How shift graph in Android's Canvas - android

I draw a graph with canvas in android, but I want to shift it to left or right side. I don't want to scroll it, I just want to shift it in one page by which you can see the graph is shifting lively.
I would be appreciated if any body help me.

I am looking for a an answer to this question as well. I have a solution but it is to slow and uses a lot of CPU time. I am drawing two graphs with a width of 200 pixels and have the values stored in an array. I just shift the values in the array and moves them into a path.
I would be nice to have a solution where the canvas gets shifted by 1 pixel to the left and the 200th column gets drawn with the new value. With both paths are empty it takes about 2ms (Droid Incredible) to draw the paths. When the 2 paths are filled up it can take more than 40ms. This would give still 25fps but I would like to run other threads at the same time and don't want to waste CPU time.
Here is the source.
public class OSCI extends View
{
Integer[] codebuffer = new Integer[200];
Integer[] codebuffer1 = new Integer[200];
private static final String TAG = "MyActivity";
long start;
int code=0;
// private static final String TAG = "MyActivity";
public OSCI(Context context)
{
super(context);
Arrays.fill(codebuffer, 1);
Arrays.fill(codebuffer1, 1);
}
public OSCI(Context context, AttributeSet attrs)
{
super(context, attrs);;
Arrays.fill(codebuffer, 1);
Arrays.fill(codebuffer1, 1);
}
#Override
protected void onDraw(Canvas canvas)
{
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(2);
paint.setColor(Color.YELLOW);
Path path = new Path();
path.moveTo(0, 70);
Paint paint1 = new Paint(Paint.ANTI_ALIAS_FLAG);
paint1.setStyle(Paint.Style.STROKE);
paint1.setStrokeWidth(2);
paint1.setColor(Color.GREEN);
Path path1 = new Path();
path1.moveTo(0, 70);
int max = Collections.max(Arrays.asList(codebuffer));
if(max==0)max=1;
for (int a = 0; a < codebuffer.length; a++)
{
if (codebuffer[a] < 0)code=0;
code = 70 * codebuffer[a] / max;
path.lineTo(a * 2 + 2, 70 - code);
path1.lineTo(a * 2+ 2, 70 - (codebuffer1[a]));
}
start=(SystemClock.elapsedRealtime());
canvas.drawPath(path1, paint);
canvas.drawPath(path, paint1);
Log.v(TAG, " "+(SystemClock.elapsedRealtime()-start));
}
public void newValue(int value, int valuew)
{
System.arraycopy(codebuffer, 1, codebuffer, 0, 199);
codebuffer[199] = value;
System.arraycopy(codebuffer1, 1, codebuffer1, 0, 199);
codebuffer1[199] = valuew;
invalidate();
}
}

Related

AlertDialog with TextView - can't use textView.setText method

I'm trying to draw a parabola with delay, using custom view. So far I've learned that I need to use #Override onDraw method, but 1. I can't make my parabola discrete and 2. I don't know how to program it so the shape is created step-by-step (with delay).
I also need to draw it after click of a button, so that is another complication for me. Right now I'm trying to draw a simple line step-by-step but this snippet don't work:
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawPath(path, paint);
int x1 = 10;
int x2 = 100;
int y1 = 10;
int y2 = 100;
int diff = x2-x1;
for (int i = 0; i<diff; i++){
canvas.drawLine(x1, y1, x1+1, y1+1, paint);
x1++;
y1++;
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
I can give you some tricks but please finish it your self.
You have to use a timer to refresh your component, if use this, it will refresh "onDraw" each 100ms.
private Handler handler = new Handler();
private Runnable AlarmRunnable = new Runnable() {
#Override
public void run() {
handler.postDelayed(this, 100);
invalidate();
}
};
define global variables instead of local.
int cc = 0;
int x1 = 10;
int x2 = 100;
int y1 = 10;
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (cc++ > 100) // STOP HANDLER AFTER COUNTER GETS DONE
handler.removeCallbacks(AlarmRunnable);
System.out.println("CC:" + cc);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setStrokeWidth(lineWidth);
paint.setColor(Color.WHITE);
for (int i = 0; i<cc; i++){
canvas.drawLine(x1, y1, x1 + 1, y1 + 1, paint);
x1++;
y1++;
}
}
start handeler in Constructor
public YOURCOMPONENT(Context context, AttributeSet attrs) {
super(context, attrs);
handler.post(AlarmRunnable);
....
}
Rendering a Discrete Parabola
As for drawing a discrete parabola, you should draw points (or circles with a radius size of your choice, but centered at the points) along the different x and y coordinates with a larger step size.
For example, you can draw a parabola from x=-1 to x=1 with a step size of 1 by drawing at the following (x, y) points: (-1, 0), (0, 4), (1, 0).
You should make sure that the way you scale your x-axis on your graph, is in a way that there is greater than 1 pixel distance between the points to make it look discrete.
Animated onDraw
Regardless of whether your drawing logic within onDraw is correct or not, you are running a long operation with Thread.sleep() on a UI callback, which is bad practice.
Since you are drawing the whole parabola within one call of onDraw, I would assume the whole image is rendered at once rather than animated.
Looking at a similar question, you should create another thread that is in charge of a rendering loop for your custom view, to create an animation where you draw each frame.

