The game is drawn on the canvas and there is such an approximately stopwatch implementation code.
while(true)( Tread.sleep(1); millisec++; class.onDraw1(canvas,millisec)// тут читаю строку и рисую изображения цифр. Further, the code can not write, it is enough to ask a question. If this code is attributed to the game cycle stream, then it will sleep almost all the time. And the cycle itself spends time and I don’t get an exact stopwatch. If you make another stream and somehow get access to the canvas, which is declared in the game cycle stream, all the same, either the outline will lock in the game stream, or I will have to lock it all the time, every millisecond, to draw time.
Hence the question, how to solve this problem?
While I wrote these thoughts: if the top line of the playing field is still for beauty, can this part be drawn on another canvas in another thread? But you have to adjust the dimensions carefully, and here there are also different screen resolutions.
Another thought: in the Layout in the ImageView draw the canvas, and on top of this ImageView another one. Even if this is possible, then due to different streams, one on top will draw something else. It turns out not to impose, as well as placed nearby.
Which option seems better to you and what other solutions are there. And by the way, if I draw on a Layout , then I can use the Chronometer object, and I can change its images of numbers with my own