You can have as many handlers as needed, within reason.

The work of dispatching messages to handlers is done by Looper, anyway.

And that's where I think your original issue has its roots.

Posting a more exact message than "I get an error saying I need to
call prepare *or something* since I cannot have more than one
handler per thread *or something*."

( I am pretty sure what it is, but let's see the message first )

-- Kostya

30 ноября 2011 г. 16:35 пользователь John Goche
<[email protected]>написал:

>
> Also, why would it be better to have one handler than multiple handlers
> anyways
> given that in some situations multiple handlers can compile?
>
>
> On Wed, Nov 30, 2011 at 1:32 PM, John Goche <[email protected]>wrote:
>
>>
>> Thank you TreKing for your advice,
>>
>> But then in my handleMessage I would have to check with
>>
>> if (inst instance of Foo)
>>   inst.foocallback();
>> else if (inst instanceof Bar)
>>   inst.barcallback();
>> else if (...)
>>
>> or is there a neater solution, perhaps using polymorphism or a design
>> pattern of some sort
>> so that my handleMessage does not quickly turn into a mess?
>>
>> Thanks,
>>
>> John Goche
>>
>>
>>
>> On Tue, Nov 29, 2011 at 11:02 PM, TreKing <[email protected]> wrote:
>>
>>> On Tue, Nov 29, 2011 at 3:46 PM, John Goche 
>>> <[email protected]>wrote:
>>>
>>>> The number of sprites is indefinite (could vary in number) but each
>>>> needs to manage itself individually. On top of this the world has its
>>>> own handler to manage updates to itself.
>>>>
>>>
>>> You don't need separate handlers, you can pass the instance of the
>>> object that is being updated in the handler message, then use one single
>>> handler for the main thread.
>>>
>>>
>>> -------------------------------------------------------------------------------------------------
>>> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago
>>> transit tracking app for Android-powered devices
>>>
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>>
>>
>>
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