Then it probably really needed to be. The example that Google gives on the Android SDK page is pretty horrible as far as clarity is concerned and what is needed regarding application run through and process. They have some flashy graphs and flow charts, but the bottom line was it was EXTRAORDINARILY confusing to try and figure out how to make the program do what I wanted.
Finally figured out that in order for the display to change one of the fields, the field had to be adjusted AFTER the call to the layout manager. yeah. Figure that out. Needless to say, though, I am pretty pleased with myself. The dice roller app will roll a specific die (aka a random number between 1 and whatever upward limit dice you want), and spit it back out…then wait patiently for you to press another button.
The random number generation was the least problematic here, and runs exactly like it does in Java…so basically one quick cut and paste from what I’d already done on the game programming and she was good to go. Understanding the way to deal with the buttons and adjust the necessary information though? Far more complicated than it needed to be.
Hint: you DON’T need to call another activity class. Thanks 1000 examples for not explaining that at all. Jerks.
Still though, I am getting a hang of it now, and things are going well. Oh, and before I forget, here’s the dice roller program. She may not look like much, but she’s got it where it counts, kid.