I can certainly create (say) a LinkedList of events which acts a queue
of instructions for my main loop.
My issue is that after processing an event, I have to remove it from
the queue.
According to
http://download.oracle.com/javase/1.4.2/docs/api/java/util/LinkedList.html
: Note that this
On Mon, Oct 24, 2011 at 1:20 AM, Peter Webb r.peter.w...@gmail.com wrote:
This must be a very common problem, and I would expect a simple standard
solution. As I mentioned, on other platforms I have used a guaranteed atomic
process (file creation)as a semaphore for synchronisation, but I doubt
ConcurrentLinkedQueue. Exactly what I want. Thankyou.
On Oct 24, 11:16 pm, TreKing treking...@gmail.com wrote:
On Mon, Oct 24, 2011 at 1:20 AM, Peter Webb r.peter.w...@gmail.com wrote:
This must be a very common problem, and I would expect a simple standard
solution. As I mentioned, on other
Nice, I'll have to play with that too. I never ran into any exceptions
because I use touches very little in the game I am playing around with.
Steven
Studio LFP
http://www.studio-lfp.com
On Monday, October 24, 2011 7:16:47 AM UTC-5, TreKing wrote:
On Mon, Oct 24, 2011 at 1:20 AM, Peter Webb
I figure you are running a thread that does all the processing as not to
block the UI thread. If so, one of the ways I've been doing it is to add
something like...
public static LinkedListMotionEvent uiEvents;
... to a helper object and then check the length of it every time through
the
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