A little more info (I missed that the app has been changed to use a
SurfaceView) -- the call to lock will block if you are running faster
than the maximum frame rate.  See here:

http://code.google.com/android/reference/android/view/SurfaceHolder.html#lockCanvas()

On Oct 28, 2:03 pm, "Stoyan Damov" <[EMAIL PROTECTED]> wrote:
> On Tue, Oct 28, 2008 at 7:44 PM, PorkChop <[EMAIL PROTECTED]> wrote:
>
> > My emulator gives a result of 543.94 bogomips, better be careful
> > coding games otherwise they are going to end up sucking on the actual
> > device!
>
> > Speaking of which, has anyone noticed Lunar Lander's "game loop". It's a
>
> real WTF to me:
>
> while (running)
> {
>     updatePhysics();
>     draw();
>
> }
>
> No shit batman? At what FPS? The max possible on the device? Redrawing a
> frame possibly hundreds of times per second w/o the physics even being
> updated at all?
> I expected to see some sort of a game loop with constant game update rate
> and some target FPS (not precise of course) and some sleeping eventually so
> CPU's not utilized at 100% because this is a MOBILE DEVICE for crying out
> loud, and this sucks battery, and the sample is supposed to be a "reference"
> implementation with best CODING practices, etc. (i.e. fuck graphics,
> gameplay, etc.), *right*?
>
> Cheers
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