Android UI Update Thread - saving and restoring it - android

How do I properly do that?
I have a stopwatch and I'm saving it's state in onSaveInstance and restoring it's state in onRestoreInstance...
Now I've following problem: if I stop the thread in onSaveInstance and the screen get's locked or turned off, onRestoreInstance is not called and the stopwatch is not continuing...
If I don't stop it, the stopwatch is running in background on and on even when the screen is off or the activity is not active anymore...
So what's the usual way to handle such a thing?
PS:
I even have a working solution, a local variable to save the running state in the onStop event and restarting the thread in the onStart event... But I still want to know if there's a "default" solution using the android system itself....

Ok. I better now understand what you're doing. I thought you were using the thread to count. Right now it sounds like you're using it to update the UI.
Instead, what you probably should be doing is using a self-calling Handler. Handlers are nifty little classes that can run asynchronously. They're used all over the place in Android because of their diversity.
static final int UPDATE_INTERVAL = 1000; // in milliseconds. Will update every 1 second
Handler clockHander = new Handler();
Runnable UpdateClock extends Runnable {
View clock;
public UpdateClock(View clock) {
// Do what you need to update the clock
clock.invalidate(); // tell the clock to redraw.
clockHandler.postDelayed(this, UPDATE_INTERVAL); // call the handler again
}
}
UpdateClock runnableInstance;
public void start() {
// start the countdown
clockHandler.post(this); // tell the handler to update
}
#Override
public void onCreate(Bundle icicle) {
// create your UI including the clock view
View myClockView = getClockView(); // custom method. Just need to get the view and pass it to the runnable.
runnableInstance = new UpdateClock(myClockView);
}
#Override
public void onPause() {
clockHandler.removeCallbacksAndMessages(null); // removes all messages from the handler. I.E. stops it
}
What this will do is post messages to the Handler which will run. It posts every 1 second in this case. There is a slight delay because Handlers are message queues that run when available. They also run on the thread that they're created on, so if you create it on the UI thread you will be able to update the UI without any fancy tricks. You remove the messages in the onPause() to stop updating the UI. The clock can continue to run in the background, but you won't be showing it to the user anymore.

I just got into Android programming, but I don't think onRestoreInstance will be called in that situation because you're not switching from one activity to another. I think your best bet is to call onPause which will then call onSaveInstance if you need it to, but use onResume which might or might not call onRestoreInstance.

Related

How to handle the termination of an app-wide polling-routine?

I have kind of a tricky situation in my app.
I implemented a mechanism that contacts a remote server every 60 seconds to check if new data is available. If so, the new data is displayed in the app. So far so good.
I implemented the mechanism the following way:
It gets started in the onCreate() method of my MainActivity.
The polling routine gets stopped in my MainActivity's onDestroy() method.
This makes sure the polling is always active as long as the app is running. Also, if I start another Activity from my MainActivity, I also want the polling to run.
My Problem:
When I exit my application via the Back-Button, everything works fine and the polling stops. But when I exit my application through the Home-Button, the polling routine stays alive since onDestroy() of my MainActivity is not called, but I want it to stop.
If I change my code and stop the polling routine in the onPause() method of my MainActivity, I have the problem that the polling also gets stopped when I launch a new Activity.
What I want:
I want the polling to run as long as my Application (not my MainActivity) is in foreground / visible to the user. As soon as the User exits the application by pressing the Home-Button from anywhere in the App, or by pressing the Back-Button from the MainActivity, I want the polling to stop.
ADDITIONAL:
I also do not want to restart and stop the service everytime I switch Activities. Since the user of my Application will switch Activitys very often, this would just be a lot of overhead. Furthermore, I want the "refresh"-cycle to be exactly 60 seconds. I cannot guarantee that when I always restart the service and stop it again. It needs to be started once when the app gets started, and stopped when the app is no longer in foreground.
How to achieve that?
Isn't there some kind of simple way to check when the App is in foreground and when its hidden / closed?
This is my singelton-polling mechanism:
private Timer t;
private static Updater instance;
protected Updater() {
// Exists only to defeat instantiation.
}
public static Updater getInstance() {
if(instance == null) {
instance = new Updater();
}
return instance;
}
public void startPollingRoutine(int interval, int delay) {
t = new Timer();
// Set the schedule function and rate
t.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
update(); // some asynctask that does the updating
}
}, delay, interval);
}
public static void stopPollingRoutine() {
t.cancel();
}
In code:
Updater.getInstance().startPollingRoutine(60000, 0);
Updater.getInstance().stopPollingRoutine();
I think the best way how to handle it is to create some BaseActivity which all activities will extend. And to perform this actions in onResume/onPause. Or you can try using services.
you need to create a service and trigger it in your main class that service will be triggered unless you explicitly stop it on destroy means onBackpressed()/onDetroy() and let it run in onPause() method
Use a singleton, and let it have a counter variable. Increase it when you send intent to start a new activity, and decrease it in the onPause.
Than you can tell if the polling has to stop; when the counter in the singleton is zero.
Thank you all for your help and time.
I finally found a solution by myself that meets all my requirements.
I followed this tutorial to make it work: http://www.mjbshaw.com/2012/12/determining-if-your-android-application.html
The basic Idea is to extend the Application class and keep reference to how many Activitys are "alive" at a certain time.

