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My game will have 3 activities (splashscreen, options menu and main game).

As it stands, each is a separate activity with it's own activity class and GLSurfaceview class.

Is this structure the right way of doing things?

Secondly, I wish to load all my bitmaps in my Splashscreen activity 'up front' but if I do this, how exactly do I access / reference them from other classes / activities?

Appreciate if someone could clear this up for me.

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    \$\begingroup\$ Is it working for you? Are you having any problems with it? \$\endgroup\$
    – House
    Apr 20 '13 at 15:34
  • \$\begingroup\$ Not sure what's ''not clear' about this question. \$\endgroup\$ Apr 25 '13 at 12:47
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Is this structure the right way of doing things?

Nothing wrong with that setup. I'd just be careful about the Splash screen. Splash screens (for Android) are meant as a temporarily placeholder to show that something is loading. If your App takes less then a second to load, then you shouldn't have a splash screen. Too many people make splash screens when they truly aren't needed. Here's some interesting info about Android splash screens.

You can load all your bitmaps by extending the Application class. In a way, it can provide global variables that persist between Activities. Generally, not a good practice for Android Apps, however games can be a good exception. Here's a link. Extending Application.

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