SurfaceView onDraw skips drawing - android

My surfaceview onDraw method sometimes skips drawing some bitmaps on the screen and once it skips it never draws the particular bitmaps again.
My code
public class Board extends SurfaceView implements SurfaceHolder.Callback{
//varaibles declared here
public Board(){
//initaializations here
getHolder().addCallback(this);
}
//my onDraw method
protected void onDraw(Canvas canvas){
for(int u = 0;u<6; u++){
ai.get(u).draw(canvas);//each of these objects draws something on the screen.
human.get(u).draw(canvas);
}
postInvalidate();
}
public void surfaceCreated(SurfaceHolder holder){
gameLoop = new GameLoop(this);
gameLoop.start();
}
The onDraw() method is called every 100milliseconds in a thread that runs the game loop.
public class GameLoop extends Thread{
Board board;
private final int DELAY = 100;
public GameLoop(Board board){
this.board=board;
}
protected void run(){
long beforeTime,timediff,sleep;
beforeTime = System.currentTimeMillis();
while(running)
{
Canvas c = null;
try{
c=board.getHolder.lockCanvas();
synchronized(board.getHolder()){
board.onDraw(c);
}finally{
if(c!=null)
board.getHolder.unlockCanvas(c);
}
timeDiff = System.currentTimeMillis - beforeTime;
sleep = DELAY - timeDiff;
if(sleep<0)
sleep = 10;
try{
Thread.sleep(sleep);
}catch(InterruptedException e){}
beforeTime = System.currentTimeMillis();
}
}
So this skips happen like this: sometimes(in the onDraw() method) when u=0 does not draw or u = 5, it could be u = any of the possible values and the rest draws and once it skips that values it keeps skipping it everytime the onDraw method is called. I hope I have been able to make it clear enough.
I would appreciate help to resolve this problem. Thanks

As is, you are updating your main UI thread from another thread. Android docs indicate that this leads to unpredictable behavior, which you are experiencing.
Consider subclassing AsyncTask to do your threading for you. There are routines for doing background work and posting to the main UI thread from the UI thread itself.
Basically, you call execute on the task, which then calls it's doInBackground routine and when it is done, it calls onPostExecute routine with the results of the task.
These sources should be useful in helping to understand the problem and subclass AsyncTask:
http://developer.android.com/guide/topics/fundamentals/processes-and-threads.html
http://developer.android.com/reference/android/os/AsyncTask.html

Related

Invalidate() not calling onDraw

Yesterday I asked a question pertaining to Android graphics, and now that I have the basis up and running, I've made a rendering loop inside of my custom view class.
protected void render() {
long startTime = System.nanoTime();
long elapsedTime;
while (Main.running) {
Bitmap image = Bitmap.createBitmap(Main.WIDTH, Main.HEIGHT, null); //creates new Bitmap to draw onto
Canvas canvas = new Canvas(image); //new Canvas with the attached blank Bitmap
long newTime = System.nanoTime();
elapsedTime = newTime - startTime;
if (elapsedTime >= 1000000000/60) { //if enough time has passed for it to update
startTime = newTime;
Main.player.render(canvas); //this renders a test object, see below
}
display = Bitmap.createBitmap(image); //this writes to the display Bitmap that is drawn in onDraw, see below
invalidate(); //invoke onDraw()
}
}
Here is the code for drawing my player image (which DOES work if I draw it once rather than in a loop.)
public void render(Canvas c) {
int xp = (int) x;
int yp = (int) y;
c.drawBitmap(Images.box, xp, yp, null);
}
And inside onDraw:
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(display, 0, 0, null);
}
If I just render the player and call invalidate() once, rather than looping it multiple times, it displays fine (and dandy). However, when I put it in the loop block it does not render.
According to my logging, the loop is functional and calls invalidate(), but it never actually enters the onDraw method during the loop.
If anybody could explain why this is happening that would be very grand, and if you need more information please let me know and I will provide.
EDIT:
In my main Activity class, I have a thread for game logic and then enter the render loop with the main thread after starting the logic thread.
Thread update = new Thread() { //game logic thread
public void run() {
loop(); //game logic loop
}
};
update.start(); //start logic thread
surface.render(); //start render loop (surface is the name of my custom view)
I have tried making a separate thread for rendering and entering the game loop with my main thread, however that still did not work.