How can I update UI of an app that is in the background without bringing it to the foreground?

I have an Android app with an AlarmManager that repeats every 15 minutes. Depending on the results from this I want to update the UI, but I don't want Android to bring the app to the foreground if it doesn't have focus already.
How can I do this? Alternatively, how can I make the UI updates run in onResume?
I'm calling methods like public static void updateRunningStatusTextView(Boolean inStatus) on the main activity from services and classes
I'm pretty sure your first option can't happen. There is postInvalidate() that can update the View from a non UI thread but this is available
...only when this View is attached to a window.
according to the Docs
Alternatively, how can I make the UI updates run in onResume?
This depends on many things such as the View, the data, and what you have in your code but you could set the data in a static class or save it in something like SharedPreferences then retrieve the data from there, say a String to use in setText() of a TextView
#Override
protected void onRestart() {
super.onRestart();
new Handler().postDelayed(new Runnable() {
public void run() {
// update UI here from cached values
}
}, 100);
}
Well, you don't. If it is in background, you don't need to update the UI!
Then you just need to update the UI when you resume your app (onResume), with the latest data you have.

Android Screen Rotation firing multiple AsyncTask Threads

From the Activity, I am creating a Handler to fire off my AsyncTask every 45 seconds in order to refresh the content of my ListView's DataAdapter. The AsyncTask works great and keeps the user informed on the progress through ProgressUpdates and Toast messages.
Since the thread's doInBackground is fire and forget and not re-usable, I am having to create a new instance of the AsyncTask from my Hander that is firing off every 45 seconds. The problem is when the screen is rotated and and then I get concurrent messages going off because the Hander was recreated and created a new instance of the AsyncTask, so the friendly user progress through ProgressUpdates and Toast messages is overwhelming and makes utilizing the ListView difficult.
And please don't suggest this as a solution: android:screenOrientation="portrait" is not an option.
For something that has to run so frequently, should I just be using a custom Thread and not the AsyncTask class? ToDo: Not shown, I have to update the Adapter later from the Sensor's onSensorChanged event to update bearings on for each location in the ListView, I was going to run that on a separate AsyncTask class because I don't need to notify the user everytime the device bearing has changed.
Since the AsyncThread cannot be reused, am I doing this all wrong? In short, what is the best way to have the Activity refresh the ListView and keeping off the UI thread when doing so?
The problem is when the screen is rotated and and then I get concurrent messages going off because the Hander was recreated and created a new instance of the AsyncTask.
Reason quoting from API Activity - Configuration Changes:
Unless you specify otherwise, a configuration change (such as a change in screen orientation, language, input devices, etc) will cause your current activity to be destroyed, going through the normal activity lifecycle process of onPause(), onStop(), and onDestroy() as appropriate.
So every object has a activity-scope life cycle (i.e. Handler, AsyncTask and etc. defined within your activity class) is suffered by this activity recreation. However, you can bypass this activity recreation, as stated in the later paragraph of Activity - Configuration Changes section:
In some special cases, you may want to bypass restarting of your activity based on one or more types of configuration changes. This is done with the android:configChanges attribute in its manifest. For any types of configuration changes you say that you handle there, you will receive a call to your current activity's onConfigurationChanged(Configuration) method instead of being restarted. If a configuration change involves any that you do not handle, however, the activity will still be restarted and onConfigurationChanged(Configuration) will not be called.
Not related to topic, but as a good practice, you should always destroy used object (Handler, AsyncTask and etc.) properly when activity is about to finish (i.e. in onDestroy() method).
For something that has to run so frequently, should I just be using a custom Thread and not the AsyncTask class?
AsyncTask is pretty handy but not suit for periodic task, I would use ScheduledExecutorService or TimerTask in this case, check out my answer here for sample code.
Can you please post a bit of your code ? It may be useful to understand where your problem is.
As york has pointed it out, you should probably use TimerTask. It seems that it suit better with what you are trying to do.
If it is the creation of a new instance of the Handler that create the probleme you can try something like this :
private Handler mHandler = null;
#Override
public void onCreate(Bundle _savedInstanceState) {
super.onCreate(_savedInstanceState);
setContentView(R.layout.my_layout);
if (mHandler == null) {
// TODO create your handler here
}
}
EDIT :
You can test _savedInstanceState == null too.
_savedInstanceState is used to save the state of the activity so turning the phone shouldn't be a problem anymore.
However, if you leave the activity and then go back to it, it will create a new handler (except if you instanciate it as a static variable).

