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package edu.elon.cs; import android.os.Handler; import android.os.Message; public class BallThread extends Thread { private Ball ball; private long startLife = 0; private Handler handler; private ScreenView sv; public BallThread(Ball ball, Handler handler, ScreenView sv) { this.ball = ball; this.handler = handler; this.sv = sv; // so I can know a start life time in ms // QUESTION #2: how accurate are these milliseconds? startLife = System.currentTimeMillis(); } public void run() { while (!ball.isDead()) { // calculate how many ms this ball has been alive long life = System.currentTimeMillis() - startLife; // expand radius only in the initial 350 ms of life // don't worry about the logic, it's just my particular animation if (life < 350 && ball.getRadius() < ball.getMaxRadius()) { ball.setRadius((ball.getMaxRadius() / 6) + ball.getRadius()); } // start fade out only after obj has lived 3 seconds if (life > 3000) { ball.setAlpha(ball.getAlpha() - 8); } // clean up memory by removing this ball when it's flagged as dead if (ball.isDead()) { sv.removeView(ball); // now exit out of the thread run() loop return; } try { // Message telling everybody the ball properties have changed Message myMessage = new Message(); // stick a ref of the ball in the Message for retrival by others myMessage.obj = ball; // fire off the Message handler.sendMessage(myMessage); sleep(1000 / 30); // QUESTION #3: Is this where I set 30 FPS? } catch (InterruptedException e) { e.printStackTrace(); } } } }