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. > > > -- -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.