I am in the middle of writing an game and got curious what happens
outside my code. I extended the View class with everything happing
inside onDraw (updating the model and rendering it). Before onDraw is
exited, a invalidate() is fired so the View gets repainted
continously. With this approach I get 60 fps most of the time
(sometimes it lacks behind shortly), which is OK for now. However, the
game will get more complex, and I did some measuring with the
following averages of painting one frame:

* My code inside onDraw consumes 5ms
* Between the calls of onDraw 10ms are "consumed"

So twice the time is spend outside my code: What exactly happens here?
Is there just a 60fps maximum (causing the system to wait until the
next frame is painted), or is there so much overhead going on behind
the scene?

I know about SurfaceView and decoupling the rendering from the GUI
Thread, but I haven't tried that yet. To me, it did not seem to make a
difference in which thread my game code is executed, so I stayed with
the View so far.

Markus
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