Activities on stack after backpressed, Memory usage - android

I have a few specific Questions.
I´m developing a touristic app. It works great, but after a long time launching new activities it crashes. I used the debug and i realized it uses a lot of memory, it is like the activities don´t closes altought I call.
#Override
public void onBackPressed() {
super.onBackPressed();
this.finish();
}
after removing some static variables and using in every new activity this flag
Intent.FLAG_ACTIVITY_CLEAR_TOP
memory space is relieved. App performance looks good, altought it uses a lot of images and listviews because i used Holders
However, in the main activity i placed the same onBackPressed code, but after pressing it the app is not closed, the memory usage is decreased but i have my doubts
Here is my Questions
Is the app really closing?
It still there because is a recent app?
The memory usage decreasing means that the activity FLAG_ACTIVITY_CLEAR_TOP and onBackPressed() is Working?
Is this the
right way to manage the activities to finish() ?

http://developer.android.com/training/articles/memory.html Check this out it may help you with the memory issue.
Secondly, if your app makes use of internet connection, do check out your code for checking the internet connection to be present or not.
Thirdly, it seems that you have written all the code in the onCreate() method, hence the app is taking a long time. Make use of AsyncTask.
Fourthly, whenever you call finish() method, the app closes. So it is the right way.

Related

Returning immediately in onCreate -- is that okay?

I have an Activity that should only get created once. That is, onCreate can only be called once. If it's called again, I want the Activity to do nothing.
Is it advisable to do the following?
protected void onCreate(Bundle savedInstanceState) {
this.setTheme(android.R.style.Theme_Translucent_NoTitleBar_Fullscreen);
super.onCreate(savedInstanceState);
if(onCreateWasCalledAlreadyBoolean) {
setResult(RESULT_OK);
finish();
return;
}
//Do other stuff here
}
I assume you understand how the activity life cycle works. I mean, you are not trying to avoid something that does not apply here (thinking that onCreate may be called multiple times whenever it just onRestarts etc.).
Technically, it's perfectly fine.
However, you should be worrying more about why you need to call your activity ("A") again if it shouldn't be created at all, if that's what you're thinking.
If you've caught yourself checking if your activity A was already "called" (?), this could mean the previous activity ("B") has a mistake in the logic flow of the app, and that B instead should be checking if it must in fact start that activity A. I mean, if you need to decide if you must call an activity, check before starting it.
I don't think that's applicable if you're restarting the activity (e.g.: go Home, then navigate back), but then again you should be restarting it from where you left (B for what I can tell). You won't be navigating back to A. And you didn't give much detail, so I'd guess this is some kind of splash screen, like evilmage93 said.
If that's indeed some kind of splash screen, I would advise to show it whenever the user navigates back all the way to remove your app from the task stack (contrary to his advice). In other words, whenever the user restarts the app from its "front door".
Although that's ultimately a design decision, I prefer to see the splash screen whenever the app is being loaded ("entered") in the stack for the first time, and it should work fine if you (obviously) finish A before calling B (the splash screen is supposed to finish itself when done, even in its first run). It's a matter of consistency: the same app should behave the same way whenever the user performs the same task (start app from its "front door").
Still, I answered your question covering some general aspects because you asked in such way.
// edited:
Finally, by looking at that onCreateWasCalledAlreadyBoolean I'm afraid you may be trying to reinvent part of the activity life cycle mechanism. In this case, don't: proceed with your regular activity logic because the user expects that behavior. Generally I wouldn't advise people to break the normal loading of an activity just because it was killed and restarted by the system.
I don't see why not. Wouldn't it be simpler to not restart the activity at all though?
What are you worried about NOT being okay? Performance..Uncaught exceptions..Code clarity?

Stop application from running in background?

How to stop application from running in background in android?
I want my application to start fresh everytime it loads. How to do it programatically.
Override onStop method of your activity:
#Override
public void onStop(){
super.onStop();
finish();
}
But I think it's a bad idea to restart your app each time. It's better to override onStart method, and handle "restart" here.
Actually, your app doesn't "run" in background. Android OS keeps it in memory, or saves state of your activity to device (and then you can load it, using savedInstanceState param in onCreate method).
You can use onResume event to reload again, or look here.
EDIT:
Actually you need to use these functions to reload your application when user navigate it.
After adding finish();
This code will completely stop the application.
System.runFinalizersOnExit(true);
System.exit(0);
android.os.Process.killProcess(android.os.Process.myPid());
The whole Android ecosystem is based on the fact that the user shouldn't have to worry about "terminating" or "starting from scratch" an application. If you need to start your application from scratch every time, that's probably because you have tasks in your "scratch" that shouldn;t be there, and should probably be somewhere in onResume.
Please give us more details if you want a more detailed answer.
you should make use of Intent.FLAG_ACTIVITY_CLEAR_TOP to finish all other activities running in activity pool and call the first activity where you can ask to exit from app

Not able to kill 2 activities at the same time. why is that?