Custom TextView not refreshed only on phone

I created a custom TextView that is displayed in a GridView. When the user taps on the TextView, a black circle has to be displayed in the center of this TextView. Actually this used to work fine on my tablet (an ASUS TF300, something like that). FYI all clicked textviews are then saved in a local database and can be loaded again.
I also tested that on a smartphone. Weird thing : the black circle is not displayed after a tap. However I know that it works because the black circles are well displayed if I save my UI and reload it again.
Did I miss something ?
Please find the code of the custom TextView below.
public class ChordItemTextView extends TextView {
// Properties
private ChordItem item;
public void setChordItem(ChordItem item)
{
this.item = item;
}
private Paint fretPaint;
private Paint chordPaint;
private Paint textPaint;
private int paperColor;
public ChordItemTextView(Context context) {
super(context);
this.Init(context);
}
public ChordItemTextView(Context context, AttributeSet attrs)
{
super(context, attrs);
this.Init(context);
}
private void Init(Context context)
{
// Resources retrieval
Resources myResources = getResources();
this.fretPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
this.fretPaint.setColor(myResources.getColor(R.color.fretColor));
this.chordPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
this.chordPaint.setColor(myResources.getColor(R.color.fretColor));
this.textPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
this.textPaint.setColor(myResources.getColor(R.color.fretIndication));
this.textPaint.setTextSize(myResources.getDimension(R.dimen.fretFontSize));
this.paperColor = myResources.getColor(R.color.bgColor);
}
#Override
protected void onDraw(Canvas canvas) {
// paper color
canvas.drawColor(this.paperColor);
// fret line drawing
canvas.drawLine(0, getMeasuredHeight() / 2, getMeasuredWidth(), getMeasuredHeight() / 2, this.fretPaint);
canvas.drawLine((float) (getMeasuredWidth() * 0.99), 0, (float) (getMeasuredWidth() * 0.99), getMeasuredHeight(), this.fretPaint);
if (this.item.getFretNumber() == 0)
{
canvas.drawLine((float)( getMeasuredWidth() * 0.95), 0, (float)( getMeasuredWidth() * 0.95), getMeasuredHeight(), this.fretPaint);
}
// "tap" drawing
if (this.item.getIsPushed())
{
canvas.drawCircle(getMeasuredWidth() / 2, getMeasuredHeight() / 2, getMeasuredHeight() / 4, this.chordPaint);
}
// fret number drawing
if (this.item.getStringNumber() == 1)
{
canvas.drawText(String.valueOf(this.item.getFretNumber()), getMeasuredWidth() / 2, getMeasuredHeight(), this.textPaint);
}
super.onDraw(canvas);
}
}

