How would I go about doing that? I have no formal programming
education and everything I know is based of examples I've seen, and
I've never seen that done.

On Aug 7, 2:56 pm, Doug <beafd...@gmail.com> wrote:
> The logic for onDraw in any given View should be to draw the entire
> view every time it's called by the view hierarchy.
>
> Are you calling invalidate with a dirty region on your view to
> indicate only which portions of the view have changed from moment to
> moment?  That should speed up rendering because Android will try to
> optimize away any part of the drawing that lies outside the dirty
> rect.  If you're allowing every pixel in view to update on every call
> to onDraw, well, that can be expensive.
>
> Doug
>
> On Aug 6, 3:59 pm, Jeffrey <jeffisagen...@gmail.com> wrote:
>
>
>
>
>
>
>
> > The problem isn't tearing, as the images shouldn't be drawn there yet
> > anyway. I don't have my position calculations in a separate thread,
> > should I? I have tried locking the array (though because of my limited
> > knowledge I've gone about it probably the wrong way, by basically
> > having a boolean that tells the draw cycle whether to read the data or
> > not) but that didn't work, probably because of the poor quality of my
> > attempt. I don't know too much about syncing threads and all that so
> > I've been unable to figure this out on my own.
>
> > On Aug 6, 12:19 pm, Miguel Morales <therevolti...@gmail.com> wrote:
>
> > > Perhaps you can try adding a synchronized lock that protects your data 
> > > array.
> > > Lock it before going into onDraw() and unlock it when finished, and do
> > > the same when calculating your array data.
> > > Do you have a separate thread that calculates positions?
>
> > > On Fri, Aug 5, 2011 at 6:23 PM, niko20 <nikolatesl...@yahoo.com> wrote:
> > > > Hm sounds like a refresh rate issue, with Surface view you probably
> > > > can't sync to vertical refresh, so you get "tearing", where you see
> > > > halfway animations for a second as the video buffer changes over to
> > > > the next frame.
>
> > > > -niko
>
> > > > On Aug 5, 1:56 pm, Jeffrey <jeffisagen...@gmail.com> wrote:
> > > >> I'm having an issue with drawing on my surface view. At one point I
> > > >> was just replacing images with new ones in a grid, but the images
> > > >> didn't all draw at the same time. I think that that may have had
> > > >> something to do with modifying the array that it was using to
> > > >> determine what to draw but I couldn't get it resolved even when
> > > >> pausing the drawing. Now I have images that drop down and new ones
> > > >> fall in (think slot machine reels) but the images will occasionally
> > > >> flicker with what the new image is going to be before the old images
> > > >> fall out.
>
> > > >> Basically I guess I'm asking what is a good way to either pause the
> > > >> onDraw command while I can edit my arrays and get them all in place or
> > > >> what is a good way to sync my array modifications to not take place
> > > >> during an onDraw cycle? Or is onDraw just bad at drawing images
> > > >> simultaneously and I should be using OpenGL or something?
>
> > > > --
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>
> > > --
> > > ~ Jeremiah:9:23-24
> > > Android 2D 
> > > MMORPG:http://solrpg.com/, http://www.youtube.com/user/revoltingx

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