I'm trying to kill 2 activities on the onclick of a button. The current activity and the previous activity. Using their pids. I'm just able to kill one activity. Why does this happen?
public void onClick(View v) {
android.os.Process.killProcess(pidofmain);
android.os.Process.killProcess(android.os.Process.myPid());
}
If I see in my logcat, The activity with pid "pidofmain" is getting killed whereas the current activity is not getting killed.
"pidofmain" is an integer i received from the previous activity using an intent.
Leave process killing to the OS. This is bad for any kind of program in a timesharing OS. If you want to conserve memory or something like that, let the OS handle it.
Also you can't really know if the process was correctly killed because well, if it is you wouldn't know, and if it doesn't you were not supposed to do it.
What do you want to do this for?
A much better way to do this is to call finish() for the current activity. You can also signal the previous activity to finish if it calls the current activity using startActivityForResult(Intent). The current activity would call setResult(int) before calling finish() to send a return code back to the previous activity. The previous activity can test the return code in onActivityResult(int, int, Intent) and also call finish() based on the result code.
Killing processes should be left to the OS. Once the activities finish, the will kill it off if it needs the resources. Otherwise it can let it around, which might help speed up a relaunch of your app if the user wants to run it again.
This isn't a definitive answer, but more like some thoughts that I have but it's too late for my to fire up Eclipse and prototype them. If it doesn't help you let me know and I'll try to look into it deeper tomorrow night.
A few thoughts (I hope they help):
1) Android apps really are single-threaded, and your main activity controls all the dispatch events (including events to what I assume to be a second thread that you created). If you kill the main activity, I'm pretty sure that your application would terminate execution immediately following your first call to android.os.Process.killProcess(pidofmain), and you'd never make it to your second call because you would have killed your entire application. Again, this is assuming by the variable name pidofmain that you are killing the main UI thread and not just an activity called main.
2) I'm a little curious also about where you got pidofmain? It sounds like you have three activities total, and in the first activity you get it's process id and send it to the second activity in an intent bundle, which also gets passed along to a third activity (which is the place where you're trying to kill this whole thing)? If that is the case, and you're trying to kill the currently running activity, the table in the documentation here leads me to believe that you can't just kill an activity that's in the resumed state using the same method. Official Android Docs for Activity You might want to try calling the finish() method for your currently running activity.
What exactly do you see in logcat? And what happens in the UI? Does the visible activity continue to run, but the other activity has been removed from the backstack?

Android - memory leaks, what am I doing wrong?

I have activity A, which launches activity B via an intent. Activity A has no references to Activity B, there are also no references to Activity B in the Application singleton I am using.
When I create Activity B, several thousand objects are created. That's okay, it's an activity with a very populated ListView with lots of images.
But, when I press the back button and return to Activity A, only about a dozen of the several thousand objects are released. onDestroy() is also called for the activity. I'm using DDMS to view the heap info, and am pressing 'Cause GC' several times to force it to free memory.
I've done the same test on other apps (that use list views too) and 100% of their objects are destroyed on pressing the back button then 'Cause GC', so it's certainly not a bug.
Any advice please? :-) I've read the material in the android docs about leaking contexts, but that's not helpful since i'm not referencing the activity (or anything in it) being destroyed elsewhere. Also, I have many other activities which work the same way, and don't release all memory on destroy. I must be missing something obvious?
Edit: I just realized i'm using AsyncTasks which have references to the activity (either passed as arg into doInBackground() or accessible via outerClass.this. Could they be hanging around in the thread pool, even after onPostExecute() ?
Edit: It leaks even if I go back before running any asynctasks :-(
Edit: No leak before running asynctasks if I remove admob code, but still leaks in the activites which do use asynctasks.. so asynctask is still a good candidate :-)
I believe there's a bug in the ListView implementation. Take a look at this question: Android: AlertDialog causes a memory leak.
Here's a bug report: http://code.google.com/p/android/issues/detail?id=12334. It's declined but in my opinion it must be reopened.

How to prevent activity to reload on back action

I have app that connects to internet to get data. I can access data multi-level.
So let say I start at level 3 and on level 4 I decide to go back, whenever I press back the previous activity reloads the data from the internet.
Is there any possibility to prevent that?
I have tried to run the activity in single-top mode.
Move the data loading code to the single-exec event: onStart or
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
if(savedInstanceState == null) {
// here
}
}
You have a lot of options here.
The simpler one is to avoid stopping your activity when you switch to another one. When you go to level 4 by means of startActivity(), your onPause() is called on the level 3 activity but it continues living in the background. Then when you come back from 3, onResume() is called.
So as long as you don't load data on resume nor finish() your level 3 activity, you should be fine. If the system happens to be very short on resources then level 3 activity might be killed (though this is very rare) and restarted when you get back to it, but if it happens it means the system needed memory for something important and it's probably fine to reload.
Now, there are other ways. It's usually much better to do it as I described above, but if for some reason you want to finish your level 3 activity, Here are your options.
As it has been noted, you may elect to dump your data somewhere. The saved instance state is an option - though if it's heavy data, more than a few kilobytes, it's not recommended. The idea is, you save your data in onSaveInstanceState() in the Bundle and restore it in onCreate().
If it's heavy data, you would be better off dumping it in a cache file.
If you have a data model, and want to use the same data across several activities, maybe a widget and possibly even a different app, you may want to consider building a ContentProvider to supply the data. It would live independently of the other parts of your application and manage access to the data. Other parts would query it for the data they would need.
The neat thing about that is, it abstracts the data away from the rest of the program. It can be accessed from anywhere and caching policies and everything is handled in a dedicated place. The drawback is, it's significantly more complicated.
One possible solution would be to work with states. You basically have a boolean which indicates if your activity has performed a certain action.
If the action was performed you it won't reach that code again. Of course that flag must be saved somewhere in the Application context or in SharedPreferences.
You can add this parameter to your intent to prevent reloading.
//intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP);
startActivity(new Intent(this,My.class).addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP));

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