I'm currently using Firebase JobDispatcher to run a periodic check in the background using the service intent (registered on boot, install & update). This is working correctly, and it spawns it's own thread separate from the main thread, so I don't lock the UI, and it kills the thread properly so garbage collection doesn't become a problem.
I would also like to trigger this same exact work from the main thread in-app. The problem is that running a jobdispatcher onCreate triggers the job to run in the main UI thread, and not in a background thread. One of my functions can generate A LOT of objects, so even though it properly runs, it kills usability in the app because the GC never can get rid of all the junk.
How can I run an existing JobDispatcher job on demand from the main thread, but still in a separate thread?
Thanks so much for your help.
Edits for clarification of this specific usage
My particular case involves a first run, where UpdateNetworkerJob.class can take several minutes to run. The phoneHistoryCheck.GetLastCallChecked() function has a loop which makes several calls to Firebase, both retrieving and putting information.
9/12 Update
Subsequent runs are very quick, and AsyncTask can work. However I am finding I need a more robust solution and am currently looking at ThreadPoolExecutor. It's possible that the GetLastCallChecked() function is throwing too much at the Firebase Engine and it causing the main thread's calls to Firebase to be way down in the noise as it catches up. I'm working on sorting this part out.
Code in main thread to start the work:
FirebaseJobDispatcher dispatcher = new FirebaseJobDispatcher(new GooglePlayDriver(trackedContactListActivity.this));
Job myJob = dispatcher.newJobBuilder()
.setService(UpdateNetworkerJob.class)
.setTag("UpdateNetworkerService")
.setTrigger(Trigger.NOW)
.setConstraints(
Constraint.ON_ANY_NETWORK
)
.build();
dispatcher.mustSchedule(myJob);
UpdateNetworkerJob.class
public class UpdateNetworkerJob extends JobService {
private static final String TAG = "UpdateNetworkerJob";
#Override
public boolean onStartJob(final JobParameters params) {
Log.d(TAG, "UpdateNetworkerJob is running with params: " + params);
PhoneHistoryCheck phoneHistoryCheck = new PhoneHistoryCheck();
phoneHistoryCheck.GetLastCallChecked(UpdateNetworkerJob.this);
return false;
}
#Override
public boolean onStopJob(JobParameters params) {
// Stop tracking these job parameters, as we've 'finished' executing.
//sendMessage(MSG_COLOR_STOP, params.getJobId());
Log.d(TAG, "on stop job: " + params);
// Return false to drop the job.
return false;
}
}
Doesn't AsyncTask have limitations on how long things inside it can run? The first time these run in my application they can run for several minutes.
You can find answers to your queries in Threading performance article.
When using AsyncTask, there are a few important performance aspects to keep in mind.
First, by default, an app pushes all of the AsyncTask objects it creates into a single thread. Therefore, they execute in serial fashion, and—as with the main thread—an especially long work packet can block the queue. For this reason, we suggest that you only use AsyncTask to handle work items shorter than 5ms in duration
HandlerThread and ThreadPoolExecutor provides other alternatives.
You can find example code of HandlerThread in this post:
Call Main thread from secondary thread in Android
Please call your service intent from the doinBackground function of an Asynctask. Example is here : Asynctask documentation
you can control the Asynctask from your UI without holding the UI for results.
Related
I have a very sporadic failure in my app I'm trying to resolve. On entry to the app, at one point the main UI thread processing ends and passes control to a background thread to retrieve some data. When the data is retrieved, control passes back to the main UI thread to process it for display. However, on some rare occassions (it works 99% of the time), the AsyncTask seems to be failing to be called leaving the app in a poor static state forever waiting for the AsyncTask to complete.
Here's a snapshot of the code in the Activity:
//method call from main UI thread
private void fetchSomeData() {
Log.d("myTag", "In fecthSomeData()");
new ReadFileAsyncTask<DataModel>().execute(this);
}
Here's the ReadFileAsyncTask implementation:
public class ReadFileAsyncTask<A> extends AsyncTask<I_ReadFileListener<A>, Void, A>
{
I_ReadFileListener<A> listener;
#Override
#SuppressWarnings("unchecked")
protected A doInBackground(I_ReadFileListener<A>... params)
{
listener = params[0];
Log.d("mytag", "BACKGROUND: Loading " + listener.getFilename() + " from disk");
A fileContents = (A) FileUtils.readDataFromInternalStorage(listener.getContext(), listener.getFilename());
return fileContents;
}
#Override
protected void onPostExecute(A result)
{
Log.d("myTag", "FOREGROUND: Executing onFileRetrieved listener");
listener.onFileRetrieved(result);
}
}
Capturing the logs on this rare failure yeilds:
In fetchSomeData()
...
