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    <p>I have a memory matching game on the market that works very similar. What I did was make a class that represents the card (with image and id properties) and assign an id (0-9) to the cards and the image as I loaded them into a temporary arraylist of just the 10 image objects.</p> <pre><code>public class GameTile { public int id; public Drawable image; } </code></pre> <p>Then I iterated over the list twice and added the cards to the main arraylist that I use for my adapter... after which I used Collections.shuffle to shuffle the cards... Now... on to the selection. AS you know, in a memory game, you only want 2 cards flipped at any time. I am using a gridview to hold my cards... so what I did was use the OnItemClickListener from the gridview and not the imageview. Secondly, when a card is clicked, I add the position to another arraylist called "selected" that never contains more than 2 items... the position of the items we are attempting to match... In the OnItemClickListener, when the event is fired, I check to see if the item already exists in "selected" and return if it does... in effect ignoring the click. </p> <pre><code>if (selected.contains(position)) { return; } </code></pre> <p>When "selected" contains 2 items, I ignore all clicks until the handler finishes checking for a match.</p> <pre><code>if (selected.size() &gt; 1) { return; } </code></pre> <p>So when a user has selected 2 items, I set a handler to call a runnable that checks for a match. If a match is made (by comparing the id fields I set when I first loaded the images), I add the two positions to another arraylist that contains only matched items and that handler also clears "selected" and, if there were matches, I change the images to blanks. When all 20 cards have been matched I fire a win which does all of the win stuff and resets the gameboard.</p>
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