You can also use full screen non-transparent dialogs. They look like activities, but are simpler to handle. For example for "Settings" screen of a game I would (and in fact, do) go with dialogs.
Dmitry On 20 авг, 13:40, loctarar <[email protected]> wrote: > Hello! > > This may sound a little silly. Let's say I want to build a game with a > menu, an options screen, a form screen (for the user to insert some > data) and the game screen. The usual approach would be to have an > activity for each case (correct me if I'm wrong). What if I do another > thing... and code four views for each case and swap them using > setContentView() in the same activity? Suppose that I'll override the > onSaveInstanceState() to save the state of the views in all the four > cases. > > What is the disadvantage in this approach besides having a huge > activity that I'm sure it gets closed every time the system is low in > memory? > > I haven't tested it yet, but I didn't find anything in the docs that > could stop this approach to work. The reasons for avoiding the "usual" > implementation is that I need to convert an application from J2ME and > having multiple activities raises some difficulties in the porting > process. > > Thanks! --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