(Other log messages from other interactions with the activity such as menu creation and navigation initialization)
but, crucially, not the log statement from the second line of code in the doInBackground method. One thought I had was that this log statement was failing, but I'm not seeing any force stop messages, error in my logs or ACRA crash reports. The application is still active (I can navigate to other activities and back) so I'm at a loss as to what might stop this background thread from running properly. Any ideas?
Sadly AsyncTask is not suitable for critical code execution since, depending on the ThreadPool base and max size, your AsyncTask may never execute.
Moreover, the onPostExecute method could be called when the Activity it is referring (i.e. its creating context) has already been destroyed. You have no way to synchronize with it rather then maybe using join() on the AsyncThread from the UI Thread.
Even though I've seen doing this also in the Android Camera App it isn't a good idea to block the UI Thread waiting for an event since you coulg get an ANR (Application Not Running) notification.
Take a look at this: Is AsyncTask really conceptually flawed or am I just missing something?
Consider using IntentServices, HandlerThread or ThreadPoolExecutors if you need a possibly better way to synchronize your worker thread with your your UIThread.
From http://developer.android.com/training/run-background-service/create-service.html:
Also, an IntentService isn't affected by most user interface lifecycle events, so it continues to run in circumstances that would shut down an AsyncTask
I am confused with respect to design of my app. I need to continuously poll a server to get new data from it. I am confused whether Async Task running at fixed interval or Service running is background is better option. The thread will run only when the app is running
You have already some answers to your question, but I think it worths a summary ...
What you need
When you want to run a peice of code that takes some time to complete you should always run it in a separate thread from the UI thread.
You can achieve that in 2 ways:
Using Thread:
This is the simplest one, if you don't need a lot of communication from the new thread to the UI thread. If you need the communication, you will probably have to use a Handler to do it.
Using AsyncTask:
Also runs in a separate thread and already implements some communications channels with the UI thread. So this one is preferable if you need this communication back to the UI.
What you don't need
Service
This serves mainly to keep some code running even after you exit the main application, and it will run in the UI thread unless you spawn a new thread using the options described above. You said that your thread are suposed to terminate when you exit application, so this is not what you need.
IntentService
This can be activated by an external event (i.e. BroadcastReceiver) that can start a piece of code defined by you, even if your application is not running. Once again, based on your requirements, this is not what you are looking for.
Regards.
an Android Service is not in a background thread.
Therefore you should have a Service running that will start an ASyncTask each time you want to poll.
Note that services, like other application objects, run in the main thread of their hosting process. This means that, if your service is going to do any CPU intensive (such as MP3 playback) or blocking (such as networking) operations, it should spawn its own thread in which to do that work. More information on this can be found in Processes and Threads. The IntentService class is available as a standard implementation of Service that has its own thread where it schedules its work to be done.
Service should not be compared to AsyncTask. I guess you most likely meant IntentService here - and this is slightly different thing than Service, despite the common name.
As for periodical fetching, I'd stick with recurrent alarm (using AlarmManager) and (most likely) use IntentService to do the fetching.
Here you got with AsyncTask fundamentals and some tutorials
And here you got with IntentService fundamentals and tutorials
Note, that IntentService jobs are queued by design, while AsyncTasks can run fully paralel. However be aware of regression related to AsyncTask handling in newer APIs. Not a big deal as workaround is just a few more code lines, however it's worth knowing that.
