There is a nice simple game example (with multiple threads) in the SDK samples called LunarLander
-- RichardC On Nov 12, 2:03 pm, WoodManEXP <[email protected]> wrote: > Oh, and yes you could use Thread with a run() method. Its easy to set > up. AsyncTask is sort of a specialization of Thread tat helps with > some of the communication between parent and child thread. But they > can be run only once. So a new one needs to be instantiated each time. > > On Nov 12, 8:13 am, Neilz <[email protected]> wrote: > > > Anyone? This is a common consideration, I would have thought? > > > On Nov 11, 10:17 pm, Neilz <[email protected]> wrote: > > > > Hi all. I've been reading the developer guide, the sections on > > > designing for performance and responsiveness. It's great stuff, and > > > I'm going to go through all my code and refactor everything I can to > > > meet these suggestions. > > > > One line stood out for me: "For games specifically, do calculations > > > for moves in a child thread." > > > > Could someone possibly elaborate on this a little? If you had a game > > > where the screen was being refreshed continuously, with calculations > > > being made on every refresh, does this mean starting and ending a > > > thread every time this happens? Or is one thread created at the start, > > > which stays open for the duration of the game? > > > > And would this be an inner class extending Thread with a run() method > > > as usual, or are there better ways of handling it? I recently used an > > > "AsyncTask" to handle a background task, would that be something that > > > could be of use here? > > > > Many thanks for any help. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

