Good thought, but if I use multiple threads, I am not sure the timing I keep track of would screw up. because its a benchmarking program i am very keen on time. Is there any other way other than using multiple threads.
On May 28, 7:33 am, TreKing <[email protected]> wrote: > On Thu, May 27, 2010 at 3:29 PM, kish <[email protected]> wrote: > > But the only problem is that I see all the rectangles after it ran the > > program completely. > > You have one giant draw call - what do you expect? > > > But I would like to have rectangles drawn, when I > > call canvas.drawRect(rec1,paint); function. > > I am also looking to keep the old rectangles on the screen while new ones > > are drawn. > > I tried with lots of different options nothing worked. To display > > the rectangles > > Can anybody show me the direction to which way to go ? > > Break out your drawing logic into two threads - one that generates > rectangles one that draws them. You should get the effect you want, but your > performance will surely suffer, basically invalidating your benchmarks. > > ------------------------------------------------------------------------------------------------- > TreKing - Chicago transit tracking app for Android-powered > deviceshttp://sites.google.com/site/rezmobileapps/treking -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