EDIT
There's misunderstanding floating among many concerning AsyncTask lifecycle being bond to Activity's life cycle. This is WRONG. AsyncTask is independent from an Activity. Finishing Activity does not do anything to any AsyncTasks, unless you are cleaning them up from onDestroy() by your code. Yet, if an activity's process is being killed while it is in the background, then AsyncTask will also be killed as well, as part of the entire process being killed
If you want to "continuously poll", an asyncTask won't do. The task stops when your app gets stopped by Android. A Service by itself won't do either, as Blundell already pointed out. A Service runs in the main thread, and you don't want to do polling in the main thread. There's two ways of doing it: you create a Service that spawns its own thread to do the stuff you want it to do, or you let it schedule polls that are executed in an AsyncTask or in a separate thread. I try not to have polling in my app, but if you have to, creating a special thread in your service that does the polling seems best to me.
Depending on what your app does and what the polling is about, you can give the separate thread a lower priority, so it doesn't get in the way of other processing.
The thread will run only when the app is running
Then AsyncTask will be the simplest solution. Send data periodically to app thread using publishProgress() from background thread. Set desired interval using Thread.sleep() in doInBackground(). Also, make sure you start a new task in onResume() method of Activity, and end this task in onPause() method of Activity.
Example:
public class MyActivity extends Activity {
private AsyncTask<Void,String,Void> mAsyncTask;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}
#Override
protected void onResume() {
super.onResume();
mAsyncTask = new MyTask();
mAsyncTask.execute();
}
#Override
protected void onPause() {
super.onPause();
if(mAsyncTask != null){
mAsyncTask.cancel(true);
}
}
private void onServerResponse(String response){
Toast.makeText(this, "Got response !", Toast.LENGTH_SHORT).show();
}
private final class MyTask extends AsyncTask<Void,String,Void>{
#Override
protected Void doInBackground(Void... voids) {
while (!isCancelled()){
String response = "";
//server query code here
publishProgress(response);
Log.i("TEST", "Response received");
//sleep for 5 sec, exit if interrupted ,likely due to cancel(true) called
try{
Thread.sleep(5000);
}catch (InterruptedException e){
return null;
}
}
return null;
}
#Override
protected void onProgressUpdate(String... values) {
super.onProgressUpdate(values);
if(values.length > 0){
onServerResponse(values[0]);
}
}
}
}
I am writing an android app and I need to be able to do certain things periodically/continuously. I am coming from a C/C++ embedded firmware background and this new-fangled way of doing things is going to take some getting used to. It seems that there is no such thing as a "main loop" in Android, that everything is event-driven... I also understand that by default all code you write operates on the GUI thread, and I should probably make a new thread to execute the equivalent of a "main loop"...
So far what I have is an implementation of the AsyncTask class who's "doInBackground" method contains an infinite loop (my main loop), I create an instance of this class and run it immediately when my app starts. The problem I am having is in the interaction between this thread and the user interface... when something occurs in my main loop thread and I want to update the GUI understand that I must call "publishProgress", which is executed on the GUI thread. There are a few problems with this, primarily that many things I have tried to do in this "onProgressUpdate" method do not work, or do not occur in a predictable amount of time.
My question, is there a better way to accomplish what I am trying to do? In general, what do most people do when they have code that they want to run periodically and/or continuously while their application is running, code that must interact with the user interface in a timely manner (by timely I mean with zero delay).
Thank you.
public class MainLoopThread extends AsyncTask<Void, Void, Void>
{
#Override
protected Void doInBackground(Void... arg0)
{
while(true)
{
//Do stuff
//Update GUI
publishProgress();
}
}
protected void onProgressUpdate(Void...voids)
{
//Update GUI
}
}
It is unclear what you are trying to do, however just let me say using AsyncTask in this way may have negative consequences.
AsyncTask internally uses a thread pool pattern for running the stuff from doInBackground(). On Android OS before 1.6 and starting from 3.0 the pool size is just 1, meaning no parallel computations for a bunch of AsyncTasks. More details on this here.
So, this may result that only this current AsyncTask is running, while others even if started will have to wait untill the current one is done.
Depending on your needs for things to be done periodically Android exposes:
AlarmManager
Handler - it allows to post a runnable on UI thread with a delay or periodically
Timer + Activity.runOnUiThread(Runnable action) inside of TimerTask
UPDATE: basing on your comments it looks like you need a Service, that starts a thread that periodically sends broadcasts with the data for UI. Then your UI (Activity) registers broadcast receivers to catch those broadcasts, extract the data and use for UI updates.
