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(OP here.) I agree with you on most points, but I don't know how you'd write a graphical game without dealing with asynchronous operations. For example, this app uses an extended SurfaceView (uses its own thread to draw), timers to handle move animation, and AsyncTasks to perform computer AI turns and implement a hack that makes Toasts last longer. Otherwise the UI would be clunky and give a "not responding" message whenever it wasn't your turn.

I would say that graphical games are a step above the simple "standalone app" you mention.



I apologize. I may have rushed to judgement. I didn't get a chance to check out your game, will do. Games are definitely not a simple standalone app.

I stand by my assertion that non-trivial app development on Android can be harder than on iOS. For example, take a look at the Google Music app source (an example of a complex app) and see if you can understand how it was designed and why it was implemented in such a way. I can't claim to fully understand it.

http://android.git.kernel.org/?p=platform/packages/apps/Musi...

> AsyncTasks to perform computer AI turns and implement a hack that makes Toasts last longer

I'm curious why you did not use a FrameLayout to overlay a Toast-like message on top of your SurfaceView game board.


I certainly could've done that. I liked Toasts, found that you couldn't extend their duration beyond 3.5 seconds, Google'd the problem and found a hack to extend them. Either approach would've worked fine.




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