If you have flickering going on, then either :

1) You are drawing only your new shape on top of the canvas and not
redrawing the entire canvas from a bitmap the size of your Canvas
2) You are not drawing every frame in your surfaceview thread loop.

The idea of double buffering is simple, instead of drawing directly to
your surfaceview canvas, you draw on a bitmap buffer that is the same
size as your canvas. Then when the drawing is done on this bitmap, you
draw the entire bitmap on the entire screen which is very fast and
efficient.

Just to be sure...You do have two separate threads ?? One for
calculation and next frame computing(game logic thread) and one which
is the surfaceview drawing thread ?

Yahel

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