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Rowan de Graaf edited this page Jan 29, 2015 · 7 revisions

"Each project knows difficulties, when you don't expect them they seem impossibilities." ~Random programmer.

Hiccups

During the project, implementation of the idea was a steadily process which near the end became a tedious task where the universe would throw a solution and a new problem in your lap every quarter of the hour. New for me in the project was the new activity programming as it worked within Android. Looperstates, OnCreate draws, No interruptable UI Threads.

At first one of the biggest problems was understanding how Android "draws" things on the screen, and more importantly, where and when. After being stuck for 3 days of finding out why my grid wasn't drawn it was imperative that only 1 instance of a canvas could exists, and any other drawings should be put into bitmaps, and placed on top of the canvas and reinstate a canvas redraw ( Fair enough, seems reasonable, just took me some time to find out )

After getting a reasonable prototype of the single player it seemed that hardcording of sizes and such are the biggest mistake in android coding since not all resolutions are the same.

When we came to multiplayer connections and communication Android has a whole different way of handling things. Since sockets are not serializeable and cant be transferred trough activities in a bundle, we either had to throw over the game logic, so we didn't need a new activity, or make an addition to the serverside code to handle duplicate socket matching. ( which was only 2 lines, so that was the solution for me ).

These where the biggest hiccups for the project.

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