[android-developers] efficient wait on LunarLander
I am looking at the android LunarLander simple game example. I am
surprised that the drawing thread "Run()" does not involve any
efficient waiting. It just infinitely redraw the screen even if there
is no change on the Physics.
Even though I did not find any responsive issue(Maybe it is because
message queue is processed at high priority?), I am quite assured that
it will waste a lot of cpu time (so is the battery consumption). Is
it the intended behavior of the example? Is there any difference on
the CPU time allocation to thread between Microsoft windows and
Android Os. I know if you do this on windows, It will consume
almost all the cpu time and slow down the system.
Hope someone could enlighten me on this!
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