While loop causes UI to go blank

I'm writing a simple Whack a Mole clone, and I've got my UI elements declared in a GridLayout in a layout.xml, then assigned to ImageView variables in an array programmatically. I've got a startGame() method that simply takes a random int, pulls it from the array and causes it to go visible for a second, then repeats. For some reason, when I put this code in a while() loop, it causes my UI to go blank as soon as it's launched.
I know it's the while() loop because I tried taking the code out of the while() loop, and it ran correctly (once), but turns everything white when placed in a while loop.
Here's the method causing the problem:
public void startGame() {
gameStarted = true;
while(gameStarted) {
randomInt = rand.nextInt(11);
mole[randomInt].setVisibility(View.VISIBLE);
handler.postDelayed(new Runnable() {
#Override
public void run() {
mole[randomInt].setVisibility(View.INVISIBLE);
}
}, 5000);
}
}
All the other relevant code is in onCreate, it's otherwise just a skeleton Activity subclass.
public class WAM_Activity extends Activity {
private ImageView[] mole = new ImageView[11];
private int[] moleId = {R.id.mole1, R.id.mole3, R.id.mole4, R.id.mole5, R.id.mole6, R.id.mole7, R.id.mole8, R.id.mole9, R.id.mole10, R.id.mole11, R.id.mole12};
private boolean gameStarted;
private int randomInt = 0;
private Random rand = new Random();
Handler handler = new Handler();
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.wam_view_layout);
for (int i = 0; i < 11; i++) {
mole[i] = (ImageView) findViewById(moleId[i]);
mole[i].setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
//do stuff eventually
}
});
}
gameStarted = true;
startGame();
}
Any idea why this isn't working? I've been staring at it for hours and I'm quite stumped.
Android doesn't work that way, when onCreate is called, it need to be finished in order for the app to keep responding, I'm surprised you are not getting any "App not respopnding" error.
If you want to create a "game loop" you can simply by creating a new Thread and putting the while in there.
Activity's lifecycle must be executed without blocking them for the app to operate correctly, for more info check here.
Do you know about threads? if you want i can post an example of how to do that with threads but it might be long and if you don't know what a Thread is it will be too confusing for you.
Edit: Ok I'll make an example of a Thread
When I create my games I usually have only one Activity that the only thing it does is creating a custom SurfaceView and nothing else.
public class GameActivity extends Activity
{
//This is a custom class that extends SurfaceView - I will write it below
private GameSurface game;
#Override
protected void onCreate(Bundle bundle)
{
super.onCreate(bundle);
//Create a new instance of the game
game = new GameSurface(this);
//Set the View of the game to the activity
setContentView(game);
}
}
You can also add extra stuff like onSaveInstanceState to save game data and restore them later but I don't want to add them now so the code looks simple.
This class was very simple, let's move on to our SurfaceView. The reason I picked a SurfaceView to do that it's because it is made to allow custom graphics to be drawn on it - exactly what we want on a video game. I will try to make the class as simple as possible:
/*SurfaceHolder.Callback will run some functions in our class when
our surface is completed - at that point we can initialize data
that have to do with the View's width/height.
I don't know if you've noticed that on a View's onCreate()
when you call getWidth() or getHeight() you get 0, that's because
the surface is not initialized yet, this is a way to fix that.
Also we need a Runnable to run the Thread inside this class,
no need to make more classes and make it more complicated*/
public class GameSurface extends SurfaceView
implements SurfaceHolder.Callback, Runnable
{
//This is our thread - we need the "running" variable to be
//able to stop the Thread manually, this will go inside our "while" loop
private Thread thread;
private boolean running;
//Right here you can add more variables that draw graphics
//For example you can create a new class that has a function that
//takes Canvas as a parameter and draws stuff into it, I will add
//a Rect in this case which is a class already made by android
//but you can create your own class that draws images or more
//complicated stuff
private Rect myRect;
//Rect needs a paint to give it color
private Paint myPaint;
//Constructor
public GameSurface(Context context)
{
super(context);
//This is the callback to let us know when surface is completed
getHolder().addCallback(this);