So your saying that onProgessUpdate() isn't working? That seems weird because it should.
Another option that you have is just to make a Thread that loops.
The trick is that if you want to update the UI thread you will have to make a call to view.post() and give it a runnable that will actually perform the update. The idea here is that you must schedule an update on the UI thread, you can't just take it and say NOW!
There have been a number of questions regarding the proper usage of Threads vs. Handlers vs. AsyncTask. (like here & here)
Those questions nicely addressed the question of when to use what. My question is more about the performance implications in certain types of cases.
As an example, I often see other people write code in which they use Threads simply to be able to schedule some code execution for the future. Whenever, I see this, I instinctively feel like refactoring the code to use a Handler and just a post a delayed runnable.
Here's an example where a Thread is used to update the seekbar for some media playing with a mediaplayer and then the way I would do it.
what I see a lot:
if (positionTracker != null && positionTracker.isAlive()
&& !positionTracker.isInterrupted()) {
return;
}
positionTracker = new Thread(new Runnable() {
public void run() {
int currentPosition = 0;
int total = player.getDuration();
while (player != null && CurrentPosition < total) {
try {
Thread.sleep(1000);
currentPosition = player.getCurrentPosition();
} catch (InterruptedException e) {
return;
} catch (Exception e) {
return;
}
if (someListener != null) {
someListener.onEvent();
}
}
}
}, "position tracker thread");
positionTracker.start();
And the way I like to do it:
Runnable trackPositionRunnable = new Runnable() {
#Override
public void run() {
currentPosition = player.getCurrentPosition();
if (someListener != null) {
someListener.onEvent();
mHandler.postDelayed(this, 1000);
}
}
};
mHandler.post(trackPositionRunnable);
Obviously, my preferred way is a bit easier to read and more concise. But what are the performance implications? Is one way method better, in terms of performance, than the other? If so, why?
Each method depends on what you plan on doing in that Runnable as to whether it will be useful or not. The biggest difference between them all is whether you plan on touching the UI or not. In Android you can't touch UI components off the UI thread (your example of media player is breaking this rule with raw Thread). Because of this rule that immediately divides what you can and can't do with each method. Performance differences between these methods is negligible because time spent running your background job is going to trump any differences between them.
Handler typically use another background thread to execute logic in, but it depends which thread constructed the Handler. If the Handler was constructed on the UI Thread (in response to callback onSomething) then your Runnable will run inside the UI Thread making it ok to touch UI Components. However, if you created it off the UI thread Runnables posted to it CANNOT touch UI components. The downside to Handlers created on the UI thread means you aren't doing these in the background so if a job takes a long time to run it will lock up the UI until its done. While Handlers run from non-UI threads will fix the any issue of locking up the UI. They take more work to setup and you still have to contend with how to safely update the UI in response to your background job (ie you still have to post another runnable back to the UI Thread if you want to update the UI).
Raw threads won't lock up the UI because they are running independently from the UI thread, but you can't touch UI components on them. That means you'll have to execute any code you want to update the UI with back on the UI thread which means more code needs to be written to get the UI thread to run it. This can be very complex. Raw threads should really be avoided because of the complexity in using them.
The most common example of background tasks is waiting for a response from the server. Most libraries block until the server sends a response which means you can't call them on the UI thread or else your user will be blocked from doing anything until the server returns a call. Not only will they be blocked, but the UI can't update itself to show a spinner or otherwise look alive. This is best to push off to a background thread. Technically Handlers and Threads can do this, but Handlers have to be constructed specially so they will use a true background thread.
This is where AsyncTask trumps Handlers because it does both true background jobs and UI updates. It has a section for doing some long running operation in the background and it has a section for updating the UI from the UI thread when its done. It even has an optional progress section so you can provide any intermediate progress to the UI while the task is running. The downside of an AsyncTask is that they must have an end. Background jobs that continue to run to periodically check if something has happened, sleep and check some more aren't conducive to the AsyncTask model. However, that's not to say you couldn't use a Handler to periodically kick off AsyncTask, but just for the completeness of the discussion I mention that.
