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

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Subject: Re: [android-developers] Cuestión de diseño del juego: múltiple handlers
From: Christopher Van Kirk <christopher.vankirk@xxxxxxxxx>
Date: Wed, 30 Nov 2011 20:40:50 +0800
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Si el *callbacks participación una interfaz común, podrías cumplir que con un objeto de interfaz.


En 11/30/2011 8:32 PM, John *Goche 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 <*mailto:trekingapp@xxxxxxxxx>> escribió:

    En *Tue, *Nov 29, 2011 en 3:46 PM, John *Goche
    <*johngoche99@*xxxxxxxxxxxxxx <*mailto:*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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If the callbacks share a common interface, you could accomplish that with an interface object.


On 11/30/2011 8:32 PM, John Goche 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 <mailto:trekingapp@xxxxxxxxx>> wrote:

    On Tue, Nov 29, 2011 at 3:46 PM, John Goche
    <johngoche99@xxxxxxxxxxxxxx <mailto: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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