Efficient Canvas Drawing

it depends on what you’re doing, drawing a picture to a canvas graphics is one of the slowest things (in my experience), not to mention if you’re drawing to that picture and then to the canvas in the same run loop.
I find it’s often quicker to use the drawing primitives in a canvas, than creating a cached image, and drawing that. I’ve started to create some of my icons using native Xojo code, the other advantage is that you don’t need to worry as screen scales as native drawing primitives are vector in nature.
As for flickering, I only work on Mac, which has 3 levels of buffering in the OS, so I haven’t seen flickering for a while, except when I crash the graphics card.

This is something that Apple have been saying for decades, which is to ONLY draw in the paint event, do calculations elsewhere.