Hi Romain, thanks for your reply.

On Feb 27, 10:42 pm, Romain Guy <romain...@google.com> wrote:
> You cannot achieve more than 60 fps because of the way the UI is
> sync'd with the underlying hardware.
So basically the framework waits for the next update cycle, I assume?

I still wonder about what's going on behind the scene. When I operate
on the Canvas, a pixel buffer is probably filled directly (Bitmap)? Is
this buffer/bitmap then copied once (for every frame) into a hardware
buffer, which is the source for the hardware display?

> The invalidate/onDraw mechanism
> can be very costly for a game if you have a deep view  hierarchy.
There is just one View, so that would be OK in terms of costs? Or are
there any less costly ways?

So the advantage of using a SurfaceView would be that one could use
these "in between" times to prepare the next frame, I suppose? So,
this might result in a smoother result (when the timing is right)...

Any other advantages/disadvantages I missed?
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