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    <p>@Sherif brings up a good point about hidden alpha values that bog down your application a lot. Depending on your platform you may also want to check</p> <pre><code>&lt;application android:hardwareAccelerated="true"... /&gt; </code></pre> <p>Another thing you can look into that may help performance is not firing off all those Intents. Once you start firing intents you are getting the system involved and depending on how they are getting resolved it may take some extra time.</p> <p>For this issue I like to use <a href="http://developer.android.com/reference/android/os/Handler.html" rel="nofollow noreferrer">Handlers</a>. They are more light weight than intent. You may also want to look at <a href="http://developer.android.com/reference/android/os/AsyncTask.html" rel="nofollow noreferrer">AsyncTask</a>. This is basically like a thread, but also gives hooks that run on the UI Thread so you can perform both perform a background operation and update the UI without have to post runnables.</p> <p>EDIT: Lastly, you can always run your layouts through the <a href="http://developer.android.com/guide/developing/tools/layoutopt.html" rel="nofollow noreferrer">layoutopt</a> tool. I was personally told by Romain Guy himself that if your drawing too slow, than you need to draw less. Just check out a screenshot (from a less than ideal view tree, but well within the max) from the profiling tool. You can see how much of the resources view drawing takes up. It's very important to keep this as lean as possible if you want your app to be responsive. <img src="https://i.stack.imgur.com/ecutM.png" alt="Profiling View Drawing Resource Consumption"></p> <p>EDIT: It is no longer called layoutopt, it's called <a href="http://tools.android.com/tips/lint/" rel="nofollow noreferrer">lint</a>. Check your ~/android-sdk/tools/</p>
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