> I still wonder about what's going on behind the scene. When I operate
> on the Canvas, a pixel buffer is probably filled directly (Bitmap)? Is
> this buffer/bitmap then copied once (for every frame) into a hardware
> buffer, which is the source for the hardware display?

Pretty much yes.

> So the advantage of using a SurfaceView would be that one could use
> these "in between" times to prepare the next frame, I suppose? So,
> this might result in a smoother result (when the timing is right)...

It's mostly that you get rid of the cost of the invalidate/onDraw code
path. This code path is not meant for game and does a lot of things
that are totally useless to you (clipping, animations, children
reordering, etc.)

>
> Any other advantages/disadvantages I missed?
> >
>



-- 
Romain Guy
Android framework engineer
[email protected]

Note: please don't send private questions to me, as I don't have time
to provide private support.  All such questions should be posted on
public forums, where I and others can see and answer them

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