Put the input events into your own internal queue. Process the your event 
queue in your update-AI/update-user-event phase of your game logic. The 
queue should be locked when adding/removing events.

On Wednesday, April 24, 2013 4:26:02 PM UTC+1, bob wrote:
>
> I've been investigating an insidious error in an Android OpenGL game app. 
>  This error was brought to my attention by ACRA.
>
> I believe that the source of the error is that the code in an onTouchEvent 
> executes in a different thread than the code
>  in the OpenGL drawing thread.
>
> So, basically, the drawing thread was looping thru some enemy ships trying 
> to draw them.
>
> Meanwhile, someone pressed the reset button on the game (an onTouchEvent), 
> and the enemy ship LinkedList got cleared.  This clearing occurred while 
> the drawing thread was looping thru them.  Thus an 
> IndexOutOfBoundsException occurred.
>
> Anyhow, I guess my question is...  how would the professional Android 
> developer have prevented this?
>
> Thanks.
>
>
>

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