Ok, thanks, it looks like a very simple solution.

Now I'm working with GLSurfaceView and I need to place somewhere my
computing/updating code.
Should it be another thread run in my activity ?
computing code is independent from drawing code.

razor


On 3 Lip, 20:45, Alex Coutinho <[email protected]> wrote:
> It sustains a "loop" of drawing all by itself...
>
> 2011/7/3 Alex Coutinho <[email protected]>
>
>
>
>
>
>
>
> > You should use the method invalidate() inside a view:
>
> > @Override
> > protected void onDraw (Canvas canvas)
> > {
> >         invalidate();
>
> >         // Do all your drawings here
>
> >         invalidate();
> > }
>
> > First, it tells android that the whole screen should be redrawn, afterwards
> > it tells android that the screen should be redrawn again with the drawings
> > you did.
>
> > 2011/7/3 razor <[email protected]>
>
> >> Hi.
>
> >> I'm quite new to android and i want to make some animation (simple
> >> game later) like i did on windows (all programatically).
> >> So I have questions what classes should be responsible for.
>
> >> Activity
> >> It's a base class for whole logic like updating variables (computing
> >> move etc.)
> >> Should I create a new Thread on onCreate and run it onResume ? (I need
> >> continuous computing for moving objects)
>
> >> View
> >> Only for drawing animation
> >> onDraw method for clearing Canvas (how to do this quickly? drawRect is
> >> efficent ? ) and drawing objects.
> >> Should I invalidate that view or just call onDraw 30 times per second?
>
> >> Regards
> >> razor
>
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