In the end using raw Threads isn't all that easy or even "better" because Handlers can do pretty much anything that Threads can do with less code. But, Handlers are tricky in determining which thread the Runnable is executing on. Most often it's the UI thread, and technically setting it up to use a non-UI thread is tricky. Both options suffer from the UI update issues in that you have to do extra work to run UI jobs at the end of true background jobs. AsyncTask is really my preferred method for doing background jobs.
It is not Handler vs Threads. They are quite different things:
Thread: Is the old Java class that implements a thread of execution. As other parts of the Java APIs they are also available on Android. Notice than in late versions of the Java language they were superseeded by the Executors framework, so the recommended practice is to use Executor/Runnable, but due to it's simplicity Threads are still used sometimes.
Handler: This class is available only in Android, and it is mostly a mechanism to communicate with an existing Thread. You send the target thread Messages or Runnables, and you can also schedule this communication.
You usually need a Handler when you need to send something to a thread. This "something" can be, for instance, encapsulated data to be processed, or a Runnable to be executed in that thread. Every handler is usually associated to the current thread at the time of instantiation, unless you use a more exotic constructor. A typical use case is to schedule a repetitive task in the main thread (which is the UI thread). Notice that for scheduling a one-shot task there's an easiest way: Activity.runOnUithread.
Now for a background task that needs to be run in a thread different than the main one: in both approaches you'll have a thread running, but creating a handler means that Android will start a new Message Queue for that thread, which is something regular threads do not need to have, and because of this there will be some overhead. Thus if you need to start a thread that can run isolated without receiving information, i'd say the simple Thread is preferred. But if you need an execution queue to schedule Runnables you can choose between a Timer, an Executor, a "handled" thread, or even AlarmManager. The advantage of Handlers is that they can be attached to any already existing thread in your app, while Timer and Executors will internally launch a new dedicated thread when they are set up.
Correctness: Your first example is fraught with peril, since a MediaPlayer must be created on a thread with its own Looper and operations from any other thread may cause errors. Similarly, since your someListener.onEvent() is presumably updating a UI, it had better know to post to a handler on the UI thread anyway.
Performance: I have no measurements to offer, but in your example, the runtime cost is (thread switching) + (handler overhead), versus just (handler overhead). So for any thread switching overhead > 0, the threads are more expensive. On the other hand, if your entire application is coded in your favored style, and any piece of your code is slow and synchronous, you just made your application feel laggy.
Which is why anything potentially slow or synchronous needs to head toward the thread (or service) style, despite feeling more complex and error-prone. Your particular MediaPlayer example is not a perfect poster child for making this case.
If you're dealing with threads, I suggest that you use a handler together with it:
Handler handle = new Handler();
Thread new Thread()
{
#Override
public void run()
{
try
{
handle.postDelayed(new Runnable()
{
#Override
public void run()
{
"your code goes here"
}
},delay);
}
catch(Exception e)
{
e.printStackTrace();
}
};
}
That way you can delay the execution for as long as you want, or you can use post and Thread.sleep(delay), which I prefer these days.
I'd like to have a queue of work/tasks to be done on a separate thread, but can only process one work at a time. So not simultaneously.
Is there something built-in android for this?
Thanks,
EDIT:
The work = get information from Database. Once done, update the UI with the fetched information.
Have you checked out java.util.concurrent.Executors ? You could do something like this:
final static ExecutorService tpe = Executors.newSingleThreadExecutor();
...
tpe.submit(new Runnable() {
#Override
public void run() {
// your work
}
}):
It's not android specific, it is part of the jdk5.
From the doc:
Creates an Executor that uses a single worker thread operating off an
unbounded queue. (Note however that if this single thread terminates
due to a failure during execution prior to shutdown, a new one will
take its place if needed to execute subsequent tasks.) Tasks are
guaranteed to execute sequentially, and no more than one task will be
active at any given time. Unlike the otherwise equivalent
newFixedThreadPool(1) the returned executor is guaranteed not to be
reconfigurable to use additional threads.
If you want something can do work independently from the activity lifecycle that can do queued work, you should take a look at IntentService. It can spin up, do discrete blocks of work asynchronously then finish itself when all its tasks are completed.
If you don't need anything that can live without any activities, Java has ExecutorService along with several different implementations.
In Android You can also consider about Loader framework.
http://developer.android.com/guide/components/loaders.html