Generally speaking, using views instead of activities saves memory but
requires more development time. I recommend you first make three
activities and a menu, and then optimize for memory/speed/etc as
needed.


Yusuf Saib
Android
·T· · ·Mobile· stick together
The views, opinions and statements in this email are those of the
author solely in their individual capacity, and do not necessarily
represent those of T-Mobile USA, Inc.



On Aug 20, 7:30 am, "Dmitry.Skiba" <[email protected]> wrote:
> 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!
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