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.

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