Is there any specific time before android automatically closes the application? - android

As the title says, is there any predefined time set in the operating system that will close any application after some time? in my application I have a process that takes around 5 seconds to complete in pure java. And I know that I should put this in a AsyncTask, just asking the clearify this. Thanks!

It varies from device to device and depends on what is running on the device.
Hope this example gives you a fair idea of what can happen.I'm currently developing an app that uses the camera via intent.
On the Acer Liquid, it went to the camera and returned but on the Sony Ericson Arc, the app was killed in the background almost immediately after the it left my app to go to the camera.
After a restart of the Arc and running the app again, it wasn't killed. Started a few other apps and tried again and it was killed. The Liquid on the other hand would keep the app running four hours in the background even if I started a bunch of other apps.
There is no standard, it varies from device to device, manufacturer to manufacturer and what's currently running at the time.

Related

Android build for limited function device

I'm trying to build a limited-functionality Android system for our device, which needs to boot quickly, but everything we do seems to slow it down.
For example, our device has no camera, no bluetooth, no wifi, but turning them off wholesale in various /system/etc/init/*.rc files seems to actually slow it down, due to the interdependencies of Android. The services that are turned off end up restarting, or causing timeouts in Settings, for example.
(Android is on the device for its' UI, not for its connectivity abilities.)
Do you have any suggestions for how to do this? Surely Android for cars, TVs and tablets have had to deal with these issues before.
You did not specify what you did exactly, but if you tried to not start HAL services on startup they might just be started dynamically later. If you are using Android 8 or newer you could merge multiple HALs in one process. But I doubt that this will give you any significant speed-up.
Android does provide a guide on how to optimize boot times: https://source.android.com/devices/tech/perf/boot-times. However, you will notice that they focus on the bootloader, kernel, file system, SELinux, and parallelizing init. The elephant in the room is Zygote. It takes forever to start because it preloads the whole Android SDK.
From its history, Android did not care too much about startup times, because you typically do not restart Android. Instead, they rely on Suspend-to-RAM.
You should think about what you want to have your user experience early. Example: for Automotive Android, Google needs to support a rear-view camera that is available within two seconds after boot. They achieve that by a second, faster stack that provides first images before the application SDK is started and takes over. See https://source.android.com/devices/automotive/camera-hal

Android foreground service that can't be killed?

Though it may look odd but I am developing an application that will ran on a one specific device with Android 6.0.1 and I don't care about other devices. The app should accomplish a long (very long) running work without any user's interaction as a service in the foreground. In other words I'm trying to use the device as a small server. I don't have much experience in developing mobile aplication but I found out that Android OS interferes too much in applications life circle. And though application starts and works properly for some time it can be unexpectably killed with vague reasons.
So the question is how to prohibit Android system to interfere with my application? Is it enough to make the application an administrator of the device? Or may be Android devices can't be used in such cases and it's a waste of time?

How to prevent Android from killing my Unity app?

I'm developing an augmented reality app with Unity where users can shoot a photo with their mobile device to add 3D objects on it. The problem is that on Android, when the user chooses to shoot a photo from my app, the app is put on the background and often closed instead of being kept in memory to handle the photo taken. I know it is because of Android killing apps to free ram.. But is there a way to prevent the killing of my app ? Even on Ipad 2 with its 512Mo of ram IOS doesn't do this brutal killing thing : after the shooting it goes back smoothly to the app. Whereas Android does it with my 1Go of ram phone.
Also I do not want my app being killed and restarted by a service to handle the photo because it is pretty heavy to load and so really far from starting instantly.
Application.runInBackground is disabled on mobile platforms and therefore Unity cannot guarantee that your game/app is kept running. This behaviour is normal as the OS kills activities as needed. Sadly Android is resource hungry and therefore apps that stay in the background on iOs might be killed on Android, even with better hardware.
As hinted in this thread you have a few options: use states to handle pause/resume, create a service that will keep running in the background (it will have to be created outside of Unity either via a plugin or in eclipse) and/or use Android's intents mechanism.

Titanium app closes and shuts down at random

I've confirmed this on Android 2.3.6 and 4.1.2 .. Can't say i did on iOS(Haven't had an extended test on it yet). But here's the deal:
I've got an app which sends it's current coordinates to a php service which saves it to a mysql database and sends a response(usually 1) back to the app as a result. It does this in a 5 second interval and does it in a way i want it to. So basically the app does a fine job. However; If i wait a while the complete app just CLOSES itself at random. It happened to me after 9 hours and 3 hours and there's no real reason to do so. The phone is just laying stationary on my desk basically.
Is there any known issue for titanium apps to just shut down without a crashreport/warning whatsoever?
I imagine you might be violating something about the way the mobile OS runs. Maybe you have a memory leak and the device/emulator sees your app eating all the memory and force closes it. I'm not sure what logs are available on devices to inform you about what just happened. Maybe you'll see the app was closed by the device and a reason why.
Have you profiled your app? I'm going to guess memory leak.

Android Emulator or Android Phone

I hope you're all good. I am working on an android application project and I mostly use android emulator for testing the application. Android Emulator takes too much time for application loading and since I am working on the design I have to run the application after a few seconds again and again. Because of slow emulator I think my time is wasted and I can't focus on the work.
I recently tried my Galaxy Note for running application and its quite fast and running experience is much better. What I wanted to know is.. Does running eclipse project on my Phone will harm my mobile phone in any way?
Because moments back while using the phone the screen got stuck and the icons changed to different green, red and blue color. I restarted the phone and its acting normal now. But I wanted to know if it happened because of the eclipse project running on the phone? Is it safe ?
It is possible to harm your phone.
Apart from the wear and tear (YMMV) of repeatedly flashing your app to memory you may unwittingly (or otherwise) create a virus.
I've been in a situation where a thread has run amok after the app terminated and hogged the processor slowing things down. It did eventually quit though (possibly after elective rebooting). I've often had my phone restart when debugging on it. I wouldn't worry too much about that (although my domain was Samsung's bada, a lot less robust platform).
I don't see too many risks with Java apps as the language is so well managed. Native code is a risk in that, at least, a buffer overflow could place unwanted code outside of the process address space and so escape being cleaned up when the app quits. A shut down and/or force close may result from such errors.

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