Game Development Reference
In-Depth Information
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Log.e(TAG,"onCreate() called!");
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.activity_main, menu);
return true;
}
@Override
protected void onStart() {
super.onStart();
Log.e(TAG, "onStart() called!");
}
@Override
protected void onRestart() {
super.onRestart();
Log.e(TAG, "onRestart() called!");
}
@Override
protected void onStop() {
super.onStop();
Log.e(TAG, "onStop() called!");
}
@Override
protected void onResume() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onResume();
Log.e(TAG, "onResume() called!");
}
@Override
protected void onPause() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onPause();
Log.e(TAG, "onPause() called!");
}
@Override
protected void onDestroy()
{
// Implement onDestroy() to release objects and free up memory when
// an Activity is terminated.
super.onDestroy();
Log.e(TAG , "onDestroy() called!");
}
}
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