I'm trying to implements a game AI, and I got the following problem :
I'm calling a method from another class my UI Activity class, this method call itself some methods of the UI Activity class (to simulate click on screen among other things), and the things is, at the end of this method, I need to "pause" the game a few seconds to let the user see what did the AI.
So I tried running the method in another thread, but I got the error message providing from editing a widget from another thread. I tried to sleep the UI thread, but by doing that, the user can't use the scrollview anymore, and the changes aren't display before the sleep but after.
So I'd like to know how can I do this ?
(I've read some topics about AsyncTask, Handler, but can't make it work the way I need)
Thank's
You need runOnUiThread.
http://developer.android.com/reference/android/app/Activity.html#runOnUiThread(java.lang.Runnable)
http://steve.odyfamily.com/?p=12
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I am trying to make some application in android (some kind of calculator app). In the app, on pressing the buttons a lot of conditions get checked using if-else. I am using onClickListener with the buttons, and so they are taking a slightly longer time to respond. So should I use multithreading to separate the logic from the main thread or rather use an onTouchListener with the buttons?
For the click event, keep using onClick, onTouch is used for tracking gestures.
It's not a good practice to do any logic operation inside the Main Thread. Leave it just for user interaction. You should consider use threading to avoid ANR (Application not responding). A good start is AsyncTask, that has it own method to do logic in a separete thread and update the UI on the Main Thread.
Please follow this link to get help with AsyncTask: https://stackoverflow.com/a/18827536/4973904
Hope that this could help you!
you should not do too much work on Main thread.The problem is not if else statements because conditional statements execute very fast but the logic you have written inside the if else blocks .may be your logic taking to much time to execute.
Solution:
if you want to perform extensive task , you should use some background thread or an alternative of this like Async task or Loaders.
I have an application with several activities, and I have a timer I start in the first activity that is presented. The problem is this:
How can I get a reference to the current activity when the timer goes off when the activity I'm currently may not be the same as the one I started the timer.
What I actually want is to have a timer traverse all my actives, show an alert dialog when it expires and the do some stuff. But because of the way android works this seems to be impossible. Does anyone has an alternative?
I've already tried:
Using an async task to access the ui thread, doesn'nt work if it is not created in the main ui thread.
Can't use a Handler, my timer is in another class
What other choice do I have?
EDIT:
I canĀ“t change any of the activities code, the timer should be decoupled enough to function when someone plugs it in the project.
Getting an instance of the current activity from the timer worker thread should work, since it would let me run stuff in the ui thread.
Implement your timer as a singleton.
Then, implement an observer pattern:
Create an interface (maybe called AlertListener) that is implemented by each Activity you want to be alerted. This interface should have a method, something like onTimerExpired(). This method should do whatever needs to be done to the activity when the timer expires.
In your timer class, also maintain a reference to the current AlertListener and a method, named something like "setCurrentActivity(AlertListener currentActivity)".
In onResume or some other method of each activity, call MyTimer.setCurrentActivity(this).
When the timer goes off, call currentActivity.onTimerExpired().
I know it sounds crazy that someone is using runOnUiThread inside AsyncTask. Somehow, it is working for me but I wanna know if it is an acceptable and robust approach or not. Here is the scenario:
I have an app in which after successful login, user is rendered to next screen. In this new screen, 3 different methods are loading different types of data from a web server. These methods are:
getMembersForList() : It loads the list of community members and shows it in a listview.
getProfileData() : It loads the profile of logged in user and shows his name , image etc on the screen.
getNotificationCounts : It loads the count of new notifications for the user.
I applied 3 different approaches for it :
(1) Calling all 3 methods simply in onCreate i.e. no exclusive thread is being used for any of the methods . In this case , the transition from login screen to this screen becomes very slow and black screen shows up for some time before this activity shows up.
(2) Calling getMembersForList() on UI thread and the other 2 methods on exclusive threads. In this case transition becomes fast and list shows up quickly but Notification counts and username etc. don't show up because WrongThreadException occurs saying that this thread can't touch other thread's views (TextViews for username, notification count etc. which are declared globally) . The same thing happens when I start these threads from an AsyncTask as well.
(3) Calling getMembersForList() on UI thread and then starting an AsyncTask in which the other 2 methods are being called in "runOnUiThread" inside doInBackground() method. This solves both the above issues. Now the screen transition is faster and the WrongThread exception is also not occuring.
