Sorry everyone this has been asked a few times but I just do not understand any of the answers because most are about timed UI updates. So I have a backgroundTasks thread that is called when my app first starts(Does network connections so..I think that's how you do it?)
public class MainActivity extends ActionBarActivity {
String data[][];
int arrayPosition = 0;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
runBackgroundTask();
}
Here is my thread..
public void runBackgroundTask(){
new Thread(new Runnable() {
public void run() {
data = pullSchedule(data);
updateUI(data,arrayPosition);
}
}).start();
}
All it does is call a method pullSchedule which updates a 2D array with a webcrawler. So my problem comes when I call the updateUI method which is also used by two buttons to cycle through the array data which work perfectly fine. It's just when the thread first runs if I try to update the UI I get an error.
public void upDateUI(String data[][], int arrayPosition){
TextView gameTime =(TextView)findViewById(R.id.txtDate);
//more but deleted to save space :)
}
I have researched why I cannot update the UI from the background thread but I don't understand how to fix this? I thought about putting that entire method into the runOnUiThread(new Runnable()but then I believe my data and arrayPosition have to be declared final because of an inner class..First Android app just lost. Thanks for any help.
you can use asyntask for this from which you can update ui
public myAsyn extends AsyncTask<Void,Void,Void>
{
#Override
protected String doInBackground(Void... params) {
data = pullSchedule(data);
return null;
}
#Override
protected void onPostExecute(String result) {
updateUI(data,arrayPosition);
}
}
doInBackground runs on seperate thread whereas onPostExecute runs on Ui thread therefore you can update UI from there.
You are on the right track. The reason your app is crashing is because you are attempting to update a UI element off of the UI thread. To avoid this, you can either do as RichS suggested, and use an AsyncTask which will execute onPostExecute() on the UI thread, or surround your updateUI() call in your background thread with runOnUiThread(new Runnable() {....
Related
In my project I have a lot of asynctask, which all follow this pattern:
#Override
protected void onPreExecute() {
super.onPreExecute();
crossfade(progressBar, contentView);//hide content, show progress bar
}
#Override
protected Void doInBackground(String... arg0) {
//some work
}
protected void onPostExecute(Void unused) {
crossfade(contentView, progressBar);
}
Code for crossfade:
void crossfade(View contentView, View loadingView){
Runnable r = new Runnable(){
#Override
public void run() {
if(contentView != null){
contentView.setAlpha(0f);
contentView.setVisibility(View.VISIBLE);
contentView.animate()
.alpha(1f)
.setDuration(CROSSFADE_TIME)
.setListener(null);
}
if(loadingView != null){
loadingView.animate()
.alpha(0f)
.setDuration(CROSSFADE_TIME)
.setListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
if(loadingView != null){
loadingView.setVisibility(View.GONE);
}
}
});
}
}
};
runOnUiThread(r);
}
The problem happens when asynctask executes faster than animation time, causing second crossfade call before the first one is finished, resulting in both views being invisible.
I tried queueing runnables to execute them sequentially, but the problem is if user clicks a lot of buttons or many fragments are being loaded(they use crossfade method too), UI thread becomes overloaded and it may crash my app. The only solution I see so far is to add extra delay to all my asynctasks, using Thread.sleep(CROSSFADE_TIME), however it looks like a really dirty hack and I'm not sure if it's a good user experience.
In case someone needs it in future, adding loadingView.animate().cancel() and contentView.animate().cancel() before animation cancels previous animations and everything works ok.
Why are you running the crossfade animation in a separate thread? Try to do the animation without
Runnable r = new Runnable(){ and runOnUiThread(r);
Hi everyone out there,
i am developing an android application against API 7 at the moment in which i use an activity which need to be restarted. Lets say my activity looks like this:
public class AllocActivity extends Activity implements OnClickListener{
Button but;
private Handler hand = new Handler();
#Override
protected void onCreate(Bundle savedInstanceState) {
setContentView(R.layout.activity_alloc);
but = (Button) findViewById(R.id.button);
but.setText("RELOAD");
but.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View arg0){
Intent intent = getIntent();
startActivity(intent);
finish();
}
});
}
#Override
protected void onDestroy(){
super.onDestroy();
System.gc();
}
/****** THREADS AND RUNNABLES ******/
final Runnable fullAnim = new Thread(new Runnable(){
#Override
public void run(){
try{
hand.post(anim1);
Thread.sleep(2000);
hand.post(anim2);
Thread.sleep(1000);
// and so on
}catch(InterruptedException ie){ie.printStackTrace();}
}
});
final Runnable anim1 = new Runnable() {
#Override
public void run(){
// non-static method findViewById
ImageView sky = (ImageView)findViewById(R.id.sky);
}
};
}
The problem is that the gc doesnt seem to free the fullAnim thread so that the heap is growing by ~100K at every restart - till it slows down and crashes. Declaring fullAnim as static does solve this problem - but as i use non static references this doesnt work out for me.
