I would think so too.

As soon as you execute wait statements in your main message-
dispatching thread (e.g. sleeps, waits, waiting for I/O, long lasting
loops, joins, etc.), you run the risk of the application getting
unresponsive. Android may pop up a message telling the user that the
application is not responding giving the user the choice to wait or
force-close.

In this case, the longest wait is only a second, after which the
onTouchEvent returns, but still....

On Mar 11, 9:38 am, MrSnowflake <mrsnowfl...@gmail.com> wrote:
> But won't it affect other Activity stuff and life cycle functions and
> such?
>
> On 10 mrt, 19:48, Stoyan Damov <stoyan.da...@gmail.com> wrote:
>
>
>
> > sure, it should work - I think someone has already done that
>
> > On Tue, Mar 10, 2009 at 8:26 PM, MrSnowflake <mrsnowfl...@gmail.com> wrote:
>
> > > I have a question about this: While sleeping the ui thread works,
> > > would it also work to wait() the main thread and notify() it when the
> > > new frame 'starts'?
>
> > > On 20 feb, 10:41, suhas gavas <suhas.ga...@gmail.com> wrote:
> > >> hi zombies and robots,
> > >> plz let me the solution to improve touch event performance
> > >> I have got stuck because of the sam
>
> > >> regards,
> > >> suhas
>
> > >> On Fri, Feb 20, 2009 at 12:46 PM, Zombies and Robots 
> > >> <caecus...@gmail.com>wrote:
>
> > >> > Thank you both!
>
> > >> > With those pointers, I was able to figure out and implement working
> > >> > versions of both techniques.  Now I just have to decide which one I
> > >> > like better and finish writing my game...- Hide quoted text -
>
> - Show quoted text -
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