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The problem is that i can't control directly the draw. I mean that i can't control the speed of draw and i don't know how to draw a partial circle and then re-draw the circle with one or more points. The only "refresh" method provided by View class is "invalidate()", but this method only force the onDraw method calling.
Yes. In my middleware / game dev library called TyphonRT I have a callback clock / scheduler that allows one to get fairly accurate callbacks at 60hz, 30hz, 20hz, 15hz, 10hz, etc. For 2D Android support there is a TyphonRuntimeView that manages the clock callback and updates any internal time tracking variables then it calls invalidate() which subsequently calls the onDraw method. So you can attach this view to any callback frequency listed above. That is how I handle things and I should release it soon, but that won't help you now.
You can try and manage this your own way whether a separate thread that manages time / clocking and provides a callback interface or a somewhat hacky way of say posting a delayed invalidate from the View itself by "postInvalidateDelayed()". There are more methods available than invalidate(). So you'd calculate each frame the approximate delay time based on current time and whatever frequency you want to hit. I'm certainly not saying this is the only or even best way of doing things, but it's quick and easy.
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To the second question on how to store the previous frame. You should only create a Bitmap that is the size of the circular object you are drawing; not even full screen. Each frame you will add in another marker or continue drawing the circle. You save that bitmap between frames and keep drawing to the bitmap then draw the bitmap to the View in the onDraw method. After every cycle (revolution, etc.) you need to clear the bitmap so that what you have previously rendered into it dissapears. Again this is all highly dependent on what you are trying to draw.
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In Android 3.0+ there is a new property animation system that could help, but it really doesn't because it's not backward compatible for pre Honeycomb devices.
http://developer.android.com/guide/topics/graphics/animation.html