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?

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