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 <[email protected]>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 <[email protected]> wrote:
>
>> On Tue, Nov 29, 2011 at 3:46 PM, John Goche 
>> <[email protected]>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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