Android Studio Java Threads - java

I read about threads in Android Studio and I wanted to ask some questions. Are threads a must have in my application to avoid lag or only when you make really big and consuming apps? I am asking this because I have little lag on my app and I wanted to know if it is because I didn't use threads. I don't think it is because of useless stuff I did, I was pretty vigilant with that.

Threads are a vital component of building any large scale application. For example lets say you have a line of code that performs some unit of work which requires some time to be finished for example
...
// takes 500ms to complete could be a network operation/could be accessing camera,
// initializing recorder etc. (Initalizing recorder takes 100ms most of the time)
doSomeTimeIntensiveTask();
...
In such cases you would need to perform this task on a different thread and not on your UI/MAIN thread because for a end user using the application, IF you were to perform this on the UI/MAIN thread then he/she would notice the time delay as a stutter/lag kind of experience which makes for a bad UI experience in general.
Additionally there are tasks like making a HTTP request that require an in-determinate amount of time to actually finish in such cases, if such tasks was performed on the UI/MAIN thread then the application would be STUCK until the task was completed which sometimes causes the android OS to show pop up messages like the application doesn't seem to be responding do you want to force close the app? or some similar message, which again is bad user experience.
So in your case, I would try to identify exactly which piece of code is causing the lag in my UI/MAIN thread and put that part of the code in a separate thread and write a callback to continue executing correctly.

Without more information, it is impossible for anyone to answer this question in any reasonable manner.
Generally speaking, though, the main reasons to create additional threads (beyond the ones already used in the framework), is if you are doing heavy operations such as I/O (heavy read/write or http), graphics, or really complex calculations.
Look into Processes and Threads and AsyncTask.
To briefly quote the most relevant portion to this question:
When your app performs intensive work in response to user interaction, this single thread model can yield poor performance unless you implement your application properly. Specifically, if everything is happening in the UI thread, performing long operations such as network access or database queries will block the whole UI. When the thread is blocked, no events can be dispatched, including drawing events. From the user's perspective, the application appears to hang. Even worse, if the UI thread is blocked for more than a few seconds (about 5 seconds currently) the user is presented with the infamous "application not responding" (ANR) dialog. The user might then decide to quit your application and uninstall it if they are unhappy.

Related

How long can I leave a threadpool without tasks before it terminates in android?

I am new to using ThreadPools to perform multithreading in my android app. In the past, I have created new Threads to perform network requests, database queries and intense algorithms. Acording to this post new Thread(task).start() VS ThreadPoolExecutor.submit(task) in Android , Using a thread pool is better.
As I was redesigning my program to use a ThreadpoolExecutor, The question that I have been struggling to answer is "What happens to my threadPool if no tasks are sent to it for a while?" For example, say that I am building an app that pulls information from a server and displays it to a user. The user can also update the displayed information by pulling an updated set of data from the server. The user can update the information at any time they please. It could be as long as several hours between updates.
This could be accomplished using a new Threads, however, each time the end user refreshes, new memory must be allocated for the thread. What I am hoping to do is use a threadPool so that I can run the network calls without having to allocate memory every time. However that is built on two assumptions. The first is that I can leave a threadpool alone for an undeterminable amount of time and still be able to use it. The second is that this aproach to using a thread model is in line with good practice. Assuming the second is true, How long can I leave a threadpool without tasks to perform before it shuts down or terminates on its own accord, if it does do that?
I believe it just stays available for the life of the application unless you explicitly call 'shutdown()' on the thread pool.

Should I implement the consumer/producer pattern in my java video app, and if yes, how?

