I have a activity and I have to update the Views (like Images) every second. I tried a few different methods which I found to implement the same thing. But which of the method is most efficient and reduces memory leak?
Here are the different methods -
Method 1
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
//DO SOMETHING
handler.postDelayed(this, 1000);
}
}, 1000);
Method 2
ScheduledExecutorService scheduleTaskExecutor = Executors.newScheduledThreadPool(5);
scheduleTaskExecutor.scheduleAtFixedRate(new Runnable() {
public void run() {
//DO SOMETHING
}
}, 0, 1, TimeUnit.SECONDS);
Method 3
Timer myTimer = new Timer();
myTimer.schedule(new TimerTask() {
#Override
public void run() {
//DO SOMETHING
}
}, 0, 1000);
Which one should I use? I am asking this question because I'm updating my GUI in very short interval of time.
If you want to update values or images on your screen you should use the first method. I solved the same issue by using first method.
Method 1
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
//DO SOMETHING
handler.postDelayed(this, 1000);
}
}, 1000);
Alternative
Thread t = new Thread() {
#Override
public void run() {
try {
while (!isInterrupted()) {
Thread.sleep(1000);
getActivity().runOnUiThread(new Runnable() {
#Override
public void run() {
//update here (images or other values)
}
});
}
} catch (InterruptedException e) {
}
}
};
Context
Take into account the fact the Android uses it's own implementation of java.
There is no Java Virtual Machine in the Android platform. Java
bytecode is not executed. Instead Java classes are compiled into a
proprietary bytecode format and run on Dalvik, a specialized virtual
machine (VM) designed specifically for Android. Unlike Java VMs, which
are stack machines, the Dalvik VM is a register-based architecture.
Comparison of Java and Android API
So what holds true for the java virtual machine may not necessarily reflect on Android's implementation.
As a rule of thumbs it's better to use whatever the Android API makes available.
Solution
I recommend using the Handler.
Especially if you want to update views.
Even the official Android tutorials recommends :
To move data from a background thread to the UI thread, use a Handler
that's running on the UI thread.
From the start Timer gets excluded.
There are some disadvantages of using Timer It creates only single
thread to execute the tasks and if a task takes too long to run, other
tasks suffer. It does not handle exceptions thrown by tasks and thread
just terminates, which affects other scheduled tasks and they are
never run
From this answer.
And from the Android docs:
A ThreadPoolExecutor (i.e. ScheduledThreadPoolExecutor) is preferable to Timer when multiple worker threads are needed, or when
the additional flexibility or capabilities of ThreadPoolExecutor
(which this class extends) are required.
When using the Handler i recommend reading through this tutorial if you want to avoid memory leaks.
If it wasn't the case of an UI update a ThreadPoolExecutor would have been better because they provide improved performance when executing large numbers of asynchronous tasks, due to reduced per-task invocation overhead.
Related
I'm writing an application using JavaFX and my understanding is that, while the UI runs in a thread, all other non-UI operations must run in another. So far, all examples I've found are variations of the following:
myButton.setOnAction(new EventHandler<ActionEvent>(){
#Override
public void handle(ActionEvent a) {
// Some UI operations
new Thread() {
public void run() {
// Some non-UI operations
Platform.runLater(new Runnable() {
public void run() {
// Some operations to update the UI
}
});
}
}.start();
}
});
My question is: do you need to somehow kill the thread in order to release its resources? In the examples I've never nobody seems to use Thread.join or any other similar method.
Also, would it be advisable to use setDaemon like this?
myButton.setOnAction(new EventHandler<ActionEvent>(){
#Override
public void handle(ActionEvent a) {
// Some UI operations
final Thread child = new Thread() {
public void run() {
// Some non-UI operations
Platform.runLater(new Runnable() {
public void run() {
// Some operations to update the UI
}
});
}
};
child.setDaemon(true);
child.start();
}
});
Note:
According to this thread (JavaFX multithreading - joining threads won't update the UI) Thread.join must not be used, but it doesn't seem to address the question of what happens to the threads that are no longer needed or how to kill them.
