How does one go about doing this? Could somebody give me an outline?
From what I've found online, it seems like in my run() function:
Is this correct? If so, could I get a bit of an explanation; what do these steps mean and how do I implement them? I've never programmed for Android before so I'm a real noob. And if it isn't correct, how DO I do this?
It's already double buffered, that's what the unlockCanvasAndPost() call does. There is no need to create a bitmap.
The steps from Android Developers Group say that you need a buffer-canvas, to which all the renders are drawn onto.
Bitmap buffCanvasBitmap;
Canvas buffCanvas;
// Creating bitmap with attaching it to the buffer-canvas, it means that all the changes // done with the canvas are captured into the attached bitmap
tempCanvasBitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888);
tempCanvas = new Canvas();
tempCanvas.setBitmap(tempCanvasBitmap);
// and then you lock main canvas
canvas = getHolder().lockCanvas();
// draw everything you need into the buffer
tempCanvas.drawRect.... // and etc
// then you draw the attached bitmap into the main canvas
canvas.drawBitmap(tempCanvasBitmap, 0, 0, drawView.getPaint());
// then unlocking canvas to let it be drawn with main mechanisms
getHolder().unlockCanvasAndPost(canvas);
You are getting the main buffer, which you are drawing into without getting different double-buffer canvas' on each holder's lock.
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