library: I’m quite excited about these new capabilities.

However, I have a few questions about performance.

I’ve done 2 tries:

- Playing a simple animation (an ellipse moving from one side of the screen to the other)
- Drawing a “tile map” from an array, using a nested for loop.

When I draw the tilemap, it significantly impacts my animation. I assume the nested for loops are extremely costly in terms of performance?  
Even without drawing the tilemap, the animation is nowhere near as fluid as it should be.

For those of you that used Processing for Android, did you witnessed performance issues?

Ultimately, I’d love to use processing for Android to make simple android games. I’ve made a bunch already on PC, the latest being \> [https://www.youtube.com/watch?v=CwQcZTgMhH0](https://www.youtube.com/watch?v=CwQcZTgMhH0)

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**Author:** ![luxregina](https://avatars.discourse-cdn.com/v4/letter/l/ecc23a/32.png) [@luxregina](https://discourse.processing.org/u/luxregina)\
**Post date:** [July 31, 2019, 2:50am UTC](https://discourse.processing.org/t/about-apk-performance/13052/2 "2019-07-31T02:50:22Z")

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If anybody has experienced/researched the performance of Processing on Android, I’ll be thankful to get an idea of what to expect.

Since I’ve seen that animations could be a problem, particularly since I like to put my levels in arrays and for loops seem to be slow, I’ll be prototyping a game that doesn’t need to rely on fluid animations too much.

I’ll be “updating” a game I’ve done 2 years ago on arduino (and that I originally prototyped in Processing, then I collaborated with coders to port it in C++) \> [https://www.youtube.com/watch?v=p0Te3nRBXaI](https://www.youtube.com/watch?v=p0Te3nRBXaI)

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**Author:** ![luxregina](https://avatars.discourse-cdn.com/v4/letter/l/ecc23a/32.png) [@luxregina](https://discourse.processing.org/u/luxregina)\
**Post date:** [August 1, 2019, 9:19pm UTC](https://discourse.processing.org/t/about-apk-performance/13052/3 "2019-08-01T21:19:16Z")

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Here is a video capture of what I have so far \> [https://www.youtube.com/watch?v=3190CBldcyU](https://www.youtube.com/watch?v=3190CBldcyU)

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**Author:** ![kfrajer](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/kfrajer/32/196_2.png) [@kfrajer](https://discourse.processing.org/u/kfrajer)\
**Post date:** [August 31, 2019, 6:00am UTC](https://discourse.processing.org/t/about-apk-performance/13052/4 "2019-08-31T06:00:11Z")

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My suggestion is to make sure you are using `fullScreen(P2D);` as it is more performant.  
YouTube demo looks great!

Kf