Android Polar Graphing

I'm trying to do something like this, but I have a little bit of flexibility with how it looks. Essentially either a pie chart with only part of the pie filled (and the rest left blank), or some sort of dial chart.
It would also be relatively easy to use a polar graph to draw two arrows, one at 0 degrees and one at -92 degrees, but I can't find any libraries that will let you do this for Android. I do need it to make 0 degrees actually look like 0 polar degrees.
I've used an AChartEngine DialChart and managed to get something close, but I can't figure out how to get the labels to show up for each arrow. I've tried renderer.setDisplayValues(true); and series.setDisplayChartValues(true);
but it won't show the values for my two arrows, so I'm not sure if it's even possible with a DialChart. I realize that if I showed labels for the dial in the background, my users wouldn't need to have labels on the arrows, but I'm rotating the LinearLayout that the DialChart is added to in order to get 0 to look like 0 degrees in a polar graph. I am also struggling to hide labels for the dial in the background, despite using renderer.setShowLabels(false); and setting just about every other thing you can show to false. My hack is to set the label color to the background color, but if there is a better way to do it, please let me know.
Here is my code for the DialChart.
CategorySeries category = new CategorySeries("Angle");
category.add("Extension", 0);
category.add("Flexion", 90);
renderer = new DialRenderer();
renderer.setLabelsColor(getActivity().getResources().getColor(R.color.background));
renderer.setInScroll(true);
renderer.setDisplayValues(true);
renderer.setShowLegend(false);
renderer.setShowAxes(false);
renderer.setShowLabels(false);
renderer.setShowGrid(false);
renderer.setMargins(new int[] {20, 30, 15, 0});
renderer.setVisualTypes(new DialRenderer.Type[] {Type.ARROW, Type.ARROW});
renderer.setMinValue(-20);
renderer.setMaxValue(280);
renderer.setPanEnabled(false);
renderer.setZoomEnabled(false);
SimpleSeriesRenderer r = new SimpleSeriesRenderer();
series.setColor(getActivity().getResources().getColor(R.color.green));
series.setDisplayChartValues(true);
series.setChartValuesTextSize(30);
visualizationRenderer.addSeriesRenderer(r);
r = new SimpleSeriesRenderer();
series.setColor(getActivity().getResources().getColor(R.color.green));
series.setDisplayChartValues(true);
series.setChartValuesTextSize(30);
renderer.addSeriesRenderer(r);
visualization = ChartFactory.getDialChartView(getActivity(), category, renderer);
LinearLayout layout = (LinearLayout) this.getView().findViewById(R.id.sessions_visualization);
layout.addView(visualization);
layout.setRotation(220.0f);
I'm open to either modifying this code to get something that works, or other libraries that will help me accomplish what I'm trying to do. Thanks!
I'm answering my own question for anyone who wants to do something like this later.
You can create custom views in Android and draw whatever you want to display. There is good documentation here.
Here's a relevant code snippet. It's not perfect but it does the job.
public class AngleVisualization extends View {
private Paint textPaint;
private Paint arcPaint;
private Paint linePaint;
RectF oval;
private float extension;
private float flexion;
private int textColor;
private int arcColor;
private float extensionLabelX;
private float extensionLabelY;
private float flexionLabelX;
private float flexionLabelY;
private Rect extensionBounds = new Rect();
public AngleVisualization(Context context, AttributeSet attrs) {
super(context, attrs);
TypedArray a = context.getTheme().obtainStyledAttributes(
attrs,
R.styleable.AngleVisualization,
0, 0);
try {
extension = a.getFloat(R.styleable.AngleVisualization_extensionValue, 0);
flexion = a.getFloat(R.styleable.AngleVisualization_flexionValue, 0);
textColor = a.getColor(R.styleable.AngleVisualization_textColor, Color.BLACK);
arcColor = a.getColor(R.styleable.AngleVisualization_arcColor, context.getResources().getColor(R.color.green));
extensionLabelX = a.getDimension(R.styleable.AngleVisualization_extensionLabelX, 190);
extensionLabelY = a.getDimension(R.styleable.AngleVisualization_extensionLabelY, 150);
flexionLabelX = a.getDimension(R.styleable.AngleVisualization_flexionLabelX, 50);
extensionLabelY = a.getDimension(R.styleable.AngleVisualization_flexionLabelY, 190);
} finally {
a.recycle();
}
oval = new RectF();
init();
}
private void init() {
textPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
textPaint.setColor(textColor);
textPaint.setTextSize(30);
arcPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
arcPaint.setColor(arcColor);
linePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
linePaint.setColor(arcColor);
linePaint.setStrokeWidth(3);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
String extensionString = decimalFormat.format(extension) + "˚";
textPaint.getTextBounds(extensionString, 0, extensionString.length(), extensionBounds);
canvas.drawArc(oval, extension, flexion - extension, true, arcPaint);
canvas.drawLine(0.0f, extensionBounds.height(), oval.right / 2, extensionBounds.height(), linePaint);
canvas.drawText(extensionString, extensionLabelX, extensionLabelY, textPaint);
canvas.drawText(decimalFormat.format(flexion) + "˚", flexionLabelX, flexionLabelY, textPaint);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
// Account for padding
float xpad = (float)(getPaddingLeft() + getPaddingRight());
float ypad = (float)(getPaddingTop() + getPaddingBottom());
float ww = (float)w - xpad;
float hh = (float)h - ypad;
String extensionString = decimalFormat.format(extension) + "˚";
textPaint.getTextBounds(extensionString, 0, extensionString.length(), extensionBounds);
float diameter = Math.min(ww, (hh - extensionBounds.height()) * 2.0f) - extensionBounds.height();
oval = new RectF(
0,
diameter / -2.0f,
diameter,
diameter / 2.0f);
oval.offsetTo(getPaddingLeft(), getPaddingTop() - diameter / 2.0f + extensionBounds.height());
flexionLabelY = diameter / 2.0f + extensionBounds.height();
flexionLabelX = 0;
extensionLabelY = extensionBounds.height();
extensionLabelX = ww / 2;
}
}

