The main reason to use a SurfaceView is that you control the rendering
thread and you can eliminate a lot of overhead. Views must use the
invalidation mechanism to trigger redraws. A call to invalidate() walks up
the View tree and marks Views dirty on top of keeping track of some extra
state. When it reaches the top of the tree, it schedules a draw pass, which
will in turn traverse the View tree down to call View.draw() on dirty Views
(and also manage some extra state.) All this is usually unnecessary when
you write a game.

With SurfaceView you can draw directly.


On Wed, Nov 21, 2012 at 8:26 AM, bob <[email protected]> wrote:

> Can someone tell me in layman's terms why you would use a SurfaceView
> instead of a View when making a game?
>
>
> Is it because a dual-core can distribute the load better?
>
>
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-- 
Romain Guy
Android framework engineer
[email protected]

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