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    1. COThanks for the response. Is there some better documentation as to how this whole process works? I would think that if the Surface was destroyed between calls that I would have a blip rather than blinking text when there has only been one drawText() call. So either the Surface does get destroyed but is recreated at the same memory location, that way the 'dirty' memory looks like nothings changed; or, the Surface isn't destroyed, but 'should' be considered unreliable, perhaps because some other function might change it between lock/unlock calls. It would be nice to know exactly how this works.
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    2. COI'm not sure entirely what you're trying to do, but in all my manual canvas drawing apps I've never seen any flickering. I believe the double buffering is handled automatically (I certainly have never had to manage it manually). Every time invalidate is called the onDraw callback is invoked and the canvas redraws. I can't say what the Surface *actually does... I've never looked at the underlying code.
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    3. COAt this point I am only trying to get a better understanding of what was happening. Now I am getting flicker free animation by clearing the canvas and redrawing everything. I was just curious as to why I got the flicker from a single draw call. My original assumption was that the canvas was persistent, so in theory locking/unlocking I was dealing with the same Surface. This is not the case, so locking/unlocking brings up a different Surface. This is what I have gathered so far. I was hoping to find better documentation on this behavior besides my own observations. Thanks again for the help
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