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-rw-r--r-- | docs/html/guide/topics/graphics/index.jd | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/html/guide/topics/graphics/index.jd b/docs/html/guide/topics/graphics/index.jd index e1158be..92771a8 100644 --- a/docs/html/guide/topics/graphics/index.jd +++ b/docs/html/guide/topics/graphics/index.jd @@ -56,7 +56,7 @@ need to change dynamically and are not part of a performance-intensive game. For draw your graphics into a View when you want to display a static graphic or predefined animation, within an otherwise static application. Read <a href="#draw-to-view">Simple Graphics Inside a View</a>.</li> -<p>Option "b," drawing to a Canvas, is better when you're application needs to regularly re-draw itself. +<p>Option "b," drawing to a Canvas, is better when your application needs to regularly re-draw itself. Basically, any video game should be drawing to the Canvas on its own. However, there's more than one way to do this: </p> <ul> @@ -117,7 +117,7 @@ that takes your Canvas as an argument.</p> <h3 id="on-view">On a View</h3> -<p>If you're application does not require a significant amount of processing or +<p>If your application does not require a significant amount of processing or frame-rate speed (perhaps for a chess game, a snake game, or another slowly-animated application), then you should consider creating a custom View component and drawing with a Canvas in <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code>. |