So far the approach-(3) is working good for me but I am not sure if this is the right way to do it because runOnUiThread and AsyncTask are 2 completely opposite things. Can anyone please clear my doubts about this scenario. Thanx in advance.
Yes, use-cases like this are a big reason why the runOnUiThread() method exists in the first place. The idea is you allow your background thread(s)/AsyncTask instance(s) to run your lengthy operations in the background, and then provide a simple hook that they can use to update the interface when they have the result (or at arbitrary intervals, as different pieces of the result become available).
As long as that's what you're doing, then your usage is fine. What you want to avoid doing is performing a lengthy operation on the main thread, either directly or indirectly by passing in some lengthy operation from a background thread.
Of course you don't have to do it that way if you don't want to. You could use postExecute() instead. Or you could store the result somewhere and then use any sort of message-passing API to notify the main thread that the result is ready, and so on.
I would advice to run all the 3 calls in the asyncTask, and update the UI in the postExecute() of the AsyncTask after the background taks is complete, postExecute runs on UIthread so you need not call anything explicit to run them on UIthread.
I have create a screen with two kind of views : normal view (buttons to receive up/down action ) and surfaceview. The SurfaceView implements SurfaceHolder.Callback and run on another thread and have a method name Tick().
When those buttons receive action, they will call method Tick(), and I want this method will run same thread with SurfaceView (for synchronize purpose), but don't know how to.
Please give me some idea for my issues.
Thanks :)
If you really want to run Tick() method in separate thread which also draws on the surface you can use HandlerThread for it. So you will be able to create Handler for it and post runnables which will be executed in this thread. But this also will put some restrictions on your drawing routine - you need to prevent it from sleeping or waiting because thread need to process message queue.
But actually I suppose any other reasonable way of synchronization will be easier than running this method on the same thread.
I am using Eclipse to develop an Android application that plots Bluetooth data.
I am using open source code, which has an existing solution that I want to extend and not replace to solve my development problem as stated above.
The open source code has a very nice and solid background thread that among other things continually logs BluetoothData to logcat even when I switch to a new activity.
Currently I have a solution which I am concerned about: I simply leverage a background thread method that writes to logcat to call a static plotData() method in my Plotting Activity. The result seems good. I get a nice plot. It clips along in real-time. Looks like an oscilloscope.
But I have received negative feedback about using the existing background thread coupled with a static method to plot the BluetoothDate. It has been suggested that I use a new thread, or add a handler, or use Async Task, or AIDL to solve my problem.
I have looked at all these solutions without success. Nothing seems to work like my static plotData() method. That is to say the existing background thread calls my static plotData() method which results in a real-time plot that looks great.
But I am still concerned about the negative feedback. I simply want to extend my existing background thread solution which I have done by having it call a static method to plot the data.
What are the problems I might face with this approach? Thread safety? Deadlock? I don't know.
Why do people keep suggesting that I create a new thread, handler, Async Task, or Service to solve my problem when extending my existing thread to call a static method seems to work just fine?
Any suggestions? What are the problems with extending the existing thread to use a static method to plot the data in real-time?
Anyone who says that you should use AIDL for this is a loon who should not be listened to. :) Also someone saying you need a Service if you don't want to have your background thread running when the user is not viewing your activity.
I'm not sure what you mean by "writes to logcat to call a static plotData()." You should write to logcat only for testing. Writing to logcat doesn't cause a call to any Java method.
If you are calling a static plotData() method on your Activity, you need to be extremely careful with this: first because it is difficult to figure out what activity instance should be called from there (it may go away at any time from the user finishing it, or be recreated as a new instance when the configuration changes, etc); and second because you can't touch your app's UI/view hierarchy from a background thread without risking that you corrupt its state (since the view hierarchy is single threaded).
The general model one does for this kind of thing is to have a background thread doing some work, generating the next data to display. Once it is done with the work you send a message to the main thread to have it display the new data. AsyncTask can be a simple way to do this, it takes care of the underlying message sending and threading. You can also implement this yourself, at some point having a Handler that you post a Runnable on or send a Message to that once executed on the UI thread will update your view state.
(Of course if you are using a SurfaceView, the whole point of that is to allow drawing to it outside of the main UI loop, so your background thread could just draw directly on to it as needed. Basically that is like writing a game.)