Restarting/Pausing Thread in onResume/onPause

I'm have a game that's uses SurfaceView implementation to display the objects.
I have a thread which draws the SurfaceView time-to-time to the screen.
The game is running completely.
Unfortunately, it needed to have a pause function whenever the game is interrupted.
Well, I know that I need to manipulate onResume and onPause.
But I can't get it right. The error points me back to surfaceCreated where I start the thread telling me that the thread has started already. I tried using the resume and suspend on the onResume and onPause respectively but nothing changed.
How can I achieve this?
I have already done how the objects location would be save using File-I/O handling.
Thanks in advance.
This is what I did:
#Override
public void surfaceCreated(SurfaceHolder arg0) {
if (thread.getState() == Thread.State.TERMINATED){
CreateThread(getHolder(),getContext());
}
thread.setRunning(true);
thread.start();
}
In CreateThread you should have the thread = new MyThread(...);
the setRunning (boolean mRun) use a boolean to start/stop the run function (I think I was inspired by the LunarLander);
If you want to use properly the onPause/onResume don't put the variables used by your thread inside the thread (as done in LunarLander). I suggest you to do like that:
// Variables declarations
public MyGameThread CreateThread(...){
thread = new MyGameThread(holder, context, new Handler() {
// and so on....
});
}
When you pass through the onPause/onResume, your thread will be destroyed and reneweled but if you put your variables outside it, you can continue to use them after.
If you have something important to preserve, use one of this options:
SharedPreferences: an xml will be created and saved locally with variables that persist even after the end of the app;
a SQL db if you would manage more than 5-10 variables because in this case the use of the former option would be difficult.
Actually it's not recommended to stop a thread by yourself, the stop() method is deprecated. The simplest solution is to use a flag in your while loop inside the thread's run() method. When you need to "stop" the thread, you just drop the flag to false and the thread won't do anything anymore, despite it will keep running. Android will stop your thread when it's needed. Hope this helps.
Without knowing the ins and outs of your code.
To "Pause" a thread you can implement functionality like so:
while(! this.isInterrupted())
if(!paused)
{
... Do something ...
} else { try { Thread.sleep(100) } catch (InteruptedException ie) {} }
This is depending if Do something is invalidating your surface view or otherwise controlling progression in your app. An accessor to paused should allow you to pause and resume your thread without getting caught up in any other bit of architecture.
I'm unsure if you've got one or two threads in this question, I'm assuming 2. You need to do three things when you call onPause:
1 - Save the state of the application (all game variables, states, etc)
2 - Kill the surfaceView by calling suspend.
3 - Kill the other thread (we'll call it Thread B).
Killing of Thread B is your problem I think. You want to interrupt the thread and tell it to quit, or else when you call onPause your thread will still be doing its thing. Then, when you go back into the game, the thread will try to be created again which causes the problem. There are 2 ways to kill a thread properly:
In the while() loop of your thread, have a boolean 'run' which while(run) will execute the code. When you change run to false, the thread exits.
If your thread sleeps (I assume it might do since its a game and will be running w.r.t time), catch the InterruptedException and then quit there. When you want to kill the thread, you throw the exception to the thread.
The first one is by far the easiest.