So at this point i am kindof lost - and i hope u can advice me where to go next. Is there something i might be doing wrong or is there a tool i can use to manage threads to drop and free heap after restart.
kindly regards
UPDATE
thanks to everyone who answered - helped alot. using TimerTask did the trick in the end. i did the following change:
/****** THREADS AND RUNNABLES ******/
final TimerTask fullAnim = new TimerTask(){
#Override
public void run(){
try{
hand.post(anim1);
Thread.sleep(2000);
hand.post(anim2);
Thread.sleep(1000);
// and so on
}catch(InterruptedException ie){ie.printStackTrace();}
}
};
as the activity was more than 6k loc long this was a pretty decent solution without facing bigger impacts. KUDOS!
i dont use a Timer to shedule the task - dont know if its bad practice but
the animation is called like this:
Thread t = new Thread(fullAnim);
t.start();
A running Thread is never garbage collected.
A Thread is not stopped automatically if your Activity stops or is destroyed. It could run forever.
Every non-static inner class keeps a reference to the enclosing instance. E.g. hand.post(anim1); works inside that inner class because it has an implicit reference to AllocActivity.this.
So what you effectively do is to keep a reference to your Activity alive for longer than it is supposed to be alive, i.e. until after onDestroy.
Make sure to stop threads manually if you don't want them anymore.
Because final variable have low priority for GC. So you need to explicitly release the runneable objects in onPause() method because there is not ensurence onDestory() will call immediate after finish() call .
#Override
protected void onPause(){
super.onPause();
//cancel timer to stop animations
if(t!=null){
t.cancel();
}
System.gc();
}
UPDATE
use timer to achieve this
boolean isFirstAnim=true;
Timer t = new Timer();
t.schedule(new TimerTask() {
#Override
public void run() {
if(isFirstAnim){
// play your first animation at every
}else{
// play your second animation at every
}
}
}, 0, 3000);
What happens when all activities of an application finishes?
"When you call finish() this doesn't mean the Activity instance is
garbage collected. You're telling Android you want to close the
Activity (do not show it anymore). It will still be present until
Android decides to kill the process (and thus terminate the DVM) or
the instance is garbage-collected."
You need to implement your own stop method to stop the running thread, you can make a call to it in onDestroy
refer this Stopping a runnable
Alternatively
you can perform your operation in an asynctask and use onProgressUpdate() to publish progress on UI thread and use cancel(true) in combination with check in doInBackground() whether cancel has been called to stop the task.
I have a program that creates an android application.
The main class of this program uses Async Tasks to connect, then request data. Both connect and request data are started via a button and a progress bar is displayed in both cases.
When I start the Async Task for connect, the program runs through the methods onPreExecute(), doInBackground(), onProgressUpdate() and onPostExecute(), which is as expected.
However after onPostExecute(), when I look in the debugger window, AsyncTask is still running and continues to run. When I then request data, a new AsyncTask is created and I have two running.
How do I terminate the first AsyncTask (and indeed the second once it has finished) as after using the program for a while I end up with around 20 AsyncTask threads still running!
I've included my code below:
private ProgressDialog connectionDialog;
private ProgressDialog requestDataDialog;
private ProgressDialog usingDialog;
private int currentDialog;
public void connectClick(View view) //When the connect button is clicked
{
currentDialog = 1;
new PerformTask().execute();
}
private class PerformTask extends AsyncTask<Void, Integer, Integer>
{
protected void onPreExecute()
{
showDialog(currentDialog);
}
protected Integer doInBackground(Void... voi)
{
int total = 0;
//Perform the task required
publishProgress(total);
return total;
}
protected void onProgressUpdate(Integer... progress)
{
usingDialog.setProgress(progress[0]);
}
protected void onPostExecute(Integer result)
{
removeDialog(currentDialog);
}
}
protected Dialog onCreateDialog(int id)
{
//Setup the dialogs
}
public void requestDownloadClick(View view)
{
currentDialog = 2;
new PerformTask().execute();
}
Just for completeness and so I can accept the question, here is the answer, given by grv_9098, found at stackoverflow.com/a/3077508/1514187 :
AsyncTask manages a thread pool, created with ThreadPoolExecutor. It will have from 5 to 128 threads. If there are more than 5 threads, those extra threads will stick around for at most 10 seconds before being removed. (note: these figures are for the presently-visible open source code and vary by Android release).
Leave the AsyncTask threads alone, please.
I'm working on an app that connect to a webpage to get some content. I want to show a progressdialog, but I think I'm doing something wrong.
This is my code:
final ProgressDialog myProgressDialog = ProgressDialog.show(WhoisBeyondActivity.this, "Wait...", "Fetching data...", true);
Handler handler=new Handler();
handler.post(new Runnable()
{
public void run()
{
try {
// code to execute
Thread.sleep(2000);
} catch (Exception e) {
}
myProgressDialog.dismiss();
}
});
The problem is that the progressdialog is only shown one second at the end of the operation I want to make. I think the progressdialog is only executing when I execute the dismiss() because it appears and dissapears quickly. Is like the progressdialog appears only to dissapear ... help me please!!! I have read a lot of tutorials, and I have try a lot of option, like THREAD instead of HANDLER, but it is not usefull for me, because I have to edit UI.
