I believe there's no common approach to games development. Every game
is unique and requires its own design. Therefore, it's really depends
on the game whether you should span 2 or more threads for your logic
and how excactly are you going to handle UI updates.

On Nov 12, 12:17 am, Neilz <neilhorn...@googlemail.com> 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.

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