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Re: [android-developers] Cuestión de diseño del juego: múltiple handl

To: android-developers@xxxxxxxxxxxxxxxx
Subject: Re: [android-developers] Cuestión de diseño del juego: múltiple handlers
From: John Goche <johngoche99@xxxxxxxxxxxxxx>
Date: Wed, 30 Nov 2011 13:35:59 +0100
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También, por qué  ser mejor de tener un *handler que múltiple *handlers
*anyways
dado que en algunas situaciones múltiples *handlers lata *compile?

En *Wed, *Nov 30, 2011 en 1:32 PM, John *Goche <*johngoche99@*xxxxxxxxxxxxxx>escribió:

>
> *Thank tú *TreKing para vuestro consejo,
>
> Pero entonces en mi *handleMessage tendría que comprobar con si
>
> (*inst caso de *Foo)
>   *inst.*foocallback();
> Más si (*inst *instanceof Barra)
>   *inst.*barcallback();
> Más si (...)
>
> O es allí un *neater solución, quizás utilizando *polymorphism o un patrón
> de diseño de alguna clase
> de modo que mi *handleMessage  no deprisa vuelta a un desorden?
>
> *Thanks,
>
> John *Goche
>
>
>
> En *Tue, *Nov 29, 2011 en 11:02 PM, *TreKing <trekingapp@xxxxxxxxx> escribió:
>
>> En *Tue, *Nov 29, 2011 en 3:46 PM, John *Goche <*johngoche99@*xxxxxxxxxxxxxx>escribió:
>>
>>> El número de *sprites es indefinido (podría variar en número) pero cada cual
>>> necesita dirigir él individualmente. Arriba de esto el mundo tiene su
>>> propio *handler para dirigir actualiza a él.
>>>
>>
>> No necesitas separado *handlers, puedes pasar el caso del objeto
>> que está siendo actualizado en el *handler mensaje, entonces uso un solo *handler
>> para el hilo principal.
>>
>>
>> -------------------------------------------------------------------------------------------------
>> *TreKing <*http://Sitios.*google.*com/Sitio/*rezmobileapps/*treking> - *Chicago
>> *transit *tracking *app para *Android-*powered dispositivos
>>
>>  --
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>
>
>

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Also, why would it be better to have one handler than multiple handlers
anyways
given that in some situations multiple handlers can compile?

On Wed, Nov 30, 2011 at 1:32 PM, John Goche <johngoche99@xxxxxxxxxxxxxx>wrote:

>
> Thank you TreKing for your advice,
>
> But then in my handleMessage I would have to check with
>
> if (inst instance of Foo)
>   inst.foocallback();
> else if (inst instanceof Bar)
>   inst.barcallback();
> else if (...)
>
> or is there a neater solution, perhaps using polymorphism or a design
> pattern of some sort
> so that my handleMessage does not quickly turn into a mess?
>
> Thanks,
>
> John Goche
>
>
>
> On Tue, Nov 29, 2011 at 11:02 PM, TreKing <trekingapp@xxxxxxxxx> wrote:
>
>> On Tue, Nov 29, 2011 at 3:46 PM, John Goche <johngoche99@xxxxxxxxxxxxxx>wrote:
>>
>>> The number of sprites is indefinite (could vary in number) but each
>>> needs to manage itself individually. On top of this the world has its
>>> own handler to manage updates to itself.
>>>
>>
>> You don't need separate handlers, you can pass the instance of the object
>> that is being updated in the handler message, then use one single handler
>> for the main thread.
>>
>>
>> -------------------------------------------------------------------------------------------------
>> TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago
>> transit tracking app for Android-powered devices
>>
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>
>

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