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Some people like to play games with semantics, but I say you lose the right if you can't get the basic details right...

You're saying "activity is not the framebuffer currently displaying", which is a completely nonsensical statement. The framebuffer does not change: the Surface Flinger is bound the the framebuffer and that's not changing during a rotation.

Tearing down the activity and creating a new one is literally blanking the screen as far as the activity is concerned: removing all views on the activity surface and adding brand new ones.

If you were to look at the activity in a view debugger frame by frame you'd get... a blank screen.

You could poll the WindowManager and there's... no views.

_

There's all sorts of ugly hacks to hide that fact, but at the end of the day supporting seamless transitions across rotations is something that dates back to iOS 3.

It's an artifact of the literal first Android phone that ended up causing pain for developers and instability for end users in perpetuity. Google simply is not product driven in a way that will ever allow them to match Apple. No UX obsessed company would have allowed that mess to go on as long as it has.



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