Thanks! Will give that a shot ... On Tue, Aug 3, 2010 at 11:46 AM, mrqzzz <marcus.ob...@gmail.com> wrote:
> Here is an example (in my case, using Canvas) where in the game loop i > call the doDraw(Canvas canvas) to repeatedly paint the scene: > > private long now; > private int framesCount=0; > private int framesCountAvg=0; > private long framesTimer=0; > private Paint fpsPaint=new Paint(); > > private void doDraw(Canvas canvas) { > // DO YOUR STUFF HERE > ..... > // DRAW FPS: > now=System.currentTimeMillis(); > canvas.drawText(framesCountAvg+"", 20, 20, fpsPaint); > framesCount++; > if(now-framesTimer>1000){ > framesTimer=now; > framesCountAvg=framesCount; > framesCount=0; > } > } > > > Cheers! > Marcus. > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com<android-developers%2bunsubscr...@googlegroups.com> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en