Could you provide a code-snippet showing how you coded the menu-
handling and the starting of your thread?
On Mar 12, 10:00 am, Ikon ayanafr...@gmail.com wrote:
Hi,
I am developing a game based on the SurfaceView/LunarLander example in
the sample code.
I have one activity, with one menu
Streets,
Here is the snippet where I do the menuHandling:
@Override
public boolean onOptionsItemSelected(MenuItem item) {
switch( item.getItemId()){
case START_GAME:
gameThread.doStart();
return true;
case STOP_GAME:
I'm assuming that gameThread is something that has its own thread and
runs the game. And the main thread (on which onOptionsItemSelected is
running) is seperate and handles the user-interface.
If so, the it may be that createShapes() is pretty expensive and takes
a while. This'll hang the
Thanks for the comprehensive response - that is very helpful!
What I dont understand is that if I am just telling another thread to
go do processing, why would THAT thread not block the main thread
then?
On Mar 12, 10:52 pm, Streets Of Boston flyingdutc...@gmail.com
wrote:
I'm assuming that
I guess the reason is that ExecutorService.submit must be doing
something different than just starting up a new thread?
On Mar 12, 10:52 pm, Streets Of Boston flyingdutc...@gmail.com
wrote:
I'm assuming that gameThread is something that has its ownthreadand
runs the game. And the mainthread(on
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