How to make line with rounded (smooth) corners with AndroidPlot

I have a small problem with ploting my graph. On a picture below is what I have already done.
The graph should represent the actual signal strength of available Wi-Fi network(s). It's a simple XYPlot here data are represented with SimpleXYSeries (values are dynamically created).
Here is a little snippet of code (only for example):
plot = (XYPlot) findViewById(R.id.simplexyPlot);
series1 = new SimpleXYSeries(Arrays.asList(series1Numbers),
SimpleXYSeries.ArrayFormat.Y_VALS_ONLY, "Link 1");
f1 = new LineAndPointFormatter(color.getColor(), null,
Color.argb(60, color.getRed(), color.getGreen(), color.getBlue()), null);
plot.addSeries(series1, f1);
The example in the picture is a dynamic simulation of dB changes. Everything works, I guess, correctly, but what I want to achieve is to have line with "rounded" corners (see the picture to see what I mean).
I already tried to customize LineFormatter:
f1.getFillPaint().setStrokeJoin(Join.ROUND);
f1.getFillPaint().setStrokeWidth(8);
But this didn't work as expected.
Note: The Wifi Analyzer application has a similar graph and its graph has the rounded corners I want. It looks like this:
You can use Path.cubicTo() method. It draws a line using cubic spline algorithm which results in the smoothing effect you want.
Checkout the answer to a similar question here, where a guy is talking about cubic splines. There is a short algorithm showing how to calculate input parameters for Path.cubicTo() method. You can play with divider values to achieve required smoothness. For example, in the picture below I divided by 5 instead of 3. Hope this helps.
I have spent some time and implemented a SplineLineAndPointFormatter class, which does the stuff you need in androidplot library. It uses same technics. Here is how androidplot example applications looks like. You just need to use it instead of LineAndPointFormatter.
Here is code example and the class I wrote.
f1 = new SplineLineAndPointFormatter(color.getColor(), null,
Color.argb(60, color.getRed(), color.getGreen(), color.getBlue()), null);
plot.addSeries(series1, f1);
Here is the class doing the magic. It is based on version 0.6.1 of androidplot library.
package com.androidplot.xy;
import android.graphics.Canvas;
import android.graphics.Path;
import android.graphics.PointF;
import android.graphics.RectF;
import com.androidplot.ui.SeriesRenderer;
import com.androidplot.util.ValPixConverter;
public class SplineLineAndPointFormatter extends LineAndPointFormatter {
public SplineLineAndPointFormatter() { }
public SplineLineAndPointFormatter(Integer lineColor, Integer vertexColor, Integer fillColor) {
super(lineColor, vertexColor, fillColor, null);
}
public SplineLineAndPointFormatter(Integer lineColor, Integer vertexColor, Integer fillColor, FillDirection fillDir) {
super(lineColor, vertexColor, fillColor, null, fillDir);
}
#Override
public Class<? extends SeriesRenderer> getRendererClass() {
return SplineLineAndPointRenderer.class;
}
#Override
public SeriesRenderer getRendererInstance(XYPlot plot) {
return new SplineLineAndPointRenderer(plot);
}
public static class SplineLineAndPointRenderer extends LineAndPointRenderer<BezierLineAndPointFormatter> {
static class Point {
public float x, y, dx, dy;
public Point(PointF pf) { x = pf.x; y = pf.y; }
}
private Point prev, point, next;
private int pointsCounter;
public SplineLineAndPointRenderer(XYPlot plot) {
super(plot);
}
#Override
protected void appendToPath(Path path, final PointF thisPoint, PointF lastPoint) {
pointsCounter--;
if (point == null) {
point = new Point(thisPoint);
point.dx = ((point.x - prev.x) / 5);
point.dy = ((point.y - prev.y) / 5);
return;
} else if (next == null) {
next = new Point(thisPoint);
} else {
prev = point;
point = next;
next = new Point(thisPoint);
}
point.dx = ((next.x - prev.x) / 5);
point.dy = ((next.y - prev.y) / 5);
path.cubicTo(prev.x + prev.dx, prev.y + prev.dy, point.x - point.dx, point.y - point.dy, point.x, point.y);
if (pointsCounter == 1) { // last point
next.dx = ((next.x - point.x) / 5);
next.dy = ((next.y - point.y) / 5);