Threads will age out when there is nothing scheduled for them. However, it is not a good practice to depend on that, as it can take up resources.
The better approach is to use an ExecutorService, such as described in the documentation. A ThreadPoolExecutor can run one or more threads. You can use the same executor to keep submitting runnable tasks, and they will be executed on the threads that it manages. The documentation gives examples on how to shut down the executor service at the end of your application. If you are confident that you have no outstanding tasks being executed, you can issue shutdownNow() to immediately clean up all the threads.
I've a method who return a result (return an integer), my method is executed in a Thread for load 40 000 objects, i return an integer who count the number objects loaded. My question is, How return the int with the Thread ? Actually, the result is returned directly and is equal to 0.
public int ajouter(params) throws DaoException, ConnectException {
final ProgressDialog dialog = ProgressDialog.show(mActivity, "Title",
"Message", true);
final Handler handler = new Handler() {
public void handleMessage(Message msg) {
dialog.dismiss();
}
};
Thread t = new Thread() {
public void run() {
try {
Str_Requete = "SELECT * FROM Mytable";
ResultSet result = ExecuteQuery(Str_Base, Str_Requete);
Index = addObjects(result);
handler.sendEmptyMessage(0);
} catch (SQLException e) {
e.printStackTrace();
}
}
};
t.start();
return Index;
}
When i call my method in my mainActivity :
int test = myObjs.ajouter(params);
test is equal to 0, the value is returned directly...
My constraint is didnt use AsyncTask.
The whole point of using a Thread is not to block the calling code while performing the task of the thread. Thread.start() returns immediately, but in the meantime a new thread is started in parallel to the current thread which will execute the code in the run() method.
So by definition there is no such thing as returning a value from a thread execution. You have to somehow send a signal back from the thread that performed the task to the thread in which you need the result. There are many ways of doing this, there's the standard Java wait/notify methods, there is the Java concurrency library etc.
Since this is Android, and I assume your calling code is running on the main thread, it's probably wise to use the functionality of Handler. And in fact, you are already doing that - you have a Handler that closes the dialog when the thread is done with its work - but for some reason you seem to expect the result of that work to be ready before it has even started. It would be reasonable to extend your existing Handler with some code that does something with the calculated value and remove the code that returns the value of a variable before or at the same time as it's being calculated by another thread.
I also strongly encourage you to study some concurrency tutorial such as Oracle's concurrency lesson or Android Thread guidelines to really understand what's going on in the background. Writing concurrent code without mastering the concepts is bound to fail sooner or later, because it's in the nature of concurrency that multiple things are happening at the same time, will finish in random order etc. It may not fail often, but you will go crazy wondering why something that works 90% of the time suddenly fails. That's why topics such as atomicity, thread synchronization etc are critical to comprehend.
Edit: Simple Android example of starting a worker thread, performing some work, posting back event to main thread.
public class MyActivity extends Activity {
private Handler mHandler = new Handler();
...
private void doSomeWorkInBackground() {
new Thread() {
public void run() {
// do slow work, this may be blocking
mHandler.post(new Runnable() {
public void run() {
// this code will run on main thread,
// updating your UI or whatever you need.
// Hence, code here must NOT be blocking.
}
});
}
}.start();
// This code will be executed immediately on the main thread, and main thread will not be blocked
}
You could in this example also use Activity.runOnUiThread(Runnable).
Please consider however that AsyncTask basically wraps this kind of functionality in a very convenient way, so if it suits your purposes you should consider using AsyncTask.
If you dont want to use AsyncTask or ForkJoin, then you could implement an Interface e.g. callback in your main class.
In your Example you dont wait until the Thread is done... thread.join
One Solution:
Your Thread is a extra class with an constructor to hold the reference to the calling class.
public Interface callback
{
public int done();
}
public class main implements callback
{
...
CustomThread t = new CustomThread(this)
...
}
public class CustomThread extends Thread
{
private Callback cb;
public CustomThread(Callback cb)
{
this.cb=cb;
}
.
.
.
//when done
cb.done(int)
}
I want to create a thread to make some HTTP requests every few seconds and is easy to pause and resume at a moments notice.
