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? > > > > > -- > > > > You received this message because you are subscribed to the Google > > > > Groups "Android Developers" group. > > > > To post to this group, send email to android-developers@googlegroups.com > > > > To unsubscribe from this group, send email to > > > > android-developers+unsubscr...@googlegroups.com > > > > For more options, visit this group at > > > >http://groups.google.com/group/android-developers?hl=en > > > > -- > > > ~ Jeremiah:9:23-24 > > > Android 2D > > > MMORPG:http://solrpg.com/, http://www.youtube.com/user/revoltingx -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en