path.cubicTo(point.x + point.dx, point.y + point.dy, next.x - next.dx, next.y - next.dy, next.x, next.y);
}
}
#Override
protected void drawSeries(Canvas canvas, RectF plotArea, XYSeries series, LineAndPointFormatter formatter) {
Number y = series.getY(0);
Number x = series.getX(0);
if (x == null || y == null) throw new IllegalArgumentException("no null values in xyseries permitted");
XYPlot p = getPlot();
PointF thisPoint = ValPixConverter.valToPix(x, y, plotArea,
p.getCalculatedMinX(), p.getCalculatedMaxX(), p.getCalculatedMinY(), p.getCalculatedMaxY());
prev = new Point(thisPoint);
point = next = null;
pointsCounter = series.size();
super.drawSeries(canvas, plotArea, series, formatter);
}
}
}
1- I guess that you only use a few points to draw graphs of signals. All graph/chart applications try to connect points with direct lines and then your chart will be shown. So if you only use three points, your graph will looks like a triangle! If you want your graph to be curved, you have to add more points. Then it comes out like a curve.
2- Or you can find any library that can draw sin graph, for example GraphView Library. Then try to draw this function:
So it looks like to this:
Then translate it to (a,0), so result seems like what you want.
3- And another way, you can use built in Math.sin in Java:
Chose for example 1000 point in range a to b and compute value of above function for each point and finally create a path and show them in a canvas.
You can use quadTo (float x1, float y1, float x2, float y2) that simplify drawing quad curves for you. The documentation says:
Add a quadratic bezier from the last point, approaching control point
(x1,y1), and ending at (x2,y2). If no moveTo() call has been made for
this contour, the first point is automatically set to (0,0).
Parameters
x1 The x-coordinate of the control point on a quadratic curve
y1 The y-coordinate of the control point on a quadratic curve
x2 The x-coordinate of the end point on a quadratic curve
y2 The y-coordinate of the end point on a quadratic curve
Finally, I add a simple class that extends View and can draw a curve that looks like what you want:
public class SinWave extends View {
private float first_X = 50;
private float first_Y = 230;
private float end_X = 100;
private float end_Y = 230;
private float Max = 50;
public SinWave(Context context, AttributeSet attrs) {
super(context, attrs);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Paint paint = new Paint() {
{
setStyle(Paint.Style.STROKE);
setStrokeCap(Paint.Cap.ROUND);
setStrokeWidth(0.7f);
setAntiAlias(true);
setColor(0xFFFF00FF);
}
};
final Path path = new Path();
path.moveTo(first_X, first_Y);
path.quadTo((first_X + end_X)/2, Max, end_X, end_Y);
canvas.drawPath(path, paint);
}
}
The result must look like this:
You can add more methods to the class and change it to increase performance!
There's always been a smooth line renderer in Androidplot: BezierLineAndPointRenderer, which like the implementations above uses Android's built in Bezier drawing routines cubicTo(...) & quadTo(...). The problem is that using Beziers to draw smooth lines in this way creates a false line that overshoots the actual control points by varying amounts, which you can see happening if you look closely at the image above.
The solution is to use the Catmull-Rom spline interpolation, which is now finally supported by Androidplot. Details here: http://androidplot.com/smooth-curves-and-androidplot/
Just use ChartFactory.getCubeLineChartView instead of ChartFactory.getLineChartView using achart engine
In some simple cases, this could help:
mPaint.pathEffect = CornerPathEffect(radius)
even in combination with
path.lineTo(x,y)
try this:
symbol = new Path();
paint = new Paint();
paint.setAntiAlias(true);
paint.setStrokeWidth(2);
paint.setColor(-7829368);
paint.setStrokeJoin(Paint.Join.ROUND); // set the join to round you want
paint.setStrokeCap(Paint.Cap.ROUND); // set the paint cap to round too
paint.setPathEffect(new CornerPathEffect(10) );
paint.setStyle(Paint.Style.STROKE);
symbol.moveTo(50.0F, 230.0F);
symbol.lineTo(75.0F, 100.0F);
symbol.lineTo(100.0F, 230.0F);
most of the info found here

