Multiple choice technology embedded technologies

Graphics for any application needs to regularly re-draw itself should draw directly in a

  1. Canvas

  2. View Object

  3. Sandbox

  4. Paper

Reveal answer Fill a bubble to check yourself
A Correct answer
Explanation

Canvas is the correct answer because it provides a direct drawing surface for applications that need frequent redraws. View Objects are for UI hierarchy, Sandboxes are for security isolation, and Paper is not a standard graphics component. Canvas allows immediate mode rendering where the application controls when and what gets drawn.

AI explanation

On Android, a Canvas is the low-level 2D drawing surface object that exposes drawing primitives (drawLine, drawRect, drawBitmap, etc.), and it's the right target for graphics that must be redrawn frequently/continuously (e.g., custom animations, games) because drawing directly to a Canvas — especially one backed by a SurfaceView for off-UI-thread rendering — avoids the overhead of the standard View invalidate/layout/measure/draw pipeline on every frame. A generic 'View Object' still routes through that heavier lifecycle via onDraw callbacks, making it less suited to high-frequency redraws. 'Sandbox' and 'Paper' aren't Android graphics APIs at all, so they're clearly wrong distractors.