My goal is to have a video, of a crank, when the user drags his
fingers across the screen the crank turns. When the drag is slow the
crank should turn slow, when drag is fast the crank turns fast. The
crank does not turn with no touch events.

If I had a video and I could single step through the frames (or pause
and control frame rate) , all I would need to do is is manually
advance the video as the touch screen events dictate.

When looking at android video documentation I could not find anything
play a few frames of video and pause. Also when looking at the
documentation for the android animation, I did not see this either. So
my first question is did I miss something that would let me control
the video playback rate at runtime? Or animation playback rate at
runtime?

Assuming I did not miss something in the animation or media player
docs. I would need to handle the image drawing myself. It seems like
the documentation says the appropriate thing to do is to create a
custom view class that flips through a series of still images to make
the video/animation. While I was experimenting I found that I could do
this without creating a subclass of View, but instead simply using an
ImageView in my activity and calling setImageResource for each frame.
I want to know the most appropriate way of doing this. It seems like
multiple calls to setImageResource must be bad since I see no mention
of doing animation this way in the docs, or maybe it is a reasonable
way of doing it?



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