Did you instrument your code to verify that this is indeed the case?
This would definitely be the first thing to do: since it would verify
whether what you are saying is happening is correct.  I would
generally say that I rarely see duplicated onCreates unless your
activity is clearly destroyed: but I have noticed cases of it before.
(However, fixing the orientation does help..)

The fact there would be two "physics threads" running seems strange to
me, since I usually segment things as much as possible.

(By the way, you should probably mediate access to the objects you're
updating by acquiring a lock for them: that's the "typical solution"
to the kind of problem you present here.)

Kris


On Fri, Apr 26, 2013 at 9:13 PM, bob <[email protected]> wrote:
> Okay, so I'm trying to track down a bug in a game I wrote.
>
> Basically, once in awhile the physics of the game will run about twice as
> fast as it should.  This suggests to me that there are two physics threads
> running simultaneously.
>
> The code I wrote creates a physics thread in the constructor of my
> GLSurfaceView.Renderer subclass.  This subclass gets created in the onCreate
> method.
>
> So, I'm guessing onCreate must be getting called again without the first
> physics thread dying.  I restricted the orientation of the app to landscape,
> so I don't think it could be orientation-related.  Any ideas how onCreate
> would be called again without the first physics thread dying?
>
> Thanks.
>
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