Android: notifyDataSetChanged() not updating listview after orientation change

I have a semi-complicated problem and hoping that someone here will be able to help me.
On a click event I create a thread and start a long-running operation based on this method. After the long-running task is completed, it does a callback to another method, which does a post to the handler:
#Override
public void contentSearchModelChanged(Model_ContentSearch csm, ArrayList<Class_Reminder> newRemindersList) {
remindersList = newRemindersList;
mHandler.post(mUpdateDisplayRunnable);
}
Which calls a Runnable:
// post this to the Handler when the background thread completes
private final Runnable mUpdateDisplayRunnable = new Runnable() {
public void run() {
updateDisplay();
}
};
Finally, here is what my updateDisplay() method is doing:
private void updateDisplay() {
if (csModel.getState() != Model_ContentSearch.State.RUNNING) {
if(remindersList != null && remindersList.size() > 0){
r_adapter = new ReminderAdapater(Activity_ContentSearch.this, remindersList, thisListView);
thisListView.setAdapter(r_adapter);
r_adapter.notifyDataSetChanged();
}
}
}
This works beautifully when I do this normally. However, if I change the orientation while the long-running operation is running, it doesn't work. It does make the callback properly, and the remindersList does have items in it. But when it gets to this line:
r_adapter.notifyDataSetChanged();
Nothing happens. The odd thing is, if I do another submit and have it run the whole process again (without changing orientation), it actually updates the view twice, once for the previous submit and again for the next. So the view updates once with the results of the first submit, then again with the results of the second submit a second later. So the adapater DID get the data, it just isn't refreshing the view.
I know this has something to do with the orientation change, but I can't for the life of me figure out why. Can anyone help? Or, can anyone suggest an alternative method of handling threads with orientation changes?
Bara
The problem is that when you change orientations a new activity is spun up from the beginning (onCreate). Your long running process has a handle to the old (no longer visible) activity. You are properly updating the old activity but since it isn't on screen anymore, you don't see it.
This is not an easy problem to fix. There is a library out there that may help you though. It is called DroidFu. Here is a blog post that (much more accurately than I) describes the root cause of what you are seeing and how the DroidFu library combats it: http://brainflush.wordpress.com/2009/11/16/introducing-droid-fu-for-android-betteractivity-betterservice-and-betterasynctask/
Edit: (Adding code for tracking active activity)
In your application class add this:
private Activity _activeActivity;
public void setActiveActivity(Activity activity) {
_activeActivity = activity;
}
public Activity getActiveActivity() {
return _activeActivity;
}
In your Activities, add this:
#Override
public void onResume() {
super.onResume();
((MyApplicationClassName)getApplication()).setActiveActivity(this);
}
Now you can get the active activity by calling MyApplicationClassName.getActiveActivity();
This is not how DroidFu does it. DroidFu sets the active activity in onCreate but I don't feel that is very robust.
I had a similar problem, having a time consuming thread sendEmptyMessage to a handler, which in turn called notifyDataSetChanged on a ListAdapter. It worked fine until I changed orientation.
I solved it by declaring a second handler in the UI thread and make the first handler sendEmptyMessage to this handler, which in turn called notifyDataSetChanged on the ListAdapter. And having the ListAdapter declared as static.
I'm a newbie so I don't know if it is an ugly solution, but it worked for me...
From Jere.Jones description I would assume this works as: The long running process sendEmptyMessage to the handle from the old Activity, which in turn sendEmptyMessage to the handle in the new Activity.

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