Is the way below preferred, safe and efficient?
public class Facebook extends Thread {
public boolean running = false;
public void startThread() {
running = true;
}
public void stopThread() {
running = false;
}
public void run() {
while(true) {
while(running) {
//HTTP Calls
Facebook.sleep(2000);
}
}
}
}
Your Code:
In your example, the boolean should be volatile boolean to operate properly. The other issue is if running == false your thread just burns CPU in a tight loop, and you probably would want to use object monitors or a Condition to actually wait idly for the flag to become true again.
Timer Option:
I would suggest simply creating a Timer for this. Each Timer implicitly gets its own thread, which is what you are trying to accomplish.
Then create a TimerTask (FacebookTask below is this) that performs your task and from your main control class, no explicit threads necessary, something like:
Timer t;
void resumeRequests () {
if (t == null) { // otherwise its already running
t = new Timer();
t.scheduleAtFixedRate(new FacebookTask(), 0, 2000);
}
}
void pauseRequests () {
if (t != null) { // otherwise its not running
t.cancel();
t = null;
}
}
Note that above, resumeRequests() will cause a request to happen immediately upon resume (as specified by the 0 delay parameter); you could theoretically increase the request rate if you paused and resumed repeatedly in less than 2000ms. This doesn't seem like it will be an issue to you; but an alternative implementation is to keep the timer running constantly, and have a volatile bool flag in the FacebookTask that you can set to enable/disable it (so if it's e.g. false it doesn't make the request, but continues checking every 2000ms). Pick whichever makes the most sense for you.
Other Options:
You could also use a scheduled executor service as fge mentions in comments. It has more features than a timer and is equally easy to use; they'll also scale well if you need to add more tasks in the future.
In any case there's no real reason to bother with Threads directly here; there are plenty of great tools in the JDK for this job.
The suggestion to using a Timer would work better. If you want to do the threading manually, though, then something more like this would be safer and better:
class Facebook implements Runnable {
private final Object monitor = new Object();
public boolean running = false;
public void startThread() {
synchronized (monitor) {
running = true;
monitor.notifyAll();
}
}
public void stopThread() {
synchronized (monitor) {
running = false;
}
}
#Override
public void run() {
while(true) {
try {
synchronized (monitor) {
// Wait until somebody calls startThread()
while (!running) {
monitor.wait();
}
}
//HTTP Calls
Thread.sleep(2000);
} catch (InterruptedException ie) {
break;
}
}
}
}
Note in particular:
You should generally implement Runnable instead of subclassing Thread, then use that Runnable to specify the work for a generic Thread. The work a thread performs is not the same thing as the thread itself, so this yields a better model. It's also more flexible if you want to be able to perform the same work by other means (e.g. a Timer).
You need to use some form of synchronization whenever you want two threads to exchange data (such as the state of the running instance variable). There are classes, AtomicBoolean for example, that have such synchronization built in, but sometimes there are advantages to synchronizing manually.
In the particular case that you want one thread to stop work until another thread instructs it to continue, you generally want to use Object.wait() and a corresponding Object.notify() or Object.notifyAll(), as demonstrated above. The waiting thread consumes zero CPU until it is signaled. Since you need to use manual synchronization with wait/notify anyway, there would be no additional advantage to be gained by using an AtomicBoolean.
Edited to add:
Since apparently there is some confusion about how to use this (or the original version, I guess), here's an example:
class MyClass {
static void main(String[] args) {
FaceBook fb = new FaceBook();
Thread fbThread = new Thread(fb);
fbThread.start();
/* ... do stuff ... */
// Pause the FaceBook thread:
fb.stopThread();
/* ... do more stuff ... */
// Resume the FaceBook thread:
fb.startThread();
// etc.
// When done:
fbThread.interrupt(); // else the program never exits
}
}
I Would recommend you to use a guarded blocks and attach the thread to a timer
I want to create a thread which never halts. Every second it will acquire the system time and display this on the console. This is what I have so far:
public class Test implements Runnable {
#Override
public void run() {
System.out.println(System.currentTimeMillis());
}
}
I'd like to avoid using a loop.
