I only concern of my animation quality ...
Caused the current approach give me a flickering effect (yes which is
quite disturbing for viewing).

Double-Buffering is suppose to eliminate this flickering problem ...
that's y it's introduced I guess.

This approach is very different from my desktop Java experience, which
in turn it's quite hard for me to fine tune my game performance.

Still hoping there's an official write up tutorial for this in the
developer.android.com/
Hate the XML approach for drawing/ animation, ... very confusing
mechanism (which I think is not capable of doing serious games, how
many great games are there in market??? ).

Sorry Android fans, no offends ... please take my feedback
constructively.

I'm hoping Android could go further than this ... still very much a
lab toy to me now.

Regards,
Avatar Ng
--------------

On Jun 11, 4:55 am, 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
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