Micro payments in Android as standard

by vipin . fss » Fri, 18 Apr 2008 12:40:24 GMT

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 heck out this


On Mar 17, 9:55 am, YA <[EMAIL PROTECTED]> wrote:

Micro payments in Android as standard

by vipin . fss » Fri, 18 Apr 2008 12:40:48 GMT

 hek out this


On Mar 17, 9:55 am, YA <[EMAIL PROTECTED]> wrote:

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Other Threads

1. Android OpenGL Game - App Architecture and Threading Logic

I may be completely wrong on this, but I've found that threads hog the
CPU even when idle.

The way that has worked well for me is to have the render thread, and
the logic timer.

(using a looper and communicating via a handler can be slow, from my
experience locks are faster)

To keep things simply I use a TimerTask to simulate a 60fps game logic
rate (game_loop_timer.schedule(game_loop_task, 0, 17);).  The game
logic rate can vary based on what needs to be done.  (i.e pathfinding,
network syncing, etc.) and sets a scene to the buffer.

The render thread stays constant by simply drawing what's on the scene
buffer at every onDraw.

I use a single lock to keep the scene buffer safe between the two threads.

It's actually pretty simple, and I only really need two classes.

I highly recommend reading articles about this, here are some of my bookmarks:

For input, I use a lock for the state of the hardware.  (i.e. when the
screen is being touched, I set a boolean isTouched to true and use a
lock to safely read/write from the threads.  However, a queue/handler
is really the way to go when it comes to that since it's not as
time/latency sensitive.


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