Using while(true) and TimeUnit.SECONDS.sleep is a possibility, but it is bad practice (as you can see from the sheer number of downvotes on this post). This SO answer gives some reasons as to why:
low level, subject to spurious wakeups
clock drift
control
intent of code
there are others.
The basic way to achieve this is to use a java.util.Timer, not to be confused with a javax.swing.Timer:
final Timer timer = new Timer("MyTimer");
timer.schedule(new TimerTask() {
#Override
public void run() {
System.out.println(System.currentTimeMillis());
}
}, 0, TimeUnit.SECONDS.toMillis(1));
You need to call timer.cancel() to stop the timer - as the timer is running a non-daemon thread your program will not exit until that is done.
A more advanced way, which allows multiple tasks to be scheduled to run at different intervals on a pool of the ScheduledExecutorService. This allows you to scheduleAtFixedRate which runs a task every second (regardless of how long it takes to run, i.e. the gap between start times is always the same) or scheduleWithFixedDelay which runs a task at one second intervals (i.e. the gap between the end of one run and the start of the next is always the same).
For example:
final ScheduledExecutorService executorService = Executors.newSingleThreadScheduledExecutor();
final ScheduledFuture<?> handle = executorService.scheduleAtFixedRate(new Runnable() {
#Override
public void run() {
System.out.println(System.currentTimeMillis());
}
}, 0, 1, TimeUnit.SECONDS);
To cancel the particular task you would call handle.cancel(false) (as interrupting has no effect) and to stop the executorService you would call executorService.shutdown() after which you might want to add a executorService.awaitTermination(1, TimeUnit.DAYS) to wait for all the tasks to finish.
EDIT
A comment This can be done more concisely in java 8 with lambda right? (not an expert at lambdas)
The first example, no. A Timer takes a TimerTask, this is an abstract class and not an #FunctionalInterface so a lambda is not possible. In the second case, sure:
final ScheduledFuture<?> handle = executorService.
scheduleAtFixedRate(() -> System.out.println(System.currentTimeMillis()), 0, 1, TimeUnit.SECONDS);
I need to perform a task repeatedly that affects both GUI-related and non GUI-related objects. One caveat is that no action should performed if the previous task had not completed when the next timer event is fired.
My initial thoughts are to use a SwingTimer in conjunction with a javax.swing.SwingWorker object. The general setup would look like this.
class
{
timer = new Timer(speed, this);
timer.start();
public void actionPerformed(ActionEvent e)
{
SwingWorker worker = new SwingWorker() {
#Override
public ImageIcon[] doInBackground() {
// potential long running task
}
#Override
public void done() {
// update GUI on event dispatch thread when complete
}
}
}
Some potential issues I see with this approach are:
1) Multiple SwingWorkers will be active if a worker has not completed before the next ActionEvent is fired by the timer.
2) A SwingWorker is only designed to be executed once, so holding a reference to the worker and reusing (is not?) a viable option.
Is there a better way to achieve this?
For (1), the scheduleAtFixedRate() method on ScheduledThreadPoolExecutor might be useful. From the javadocs:
If any execution of this task takes longer than its period, then subsequent executions may start late, but will not concurrently execute.
For (2), it looks like you could define a subclass of SwingWorker and construct new instances of the subclass for each iteration, instead of instantiating an anonymous subclass.
Have you looked at using a simple Java Timer, and a ReadWriteLock to determine if a task is running when the timer triggers again ? In this situation you could simply bail out of that particular iteration and wait for the next.
Why do you use a Timer? It would be simpler to keep the 'worker' running all the time, pausing via sleep() whenever the task took too little time to complete. You can still update things in the event dispatch thread using something like the following:
Thread background = new Thread(new Runnable() {
public void run() {
while ( ! stopRequested ) {
long start = System.currentTimeMillis();
// do task
long elapsed = start - System.currentTimeMillis();
SwingUtilities.invokeLater(new Runnable() {
public void run() {
// update UI
}
});
if (elapsed < tickTime) {
Thread.sleep(tickTime - elapsed);
}
}
}
}.start();