/**
* A Picture records drawing calls (via the canvas returned by beginRecording)
- * and can then play them back into Canvas (via {@link Picture#draw(Canvas)} or
+ * and can then play them back into Canvas (via {@link Picture#draw(Canvas)} or
* {@link Canvas#drawPicture(Picture)}).For most content (e.g. text, lines, rectangles),
* drawing a sequence from a picture can be faster than the equivalent API
* calls, since the picture performs its playback without incurring any
* method-call overhead.
+ *
+ * <p class="note"><strong>Note:</strong> Prior to API level 23 a picture cannot
+ * be replayed on a hardware accelerated canvas.</p>
*/
public class Picture {
private Canvas mRecordingCanvas;
* have been persisted across device restarts are not guaranteed to decode
* properly and are highly discouraged.
*
- * <p>
- * <strong>Note:</strong> Prior to API level 23 a picture created from an
- * input stream cannot be replayed on a hardware accelerated canvas.
- *
* @see #writeToStream(java.io.OutputStream)
* @deprecated The recommended alternative is to not use writeToStream and
* instead draw the picture into a Bitmap from which you can persist it as
* The resulting stream is NOT to be persisted across device restarts as
* there is no guarantee that the Picture can be successfully reconstructed.
*
- * <p>
- * <strong>Note:</strong> Prior to API level 23 a picture created from an
- * input stream cannot be replayed on a hardware accelerated canvas.
- *
* @see #createFromStream(java.io.InputStream)
* @deprecated The recommended alternative is to draw the picture into a
* Bitmap from which you can persist it as raw or compressed pixels.