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86 Bean &mdash; <strong>vsync timing</strong>, <strong>triple buffering</strong>,
651 &mdash; <strong>vsync timing</strong>, <strong>triple buffering</strong>,
1263 <p>To ensure a consistent framerate, Android 4.1 extends <strong>vsync timing</strong> across all drawing and animation done by the Android framework. Everything runs in lockstep against a 16 millisecond vsync heartbeat &mdash; application rendering, touch events, screen composition, and display refresh &mdash; so frames don?t get ahead or behind.</p>
1267 <p>Android 4.1 reduces touch latency not only by <strong>synchronizing touch</strong> to vsync timing, but also by actually <strong>anticipating</strong> where your finger will be at the time of the screen refresh. This results in a more reactive and uniform touch response. In addition, after periods of inactivity, Android applies a <strong>CPU input boost</strong> at the next touch event, to make sure there?s no latency.</p>
1423 <h3>Vsync for apps</h3>
1425 <p>Extending vsync across the Android framework leads to a more consistent framerate and a smooth, steady UI. So that apps also benefit, Android 4.1 <strong>extends vsync timing</strong> to all drawing and animations initiated by apps. This lets them optimize operations on the UI thread and provides a stable timebase for synchronization.</p>
1427 <p>Apps can take advantage of vsync timing for free, through Android?s <strong>animation framework</strong>. The animation framework now uses vsync timing to automatically handle synchronization across animators.</p>
1429 <p>For specialized uses, apps can access vsync timing through APIs exposed by a new Choreographer class. Apps can request invalidation on the next vsync frame &mdash; a good way to schedule animation when the app is not using the animation framework. For more advanced uses, apps can post a callback that the Choreographer class will run on the next frame. </p>