Sorry, I misread your code before. It looks the same as lunarview and
also the same as my game loop, both of which work fine, so I think it
must be something you are doing outside of this code snippet.

You do have to unlock for every successful lock (but not if you get a
null back), so your code looks correct to me in this regard

The error looks like the one you would get if the canvas was already
locked when you called lock, so are you sure you aren't doing
something elsewhere in the code that is locking the canvas?

Maybe you could also add some more trace info - is the unlock call
definitely being reached, and is the exception thrown the 1st time
round the loop or after a number of iterations?
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