Hi Nik, no known issues, but I pretty much posted it as soon as the
initial prototype was complete, so I guess we shall see. If I had to
guess at where issues might arise I would be looking at failure to
release resources (maybe thats my windows background speaking, I dont
yet fully understand android threading and garbage collection) and bad
interaction with the underlying adapter... I still havent tried things
such as notifyDataSetChanged, etc. I should also warn that im new to
the platform and learning as I go so frankly there could be a bunch of
important things I have left out.

Areas where I think it is weak: in order to get a smooth UI I chose to
limit the 'touch and drag' scroll velocity to no more than the fling
animation velocity, which in turn means you can fling faster than it
can scroll, which means you can stack up an extra fling or two before
it has finished the first flings' animation. To overcome problems
arising from this (such as running out of views, I only have three) I
snap the views to the animation starting points whenever an additional
fling animation is required while an existing one is in progress...
this doesnt make for the smoothest of UI experiences, but at the speed
you need to be flinging maybe no-one would notice.

If you want to work with it we can throw it up on google code as an
open source project and expand it from there. If you just want to grab
the code and run then please feel free to use it in whatever way you
choose. For me, it will be servicing the core UI of an application I
am developing so I no doubt will be making a change or two from here
on in.

Regards

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