Animation at a specified rate using canvas / Ondraw

In my Android app, I am trying to show letters one by one with a short delay between each, while also playing a sound for each letter. I have everything working, and the sounds play with the correct delay, but the text always prints to the screen far too fast. The canvas seems to be updated even when i am not specifically invalidating the view.
Here is what I have so far - I also tried a variant of this based on the "snake" example and had the same results... any help would be appreciated!
public class SpellingView extends View {
private static final String WORD = "TRUCK";
int width;
int height;
String textToPrint;
float textspace;
int j=0;
private final Path arc;
private final Paint tPaint;
//constructor for SpellingView
public SpellingView(Context context) {
super(context);
arc = new Path();
tPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
displayLetterLoop();
}
public void displayLetterLoop(){
for (int i = 0; i < WORD.length(); i++){
final Runnable mUpdateUITimerTask = new Runnable() {
public void run() {
Spelling.mp.start();
}
};
final Handler mHandler = new Handler();
mHandler.postDelayed(mUpdateUITimerTask, i*1500);
}
}
#Override
protected void onDraw(Canvas canvas) {
int k;
// Drawing commands go here
width = canvas.getWidth();
height = canvas.getHeight();
arc.addArc(new RectF((width*.15f), (height*.15f), (width*.85f), (height*.4f)), 180,180);
tPaint.setStyle(Paint.Style.FILL_AND_STROKE);
tPaint.setColor(Color.RED);
tPaint.setTextSize(height * 0.1f);
tPaint.setTextAlign(Paint.Align.LEFT);
setBackgroundColor(Color.BLACK);
for (k = 0; k < j; k++){
char c = WORD.charAt(k);
String cs = Character.toString(c);
textToPrint+= cs;
textspace =(float) (k*(width/WORD.length())*.9);
canvas.drawTextOnPath(cs, arc, textspace , 0, tPaint);
}
if(j<WORD.length()){
j++;
}
}
}
Custom view will invalidate itself when is a part of a layout which for some reason redraw itself. Therefore you could envelop your code in onDraw() with a condition and a flag so that it draws your stuff only when the timer sets the flag and calls invalidate. After one letter is drawn then the flag shoud be set on false like:
if (drawLetter){
drawLetter = false;
/code...
}
However this also may need to be a sychronized block.
OnDraw should happen 60 times a second and not only when you are invalidating.
So maybe you need to update some class variables (when you are invalidating) and use those for your draw logic # OnDraw.

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