I'm a newb as well.

I offer my idiot suggestion purely on the basis you sound desperate. I
know that feeling.

Have you tried calling .invalidate to force a redraw between steps, so
the display and your code stay in sync?



On Oct 31, 4:43 pm, acr <[email protected]> wrote:
> I am totally stumped here, any insight from anyone would be greatly
> appreciated. I hit a wall and am not sure what else to do.
>
> On Oct 31, 12:00 am, acr <[email protected]> wrote:
>
>
>
> > Thanks for the reply, I've done this and it looks like the loop is
> > moving faster than the canvas can draw to the surface. which would
> > explain why I get a positive result when there is only one to loop
> > through and a positive result for the last in the loop. I even
> > attempted to put a Thread.sleep in the mix and still no luck. I
> > relatively am new to android and Java, so not quite sure how to remedy
> > the problem.
>
> > On Oct 30, 10:49 pm, Shawn Brown <[email protected]> wrote:
>
> > > >                          if(_theGrid1.size()<7){
> > > >                                int g1left = 7-_theGrid1.size();
> > > >                                        int i;
> > > >                                        for(i=1;i<=g1left;i++){
> > > >                                                x1=64;
> > > >                                                y1=i*64;
> > > >                                                
> > > > graphic.getGridCoordinates().setGrid1X(x1);
>
> > > > graphic.getGridCoordinates().setGrid1Y(y1);
>
> > > This looks fine to me.  Personally, I'd just log the values to confirm 
> > > that.
>
> > > As for the remaining code, I can't tell what you are doing there.
> > > Personally, I'd just log the values to see what is going wrong where.
>
> > > Shawn- Hide quoted text -
>
> - Show quoted text -

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