I have a custom view that changes when the use moves his finger over
it.  Each time I receive a move event, I call invalidate to invalidate
the view, and then it is redrawn on a subsequent onDraw.  I have a
relatively slow device, where it takes about 0.2 seconds to paint the
view.  I am finding, on this device, that as I move my finger around,
all of the move events are queued up and I seem to get an onDraw event
for each one, so after I pick up my finger, the display continues to
change as all the move events are processed.

What I want is to NOT queue up move events while processing the onDraw
method.  How can I accomplish this (or am I not doing something right,
in the first place?)

Thanks

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