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);
}
}
}
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