Take a look at the Lunar Lander from API Demos.

On May 17, 6:53 am, Heuristic <[email protected]> wrote:
> Thanks for the reply, Dianne. I wished I had got your answer before I
> made further changes earlier - I draw the drawings onto another image
> buffer and copy the image buffer back to the real image view. (This is
> what I learned before that it could make the drawing smooth so that
> there is no flicker like you said.) It turned out to be useless
> anyway.
> Like you said - Android's drawing will not draw until the drawing is
> complete. What I want is to draw is the moving of the tower of hanoi
> in a step by step way so that the users could see the moving - not the
> end of the moving.
>
> I see that Android has some animation mechanism. I wonder if I could
> start an animation thread, then uses the images that I draw as an
> animation source for the animation. Theoretically, it should work.
> But, I hate that I might find out that it's not what I think.
> I believe that I can associate a view with an animation. Then, I could
> start an animation that plays the images I create one by one. That
> probably will work. But, I am new to Android, so I have no idea about
> Android animation at this moment.
> Thanks anyway.
>
> On May 17, 10:27 am, Dianne Hackborn <[email protected]> wrote:
>
>
>
> > Android's drawing model is totally different, so it can provide a smoother
> > experience without flicker.  When drawing your window, you need to
> > completely draw it and the result is not composited to the screen until all
> > drawing is complete, so the user never seen flicker and artifacts due to
> > partially drawn windows on screen.
>
> > You just need to learn how Android works.  Yes, it does not use AWT, so you
> > just need to learn the way that Android does drawing just like if you were
> > coming from any other platform.
>
> > On Tue, May 17, 2011 at 1:11 AM, Heuristic <[email protected]> wrote:
> > > I write an Android Java program to "simulate" the moving of Tower of
> > > Hanoi.
> > > The drawing does not show in steps I expected, instead it shows in a
> > > chunk at the end of the drawing. Why?
> > > The scenario can been seen in my personal website -
> > > 1. I set the disc number to be 5.
> > >http://homepage8.seed.net.tw/web@3/heuristic/TOH_Set051411001.JPG
> > > 2. Then, I start the moving. (I used the sleep timer so that it won't
> > > move too fast.)
> > >http://homepage8.seed.net.tw/web@3/heuristic/TOH_Start051411001.JPG
> > > 3. It ends up with the BLACK piles of the discs on the two other
> > > sticks as shown on the following URL:
> > >http://homepage8.seed.net.tw/web@3/heuristic/TOH_End051411001.JPG
> > > (This is due to an error in my program. It's fixed.)
>
> > > The button "start" is used to trigger the movement. I can see that the
> > > button's color is changed and hold there until all the drawings are
> > > done, then the color of the button is reset to original. This is not
> > > what I want. I want to show - moving the disc 1 from stick 1 to stick
> > > 2, then moving the disc 2 from stick 1 to stick 3, and so on. It does
> > > not show this - it shows the last step that finishes the tower of
> > > hanoi movement.
>
> > > I wrote this Java program long time ago using Java Applet (and it
> > > works as an application with little modification). The library used to
> > > draw is AWT only. Now, I just changed the interface to be Android GUI/
> > > API interface.
> > > The old program works fine on my website (in fact, in my all
> > > showoffs.) -
> > >http://homepage8.seed.net.tw/web@3/heuristic/tohjava.html
>
> > > This program was developed on Android 2.1-updated. I just ported to
> > > 3.0, it shows the first time, then halts there. I haven't got time to
> > > figure out.
>
> > > This is a very good educational material - to teach Math, Java,
> > > Computer Sciences, etc.
> > > Hope experienced Android guy can share experience here. This is a
> > > little bit like the "flush" in some i/o problem. Sometimes, if you
> > > don't flush, there is no output. So, why Android does not show the
> > > drawing out right away, instead it waits until the end of all the
> > > drawings.
> > > It looks like that using threads could solve the problem. But, it's
> > > too much of the work for just drawing some object movings. Anyone has
> > > any idea how to make the programming simpler and easier for a simple
> > > task like this?
>
> > > How come Android not provide the AWT library? Is it too big or too
> > > clumsy? It's just some simple drawings, why do you want your
> > > developers to write so many codes for a simple task like this?
> > > Is there a way that the displaying view (view to show the images)
> > > sends a message to the button and asks the button to release the
> > > control to the view so that the view can draw the drawings as it
> > > should do. I think it's the button control holds the operation until
> > > the called routine exits. Painting or drawing  should be independent
> > > of the processes that activate the painting or drawing like AWT,
> > > right?
> > > Any idea?
>
> > > --
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>
> > --
> > Dianne Hackborn
> > Android framework engineer
> > [email protected]
>
> > Note: please don't send private questions to me, as I don't have time to
> > provide private support, and so won't reply to such e-mails.  All such
> > questions should be posted on public forums, where I and others can see and
> > answer them.- Hide quoted text -
>
> > - Show quoted text -

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