Thanks for the reply

2010/11/2 Dianne Hackborn <[email protected]>

> Ignoring everything else, you should do the work in an async task.  3
> seconds is a *LONG* time.  Seriously, it's a really really long time.  When
> you are sitting there interacting with your phone and it sits there frozen
> for 3 seconds, that's an eternity.
>
> Once you have that out of the way, it's just a matter of deciding what you
> want to do in the UI during the time you don't have your final data to
> display to the user.  One approach is to just have a progress indicator
> embedded in the UI that is shown while waiting for the data -- see for
> example the music picker:
>
>
> http://android.git.kernel.org/?p=platform/packages/apps/Music.git;a=blob;f=src/com/android/music/MusicPicker.java;h=c41746ddf2cbeb80e111d72139b42e8f01329c30;hb=HEAD#l565
>
>
> On Mon, Nov 1, 2010 at 6:34 PM, Bret Foreman <[email protected]>wrote:
>
>> I'm working on the same issue. My Activity takes some time to
>> calculate the graphics that will be displayed, about 3 seconds in some
>> complex cases. That's just long enough that the user often hits the
>> button again. If an hourglass is not an option, I suppose I can throw
>> up some sort of splash, do the main work in an AsyncTask, then put up
>> the results. But it's a lot of added complication for a 3 second
>> delay.
>>
>> On Nov 1, 5:21 pm, Frank Weiss <[email protected]> wrote:
>> > I don't understand your question. Your new activity should load quickly,
>> > what time would there be to display an hourglass?
>>
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>
>
>
> --
> Dianne Hackborn
> Android framework engineer
> [email protected]
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support, and so won't reply to such e-mails.  All such
> questions should be posted on public forums, where I and others can see and
> answer them.
>
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