That's exactly what happens. On Wed, Jun 10, 2009 at 4:01 PM, Robert Green<rbgrn....@gmail.com> wrote: > > Romain, that's interesting. I never thought about that side of it. > > So behind the scenes when a regular view is invalidated, does the same > canvas lock and post mechanism occur before and after (respectively) > the call to draw(Canvas) ? > > On Jun 10, 4:13 pm, Romain Guy <romain...@google.com> wrote: >> Not just SurfaceView, regular views also benefit from double buffering. >> >> >> >> On Wed, Jun 10, 2009 at 1:55 PM, Robert Green<rbgrn....@gmail.com> wrote: >> >> > Correct me if I'm wrong but isn't SurfaceView double buffered by >> > design? The idea of a double buffer is to hide the current drawing >> > while it's happening and then flip to the entire drawn frame (back >> > buffer / front buffer). When I use lockCanvas and post on the surface >> > view, it doesn't show what I'm drawing until I post the entire canvas, >> > which is the whole idea of double buffering. >> >> > On Jun 9, 7:06 pm, Avatar Ng <ngchee...@gmail.com> wrote: >> >> Hi there, >> >> >> Do anyone here having experience of applying double-buffering in >> >> Android 2D animation/ games? >> >> >> I'm sure this is a pretty basic functionality people will discuss >> >> about when writing games on Android, but seems like the source I found >> >> on web was pretty little ... >> >> >> The only one I found is using OpenGL blit (intro by Chris Pruett in >> >> Google IO 2009 session). If I want only a 2D, how do I do that? >> >> >> Hope Google Android group can come out a tutorial on this ... it will >> >> be much helpful. >> >> >> Regards, >> >> Avatar Ng >> >> -- >> Romain Guy >> Android framework engineer >> romain...@android.com >> >> 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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