Get imageView resource - java

i have been searching for hours, and cant seem to find an answer
i have a chess board and its made of 64 imageViews (8X8) and i want to move one pawn to another square, and cant seem to find the way to get the image resource (which is a png image) and set it on the empty square. i saw answers to this question using .setTag, but i am already using it to define the position of the imageView on the board (for example the tag could be "4,4")
a part of my code below:
it shows the imageView and how im setting the resource.
i have another image view and i want to get the resource from the first one and onto the other one
img.setBackgroundResource(R.drawable.white_pawn_on_beige);
thanks in advance.

If you think you need to do this, you're architecting your program incorrectly. You should have a model that knows what every square on the board has as a piece (if any). You should also have a function that can map a piece (or lack of a piece) to a resource id. You should simply update that model when a move is made, then redraw any effected squares from the model. You should not be using your views as state. Moving to an architecture like this should both make it easier to write and to test (instead of a complicated test involving views, you're testing a function that updates the model, a function that maps the model to a resource for a given square, and a function that updates a model- no views involved).

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The basic idea is to create custom objects that are not rectangular and be able to change their colour by clicking them, highlight them with mouseover, or as the game progresses.
How would I go about having highlight-able countries that can be selected? The problem with sprites is their bounding boxes are rectangular, and if I define Box2D vertices and make polygons it gets really messy. Also, there are a lot of countries so a lot of the platformer style solutions don't fit.
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I would create the game in a pixel perfect manner so each pixel of your images is translated to a single pixel of the screen your outputting to.
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Always check for a simple collision first before diving in deeper.
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What you need to do is to use the FrameLayout. as
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Update
I am using same context i.e. my activity for both GLSurfaceView. Basically I have a class inside C++ which draws cube through opengles. Now I am successfully creating two cubes and displaying them simultaneously. Both cubes have different texture on them which I am passing via Java layer. My c++ class has a method which randomly rotates the cube. Problem is if I call method of one cube to rotate it other automatically rotates at same angle no make what I do.
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Issue solved there was one logical mistake in my code
Sorry for inconvenience

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