There's an excellent example and tutorial here:
http://www.helloandroid.com/tutorials/using-threads-and-progressdialog
That's what I used the first time I did a threaded dialog in Android, and I bookmarked it. Hopefully it helps.
The reason you are getting the described behaviour is that the post method will just execute the passed in runnable against the thread to which the Handler is attached. In your case this is the UI thread.
You are calling ProgressDialog.show(), which is asynchronous. This does not actually show the dialog as soon as the method returns, rather you have just requested that the UI display a dialog. You then immediately post a thread that sleeps for 2 seconds, which is added to the UI queue and blocks the UI from performing the dialog show. The UI then wakes from your sleep, shows the dialog then is dismissed.
You should perform any network operation in either a new Thread or in an AsyncTask. Have a look at these links for more details:
AsyncTask
Painless threading
Threading
Designing for responsiveness
Thread documentation
Handler documentation
You don't want to use a separate thread per-say. What you really want is an AsynTask. This will allow you to create the progress dialog and do the background processing right there in the task. Simple to write and easier to implement. If your refer to the link, what you need is actually really similar to your question. With a little tweaking, it should work just fine for you.
public class HelloActivity extends Activity {
protected static final String TAG = "HelloActivity";
ProgressDialog myProgressDialog;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
//
showDialog(1);
final Handler handler=new Handler(){
#Override
public void handleMessage(Message msg) {
//update UI here depending on what message is received.
switch(msg.what){
case 0:
myProgressDialog.dismiss();
}
super.handleMessage(msg);
}
};
Thread t = new Thread(){
public void run(){
try {
// code to execute
Thread.sleep(5000);
} catch (Exception e) {
}
handler.sendEmptyMessage(0);//nothing to send
}
};
t.start();
}
#Override
protected Dialog onCreateDialog(int id) {
myProgressDialog = ProgressDialog.show(HelloActivity.this, "Wait...", "Fetching data...", true);
return myProgressDialog;
}
}
The example is pretty straightforward: i want to let the user know about what the app is doing by just showing a text (canvas.drawText()). Then, my first message appears, but not the other ones. I mean, i have a "setText" method but it doesn't updates.
onCreate(Bundle bundle) {
super.onCreate(bundle);
setContentView(splash); // splash is the view class
loadResources();
splash.setText("this");
boundWebService();
splash.setText("that"):
etc();
splash.setText("so on");
}
The view's text drawing works by doing just a drawText in onDraw();, so setText changes the text but doesn't show it.
Someone recommended me replacing the view with a SurfaceView, but it would be alot of trouble for just a couple of updates, SO... how the heck can i update the view dinamically at runtime?
It should be quite simple, just showing a text for say 2 seconds and then the main thread doing his stuff and then updating the text...
Thanks!
Update:
I tried implementing handler.onPost(), but is the same story all over again. Let me put you the code:
public class ThreadViewTestActivity extends Activity {
Thread t;
Splash splash;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
splash = new Splash(this);
t = new Thread(splash);
t.start();
splash.setTextow("OA");
try { Thread.sleep(4000); } catch (InterruptedException e) { }
splash.setTextow("LALA");
}
}
And:
public class Splash implements Runnable {
Activity activity;
final Handler myHandler = new Handler();
public Splash(Activity activity) {
this.activity=activity;
}
#Override
public void run() {
// TODO Auto-generated method stub
}
public synchronized void setTextow(final String textow) {
// Wrap DownloadTask into another Runnable to track the statistics
myHandler.post(new Runnable() {
#Override
public void run() {
TextView t = (TextView)activity.findViewById(R.id.testo);
t.setText(textow);
t.invalidate();
}
});
}
}
Although splash is in other thread, i put a sleep on the main thread, i use the handler to manage UI and everything, it doesn't changes a thing, it only shows the last update.
I haven't hit this yet, but I think the usual pattern is to do lengthy initialization in a background thread, and use Handler.post() to update the UI. See http://developer.android.com/reference/android/widget/ProgressBar.html for a different, but possibly related, example.
Also see this answer, especially the first paragraph:
The problem is most likely that you
are running the splash screen (some
sort of Dialog such as ProgressDialog
I assume) in the same thread as all
the work being done. This will keep
the view of the splash screen from
being updated, which can keep it from
even getting displayed to the screen.
You need to display the splash screen,
kick off an instance of AsyncTask to
go download all your data, then hide
the splash screen once the task is
complete.
Update (based on your update and your comment): You are not supposed to update the UI in any thread except the one where your Activity is created. Why is it impossible for you to load your resources in a background thread?
First: onCreate is executed on main UI thread of application so no UI updates until you leave it. Basically you need one thread to execute long running tasks and some mechanism to push updates into the UI.
Most usual approach is to extend AsyncTask see this link for further info
i suppose that your view is an extended view and you call onDraw for drawing the view, so, maybe the view isnĀ“t 'refresh' their state, so try this
onCreate(Bundle bundle) {
setContentView(splash); // splash is the view class
loadResources();
splash.setText("this");
splash.invalidate();
boundWebService();
splash.setText("that"):
splash.invalidate();
etc();
splash.setText("so on");
splash.invalidate();
}