Not Android-specific, but I recommend the following classic article on the subject: http://dev.koonsolo.com/7/dewitters-gameloop/
String On Mar 16, 8:49 pm, Jack <eld...@gmail.com> wrote: > I have a project that requires a view to be animated whenever the user > performs a certain action - perhaps twenty frames or so, with a total > duration of a second. There's more work required than just updating > the view, so the animation classes are not helpful. > > Right now my test program uses a very simple method: I have a handler > that is called to start the animation. The handler's handleMessage() > method calculates the new frame, invalidates the view, and calls > sendMessageDelayed(obtainMessage(0), 50); > > However, the animation isn't smooth - especially, for some reason, in > landscape mode. Portrait mode seems much better (on a G1, if it > matters). > > This suggests to me that this isn't the right way to... handle... this > problem. What would be a better way? Calculating time deltas? Starting > a new thread whenever the animation starts and having it repeatedly > calculate and invalidate instead of relying on the handler, even > though it means creating and destroying a new thread every time? (most > of the time the program is idle; the user interacts with it every few > seconds, typically). Starting a thread and leaving it running? > > Whether that's the right way or not, what's the most accurate way on > Android to measure time, and to sleep for a specific duration? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en