On Feb 11, 4:35 pm, Kostya Vasilyev <[email protected]> wrote: > This is not a multithreaded environment you've got here. > > Your code most likely creates the Handler object on the UI thread, and > if so, that's where it receives messages. This is correct, since the > Android UI framework is not thread-safe and your code should only be > touching views from the UI thread. > > Here is a suggestion for choosing the animation frame rate: you can use > View#postInvalidate to mark a view as "dirty", and update animation > state inside the next onDraw, using actual elapsed time (seems like you > already have a class that tracks that). > > UI rendering is locked to the hardware frame rate, so you won't be > redrawing more often than necessary -- and on the other hand, you won't > be computing animations that never get drawn. > > -- K
Hi Kostya - thanks for the info - so from what I've presented so far, it sounds stable? For the one particular View that is actually transformed, I am using onDraw and calling invalidate - the other operations based on delta are handled elsewhere. When I said multithreaded environment, I didn't mean the tween specifically - I have other threads doing other things elsewhere in the app occassionally (e.g., requesting data over HTTP), so was referring to the general setup, not this particular task, and wanted to make sure that it wasn't going to "bump" - am I using the verbiage incorrectly? Thanks again. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

