Karl,
thank you very much, and also thanks for the link.

Can I use a regular View for OpenGL as well for demo purposes of
OpengGL concepts? Or one has to use the SurfaceView?

Thanks
Satya

On Sat, Jan 3, 2009 at 12:24 PM, Karl Rosaen <kros...@google.com> wrote:
>
> If you are implementing a game or any other application that has
> complex animations, a SurfaceView will eek out more frames per
> second.  That is, your class that extends View and implements the
> custom drawing could extend SurfaceView instead of View to have
> minimum overhead aside from the drawing.
>
> My suggestion would be to start with a normal view (calling invalidate
> () from within the onDraw() method to keep the animation going),
> profile the drawing time, and only then bother switching to a surface
> view if the frames per second is too low (60 frames per second or
> greater is perfect, 30 is the minimum to not start looking choppy).
>
> an example of using a normal view for a game:
>
> http://code.google.com/p/apps-for-android/source/browse/trunk/DivideAndConquer/src/com/google/android/divideandconquer/DivideAndConquerView.java?r=40
>
> to see an example of a SurfaceView in action, see LunarView in the
> lunar lander app in the sample code included with the SDK.
>
> then again, if you know you want to maximize the frames per second
> from the outset, you might just start with a SurfaceView.
>
> Karl
>
> On Dec 27 2008, 10:54 am, "Satya Komatineni"
> <satya.komatin...@gmail.com> wrote:
>> What doesSurfaceViewabstraction stand for?
>>
>> The documentation suggests thatSurfaceViewallows a secondary thread
>> to draw on it.
>>
>> When would one specialize View vsSurfaceView?
>>
>> Thanks for your help
>> Satya
> >
>

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