Is this slowdown 'solved' when using the new GLSurfaceView?

On 27 apr, 16:28, Streets Of Boston <[email protected]> wrote:
> One work-around works rather well if you do the onTouchEvent handling
> in the main GUI-thread and drawing the screen in another (background)
> thread.
>
> In your handling of your onTouchEvent (especially when handling the
> ACTION_MOVE) add a sleep statement for about 20 milliseconds (or a bit
> longer) (try { Thread.sleep(20); } catch (Execption e) {}). Try other
> values (more than 20 millisecs, but no more than 100).
>
> This is an *ugly* solution, but it does throttle down the onTouchEvent
> and give other threads a better chance to run more smoothly.
>
> On Apr 27, 12:24 am, piecewise <[email protected]> wrote:
>
>
>
> > I've got a problem with a flood of touch events destroying my game's
> > framerate while there is a touch active.
>
> > Basically onTouchEvent is called (with getAction = ACTION_MOVE, x = 0
> > and y = 0) about a hundred times a second for as long as the finger is
> > touching the screen. I've tried returning from onTouchEvent straight
> > away, and even removing its implementation at all, but it doesn't help
> > - the app slows to a crawl as soon as a finger is down.
>
> > I asked on the IRC channel and Romain Guy advised me that they're
> > aware of the problem but didn't have time to fix it for Cupcake, so
> > I'm not expecting a full solution!
>
> > I was just wondering if anyone else has encountered this and figured
> > out a way around it.
>
> > Cheers,
> > Tom
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