Hi Jason, Thanks for the reply. It's quite difficult to post code as there's a whole bunch of APIs I've ported over from JavaME that make up what's going on. I am going to try and whittle everything down to a simple test case.
The basic 'draw' loop is the same as in the 'Lunar Lander' source, repeat the following within a 'run' loop... private final void drawToScreen(Rect rect) { android.graphics.Canvas c = null; try { // // get a surface to draw on and notify that drawing is about to begin // c = getHolder().lockCanvas(null); synchronized (getHolder()) { // do the drawing onDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { // ok - we've finishsed drawing getHolder().unlockCanvasAndPost(c); } } } -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en