The solution I came up with was to subclass DialogFragment, returning
a DatePickerDialog in onCreate()
@Override
public Dialog onCreateDialog(Bundle savedInstanceState) {
return new DatePickerDialog(sContext, dateSetListener,
sDate.get(Calendar.YEAR), sDate.get(Calendar.MONTH),
Thank you, I will try to implement this when I have time. I now
understand where my confusion was stemming from. I was under the
impression that each time the CupView Activity was resumed, a new
CupView object was created thus creating a new CupThread. However I
now see that is not the case, the
I'm writing a game using two different SurfaceView's (RollView and
CupView) in two different activities. Both SurfaceView's heavily
resemble the LunarLander demo.
The RollView SurfaceView is working fine. When leaving the Activity,
RollView's surfaceDestroyed() is called, killing the thread. If
enough
code here to really tell what is happening.
Also you do know that you can only call Thread.start() once on a particular
thread object, right?
http://java.sun.com/j2se/1.5.0/docs/api/java/lang/Thread.html#start()
On Tue, Mar 31, 2009 at 6:46 PM, kbeal10 kbea...@gmail.com wrote:
I'm
SensorManagerSimulator.connectSimulator();
// now enable the new sensors
mSensorManager.registerListener(mAccellListener,
SensorManager.SENSOR_ACCELEROMETER);
}
}
On Mar 31, 10:35 pm, kbeal10 kbea...@gmail.com wrote:
This is where the thread variable is declared
){
}
}
}
}
On Mar 31, 10:41 pm, kbeal10 kbea...@gmail.com wrote:
This is the main Activity of my app. The one holding a CupView.
package my.package;
import my.package.CupView.CupThread;
import org.openintents.hardware.SensorManagerSimulator;
import
will eat a
lot of CPU cycles basically doing nothing -- battery drain --
unhappy customers.
Pausing and resuming threads should be done using synchronized blocks,
wait() statements and notify() statements.
On Mar 31, 10:35 pm, kbeal10 kbea...@gmail.com wrote:
This is where the thread
I'm currently designing a game that will be displaying several dice. I
would like to know the wisest course of action. The dice will extend
View (or SurfaceView), so that each will be able to be touched, etc.
My question is should I:
A.) Spawn one child thread to draw all of the dice (up to 6).
into motions/gestures in 3D
space).
On Mar 9, 10:51 am, kbeal10 kbea...@gmail.com wrote:
I agree, having more than 2 threads seems to break from the
traditional paradigm, which is part of the reason it didn't seem like
a good answer.
Since I wouldn't be able to have a ViewGroup in it's
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