I built a small video frame analysis app with desktop Java 8. On each frame, I extract data (5 doubles now, but could expand to a 1920x1080x3 OpenCV Mat in the future). I would like to store this data into a database (Java DB, for example) to perform some time-series analysis, and periodically return the results to the user.
I am worried about hard-drive access times if I write to the database and run the app on a single thread, and the best solution that occured to me would be to implement the producer/consumer pattern with multithreading. The examples I found all implement 3 threads:
the main thread
the producer thread
the consumer thread
Is there an advantage in doing that compared to a 2 thread implementation?
main and producer thread
consumer thread
And is that the right way to handle real-time data with a database?
It's limiting to use a fixed number of threads. My PC has (only) 8 cores, your intensive sounding app is not going to use half of them, indeed probably only the consumer is the intensive one, so maybe 12.5%. You'll have to have several of each thread to get the most out of the CPU, and then you'll spend a lot of effort managing threads.
The alternative is to use one of various existing systems for executing work in the background. For example ThreadPoolExecutor With that you can just throw lots of work at it (Runnables) and it will queue work up, and execution can be scaled to suit the hardware it's running on by customizing the number of worker threads.
Or if you're using Swing, then SwingWorker. The advantage of this is you can do some work on a background thread and post the results on the foreground (main/UI) thread easily.
Your question is rather conceptional, so I think it belongs here: Programmers
But as one short hint from my experience, you separate the producer from the main because your main control may freeze if something goes wrong with the producer. Things like frozen forms, not responding controls etc. may be the result. Give your system a chance to reestablish by command.

AsyncTasks are too slow for several simultaneous networking operations

I'm developing an app which must heavily interact with the server.So user input name and password and after authorization the next tasks must be performed:
The app has to fetch all incoming and outcoming messages for this user and load them to SQLite database.
Fetch all user friends (JSON with id,names,contact_data) and also load it to the app's database
Jump to the next activity and display income messages from the local database.
The problem this operations are too slow and when app starts new activity it is nothing to fetch from the database :AsyncTasks have not completed yet.I'm forced to use AsyncTask.get() in order to wait when they all complete but this takes over 16 seconds to wait!So what should I do: use threads, or before loading fetched data to database hold it in memory and display it in the new activity instead of fetching it from the database?But even without database tasks other fetching tasks take nearly 10 seconds to wait!So what should I do?
Oke a couple of things going pretty wrong here.
Do not use AsyncTasks for Networking. Use a service. In short, this is because your AsyncTask will stop, as soon as the Activity that started it will stop. This means that network requests get aborted easily and data goes lost and has to re-start again when the Activity is opened again.
Do not use .get() on AsyncTasks. This makes the UI thread wait for the task to complete, making the whole AsyncTask idea kinda useless. In other words: This blocks your UI.
What you should do:
Read up on using services. You can also have a look at a great opensource library called RoboSpice to help you with this.
Stop using .get() on AsyncTasks, if you want to know when it is done just use a listener.
Execute AsyncTasks on a threadpool ( myTask.executeOnExecutor(AsyncTask.THREAD_POOL_EXECUTOR); ) when possible.
You should use a Service. This way it always can complete the tasks it was doing and you can complete all your tasks. Besides that you should initialize the app once, and after that only update the data.. that can't take 10 seconds.. than you're having an other problem.. But the nice thing of the service is that this can run in the background. see: Services in Android Tutorial
== Edit
Also take a look at GreenDao This library arranges fast SQlLite operations. Without the large setup!
AsyncTasks are not meant to run several small tasks concurrently at the same time. Quoting the docs
When first introduced, AsyncTasks were executed serially on a single background thread. Starting with DONUT, this was changed to a pool of threads allowing multiple tasks to operate in parallel. Starting with HONEYCOMB, tasks are executed on a single thread to avoid common application errors caused by parallel execution.
Use Threads in a ThreadPool when you want to run multiple tasks concurrently.
How you want to handle this situation is up to you. When the background tasks take too long, you can always show an alert dialog to the user and then take them to the activity once the data has been populated. Many apps show a 'Loading' screen when this happens. You can also show the 'Loading' Spinner control if no data is available yet. Never show a blank screen.
If the server side calls are under your control, employ some sort of caching to speed up the time. Any API call that lasts more than a second will make for an impatient user. If not employ one of the techniques mentioned in the previous paragraph. #Perception's technique is also one to consider if you can do it.

