> 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 --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

