My app seems to start up properly, with the splash screen and stuff. But when it sleeps for 6 secs and when it supposed to get into the main activity the app crashes any help please?
Here is me code (android.intent.action1.MAINACTIVIVTY, the "action" was purposely changed to "action1")
package com.hellhogone.multitools;
import com.hellhogone.multitools.R;
import android.media.MediaPlayer;
import android.os.Bundle;
import android.app.Activity;
import android.content.Intent;
import android.view.Window;
import android.view.WindowManager;
public class Splash extends Activity{
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(R.layout.splash);
MediaPlayer yo = MediaPlayer.create(Splash.this, R.raw.smusic);
yo.start();
Thread timer = new Thread(){
public void run(){
try{
sleep(6000);
}catch(InterruptedException e){
e.printStackTrace();
}finally{
Intent h1 = new Intent("android.intent.action1.MAINACTIVITY");
startActivity(h1);
}
}
};
timer.start();
}
#Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
finish();
}
}
You cannot start an activity from another thread than the UI thread. To avoid this problem you can use runOnUiThread() :
}finally{
runOnUiThread(new Runnable() {
public void run() {
Intent h1 = new Intent("android.intent.action1.MAINACTIVITY");
startActivity(h1);
}
});
}
Related
I am working on an app and while testing on my phone a noticed something weird: if I close the app while the splash screen is running, when the time of the before mention activity is over, the app opens again, even if I am in another app. Why does this happen?
package com.example.arlet.storemaps;
import android.content.Intent;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.Window;
import java.util.Timer;
import java.util.TimerTask;
public class SplashScreenActivity extends AppCompatActivity {
//duration of splash screen in miliseconds
long delay = 6000;
private Timer timer;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.supportRequestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.activity_splash_screen);
Timer RunSplash = new Timer();
TimerTask ShowSplash = new TimerTask() {
#Override
public void run() {
//finishing splash screen
finish();
//starting main activity
Intent intent = new Intent(SplashScreenActivity.this, MainActivity.class);
startActivity(intent);
}
};
RunSplash.schedule(ShowSplash, delay);
}
#Override
protected void onDestroy(){
timer.cancel();
timer.purge();
super.onDestroy();
}
}
Here's the code updated #Badran
Override the onDestroy Method in SplashActivity:
#Override
protected void onDestroy() {
//remove the handler or thread or etc... that is opening the another activity
//call timer.cancel()
//call timer.purge ()
super.onDestroy();
}
So Your code will be now :
package com.example.arlet.storemaps;
import android.content.Intent;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.Window;
import java.util.Timer;
import java.util.TimerTask;
public class SplashScreenActivity extends AppCompatActivity {
//duration of splash screen in miliseconds
long delay = 6000;
private Timer RunSplash;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.supportRequestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.activity_splash_screen);
RunSplash = new Timer();
TimerTask ShowSplash = new TimerTask() {
#Override
public void run() {
//finishing splash screen
finish();
//starting main activity
Intent intent = new Intent(SplashScreenActivity.this, MainActivity.class);
startActivity(intent);
}
};
RunSplash.schedule(ShowSplash, delay);
}
#Override
protected void onDestroy(){
if(RunSplash != null){
RunSplash.cancel();
RunSplash.purge();
}
super.onDestroy();
}
#Override
protected void onPause() {
if(RunSplash != null){
RunSplash.cancel();
RunSplash.purge();
}
super.onPause();
}
}
I'm trying to start short song in my first simple app. Everything is working will until I add the "ourSong" object then I am getting the error on the emulator "Unfortunately MyApp has stopped" as I said if i comment "ourSong.start()"+ "ourSong.release()" out, the app works
package com.example.helloworld;
import java.util.Timer;
import android.app.Activity;
import android.content.Intent;
import android.media.MediaPlayer;
import android.os.Bundle;
public class Splash extends Activity {
MediaPlayer ourSong;
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(R.layout.splash);
ourSong = MediaPlayer.create(Splash.this, R.raw.splashsound);
ourSong.start();
Thread timer = new Thread() {
public void run() {
try {
sleep(5000);
} catch (InterruptedException e) {
e.printStackTrace();
} finally {
Intent openStartingPoint = new Intent(
"com.example.helloworld.MAINACTIVITY");
startActivity(openStartingPoint);
}
}
};
timer.start();
}
#Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
ourSong.release();
finish();
}
}
I appreciate any help
Make sure your "raw" folder is located in "res".
For more details have a look at this.
Try it on a real device!
The Problem in my case was the Emulator. I changed to my mobile device (S4) and it works well.
Why Am I Getting This Error In Threads?
I have used the correct syntax, but it seems there is some error! :(
Here is the Screenshot ==> http://i.imgur.com/ccPOz.png?1
EDIT: Here's the code:
`
package com.pc.threads;
import android.os.Bundle;
import android.app.Activity;
import android.content.Intent;
import android.view.Menu;
public class MainActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Thread music_2 = new Thread(){
try{
}catch(InterruptedException e){
e.printStackTrace();
}finally{
Intent music_i = new Intent(MainActivity.this,NewActivity.class);
}
};
}
`
In Java, code goes inside methods. When you define (inline) your thread class, you forgot to define a method "run" that wraps your code.