Android. Too much CPU usage

I've just developed an app for Android, it is a game but i'm not using 3D graphics. It's a board game where i move ImageViews around on the screen. Since now I haven't yet tested it on a mobile device, just on the emulator. The problem is that when i run my app on a Samsung Galaxy S2 phone (dual ore :( ), the CPU Usage goes up to 85% and the damn phone heats up :D when i kill the process (close the app entirely, so it doesn't run in the background) it goes down to 0 :)
I don't even know where to start fixing the problem. Could you guys give me an idea?
I can only think of two reasons for which this might happen, but they might be stupid reasons:
With the exception of the UI thread, I have 2 more threads, each having an infinite while loop which cycles indefinite and looks if there are any messages in the message queue of each thread. Could this be the case? Should i put a delay in these loops of a couple of milliseconds, so they don't run so fast?
I'm also using around 20-25 imageViews on the screen which i'm moving around with via touch. Could those have anything to do with this?
Is there a way to check for memory leaks or SOMETHING ... from the emulator?
If anyone can offer some advice on how i should approach this issue, i'd be grateful.
"I have 2 more threads, each having an infinite while loop which
cycles indefinite and looks if there are any messages in the message
queue of each thread"
The above thing sounds suspicious to me. Instead of using infinite loop in your own thread, you should really make use of Handler which is designed exactly for this purpose.
As from developer's site:
A Handler allows you to send and process Message and Runnable objects
associated with a thread's MessageQueue. Each Handler instance is
associated with a single thread and that thread's message queue.
There are two main uses for a Handler:
to schedule messages and runnables to be executed as some point in
the future
to enqueue an action to be performed on a different thread than your
own
Besides, DDMS tab in Eclipse would give you all the required tools to investigate the excess use of CPU.

Best practice when using threads in SWING / Java in general

I have a SWING UI that contains a button that creates a new SwingWorker thread. That thread then queries the SQLite database for results to put them in a JTable. In my StringWorker constructor, the parameters are various fields taken from other SWING components such as a JSpinner, JComboBoxes, etc.
Since I'm new to all of this thread thing, I'd like some advice from more knowledgeable programmers on how I should go about doing what I want to do.
I'd like to know if threads automatically end when I close the program with System.exit(0); so I don't end up with memory leaks
What is the best way to make sure I don't have two threads accessing my database at the same time (let's say the user clicks multiple times on the button or, other case, an administrator is updating the database with some files as input (within my program), then while the first thread is parsing the files and updating the database, he wants to query the database using the button, etc.).
Is it slower to use threads? At first I did all my calculations right in the EDT and of course the UI locked every time after pressing the button, but it only locked for about 5 seconds if I recall correctly. Now, when I press the button, it doesn't lock up but it seems like the result take about a little bit less than twice as long to show up in the JTable. Is it because I made a mistake in my code or is this normal?
I though about using a static field in the class the queries are in and setting it to true if it's in use. Is that the correct way of doing it? That way, not matter which thread is using the database, the second thread won't launch.
If it's not absolutely necessary (it shouldn't be), don't use System#exit in your code. Here are some explanations why and what is better.
Your database is capable of handling two concurrent requests, so it's not a bad thing in itself. If you use JDBC and its pooled connections via DataSource, then you should probably restrict the usage of one such a connection to one thread at a time. To cure the problem of having redundant database queries, e.g. when "clicking twice", there is probably more than one solution. I assume here that you mean the scenario where you have a Swing UI that is distributed to several people, and each of these instances talks to the same database -> simply disable your button as long as the execution of the database query takes.
It's slightly slower if you do not run your code directly in the Event Dispatch Thread due to scheduling of execution of your workers, but this should not be noticable. To see what goes wrong I would have to see the relevant code.
I'd like to know if threads automatically end when I close the program with System.exit(0);
Yes. Entire process will end and threads that are part of this process. However, if you don't call System.exit(), all non daemon threads must finish before process is gone.
What is the best way to make sure I don't have two threads accessing my database at the same time
Since it's a Swing application, I assume that both you and administrator can't access the application at the same time. However, to guarantee that even in single application you can't start more than one operation affecting database, you have to block UI. Either disable buttons or put glass pane on top of UI. Modal progress dialog is also helpful.
Is it slower to use threads?
No, it is not slower if done right. Slow operation will take as long as it takes. You can't fix it with threads, but you can, either keep speed (perceived) the same while providing nice, non blocking UI or you can do more than one slow operation at a time and therefore increase that perceived speed.

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