It's pretty clear from all the activity around this issue in this forum in multiple threads over the past several months that there's a painful design flaw regarding AsyncTasks and screen rotation. The basic issue that people want to address is how to handle the onDestroy when an AsyncTask is running. A lot of games can be played with static inner classes, attach/detach, onRetainNonConfigurationInstance, and so on but it all becomes dauntingly complex when you get beyond the most bare-bones test case. This is especially true when the UI needs some results from the AsyncTask, the most common case. Essentially, you end up doing as much work as if you were using an IntentService.
I think the Big G should change the documentation around AsyncTask to make it clear that using it from a UI thread is a recipe for complexity and therefore not recommended. Of course, providing a _simple_ way to decouple long-running activities from the UI thread was exactly what AsyncTask was design to do. But let's admit that it didn't work out that way. The docs should point people at IntentService, perhaps adding some wrappers around that class to make it simpler to use when you just need to decouple a long-running task from the UI. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