Thread t= new Thread() {
public void run() {
///your code goes here
}
};
I am using a thread and a handler in android. The app works fine as long as i dont any function from outside the activity. But if i call some funcyion from outside the activity from inside a thread, it gives NullPointerException.
package com.prog;
import com.API.TextBoxCheck;
import android.app.Activity;
import android.app.ProgressDialog;
import android.os.Bundle;
import android.os.Handler;
import android.util.Log;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.EditText;
import android.widget.TextView;
public class ProgressBarExample extends Activity {
private Handler handler = new Handler();
int i;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Button btn=(Button)findViewById(R.id.button1);
btn.setOnClickListener(new OnClickListener(){
TextView tv=(TextView)findViewById(R.id.textView1);
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
Thread thread = new Thread(null, doBackgroundThreadProcessing,
"Background");
thread.start();
}});
Button stopBtn=(Button)findViewById(R.id.button2);
stopBtn.setOnClickListener(new OnClickListener(){
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
finish();
}});
}
private Runnable doBackgroundThreadProcessing = new Runnable() {
public void run() {
try {
backgroundThreadProcessing();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
};
private void backgroundThreadProcessing() throws InterruptedException {
TextView tv=(TextView)findViewById(R.id.textView1);
i=0;
while(i<100)
{
handler.post(doUpdateGUI);
Thread.sleep(50);
i++;
}
EditText et=(EditText)findViewById(R.id.editText1);
TextBoxCheck tbc = new com.API.TextBoxCheck();
String reply=tbc.TextBoxChecker(et.getText().toString(),10);
Log.d("thread", reply);
}
private Runnable doUpdateGUI = new Runnable() {
public void run() {
updateGUI();
}
private void updateGUI() {
// TODO Auto-generated method stub
TextView tv=(TextView)findViewById(R.id.textView1);
tv.setText(i+"%");
}
};
}
I have left out the code of textBoxCheck becoz i think it may be unnecesarry here.
Please help me on this.
PS. : I also tried using AsyncTask but the same problem occurs.
You are not on UI thread. You must be on UI thread to operate on any UI items. Create a handler on the UI thread and call your backgroundThreadProcessing(); from the handler and not from a non-UI thread.
I have a memory leak. Here's the code
package fourguys.testing.IntentTest;
import android.app.Activity; import android.media.MediaPlayer; import android.os.Bundle; import android.os.Handler; import android.os.Message; import android.media.MediaPlayer; import android.media.AudioManager; import android.content.Context;
public class CanvasDrawingActivity extends Activity {
private static final int FIRE = 0;
private int initVolume = 0;
private Handler handler;
private MyCanvas v;
private MediaPlayer mp;
private AudioManager am;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
am = (AudioManager)this.getSystemService(Context.AUDIO_SERVICE);
// this method gets the current volume setting for music
initVolume = am.getStreamVolume(AudioManager.STREAM_MUSIC);
am.setStreamVolume(AudioManager.STREAM_MUSIC,100,AudioManager.FLAG_REMOVE_SOUND_AND_VIBRATE);
mp = MediaPlayer.create(this, R.raw.test);
makeHandler();
v =new MyCanvas(this);
new Thread(new Runnable(){
#Override
public void run() {
while(true)
handler.sendEmptyMessage(FIRE);
}}).start();
setContentView(v);
mp.setLooping(true);
mp.start();
}
private void makeHandler()
{
handler = new Handler(){
#Override
public void handleMessage(Message msg) {
switch(msg.what)
{
case FIRE:
{
v.invalidate();
break;
}
}
}
};
}
protected void onPause() {
super.onPause();
mp.stop();
}
protected void onFinish() {
mp.stop();
}
}
and this:
package fourguys.testing.IntentTest;
import android.app.Activity; import android.content.Intent; import android.media.MediaPlayer; import android.os.Bundle; import android.view.View; import android.widget.Button; import android.view.WindowManager;
public class IntentTest extends Activity { /** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
//reciever intentReceiver = new reciever();
// IntentFilter intentFilter = new IntentFilter("com.app.REC");
//registerReceiver(intentReceiver, intentFilter);
Button b = (Button)this.findViewById(R.id.endButton);
b.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
Intent i = new Intent(IntentTest.this,CanvasDrawingActivity.class);
startActivity(i);
}
});
}
// the onPause method get called when the app is either being hidden or being closed so this the place where we would want to clean anything up like stoping the media player.
#Override
protected void onPause()
{
super.onPause();
}
}
I run the app and it gets wonky on exit. It locks the handset and causes the battery to run hot. I need to pull the battery physically to reboot. Any thoughts as to why that might be? It runs fantastically on the emulator. Should I be using onFinish instead, or am I not cleaning something up and I'm missing it?
It is this part of your code:
new Thread(new Runnable(){
#Override
public void run() {
while(true)
handler.sendEmptyMessage(FIRE);
}}).start();
You're doing three obvious things wrong here. 1) You're not killing it and/or pausing it in Activity#onPause. 2) You're not calling setDaemon(true); this will cause the process to continue and not die while this thread is running. 3) you're using a hot loop, i.e., you're not calling Thread#sleep() or some other type of equivalent method there to pause and stop fully using the cpu.