}
//When a class implements SurfaceHolder.Callback you are forced to
//create three functions "surfaceCreated", "surfaceChanged" and
//"surfaceDestroyed" these are called when the surface is created,
//when some settings are changed (like the orientation) and when
//it is about to be destroyed
#Override
public void surfaceCreated(Surface holder)
{
//Let's initialize our Rect, lets assume we want it to have 40
//pixels height and fill the screen's width
myRect = new Rect(0, 0, getWidth(), 40);
//Give color to the rect
myPaint = new Paint();
myPaint.setARGB(0, 255, 0, 0);
//In case you are not familiar with the Rect class, as
//parameters it gets Rect(left, top, right, bottom)
//Time to start our Thread - nothing much to explain here if
//you know how threads work, remember this class implements
//Runnable so the Thread's constructor gets "this" as parameter
running = true;
thread = new Thread(this);
thread.start();
}
//We won't use this one for now, but we are forced to type it
//Even if we leave it empty
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {}
//When the surface is destroyed we just want the Thread to
//terminate - we don't want threads running when our app is not visible!
#Override
public void surfaceDestroyed(SurfaceHolder holder)
//We will type this function later
{destroyThread();}
//Time for the interesting stuff! let's start with input
#Override
public boolean onTouchEvent(MotionEvent event)
{
//The logic is as follows: when our Rect is touched, we want
//it to become smaller
if (event.getAction() == MotionEvent.ACTION_DOWN)
{
if (myRect.contains((int) event.getX(), (int) event.getY())
{
myRect.right -= 5;
//Return true - we did something with the input
return true;
}
}
return super.onTouchEvent(event);
}
//This is our update, it will run once per frame
private void update()
{
//Let's assume we want our rect to move 1 pixel downwards
//on every frame
myRect.offset(0, 1);
}
//Now for our draw function
public void draw(Canvas canvas)
{
//Here we want to draw a background and our rect
canvas.drawARGB(0, 0, 0, 255);
canvas.drawRect(myRect, myPaint);
}
//The only thing left is our run() function for the Thread
#Override
public void run()
{
//Screen
Canvas canvas;
//Our game cycle (the famous while)
while(running)
{
//Count start time so we can calculate frames
int startTime = System.currentTimeMillis();
//Update our game
update();
//Empty screen so it can obtain new instance
canvas = null;
//Try locking the canvas for pixel editing on surface
try
{
//Try getting screen
canvas = getHolder().lockCanvas();
//Succeeded
if (canvas != null) synchronized (getHolder())
{
//Actual drawing - our draw function
draw(canvas);
}
} finally
{
//Draw changes
if (canvas != null) getHolder().unlockCanvasAndPost(canvas);
}
//End Frame - 1000/30 means 30 frames per second
int frameTime = System.currentTimeMillis() -startTime;
if (frameTime < 1000/30)
try { Thread.sleep(1000/30 -frameTime); } catch (InterruptedException e){}
}
}
//Last but not least, our function for closing the thread
private void destroyThread()
{
//Stop thread's loop
running = false;
//Try to join thread with UI thread
boolean retry = true;
while (retry)
{
try {thread.join(); retry = false;}
catch (InterruptedException e) {}
}
}
}
I may have made some minor mistakes (probably with case sensitive letters) so feel free to correct these, I wrote the code at once so I didn't have time to test it, it should work flawlessly though.
If you have any more questions, need more explanation or something is not working right let me know!

Android use thread to draw every 4 seconds

I am quite new to Android and want to create a simple game.
Therefor i need a thread which is drawing a transparent Rectangle on different positions every 4 seconds with a 2 second break (without drawing).
I got it working with a "recursive" thread calling a new instance of itself with handler.postdelayed.
My feeling about threads tells me, that this isn't a very nice way...
While searching here for similar topics, i found out about the Timer construct. Can i use this for my problem?
Is there a better way to do this?
(edit) The thread is meant for highlighting part of the gameboard, but only for 4 seconds. After that there should be 2 seconds without highlighting. Then 4 seconds highlighting the next part of the board etc.
(edit2) I couldn't use sleep, because it froze my UI. If anyone has a similar situation, here is how i solved it:
public class myRunnable implements Runnable {
private int duration;
private int counter;
private boolean highlight;
public myRunnable(int duration, boolean highlight) {
this.duration = duration;
this.highlight = !highlight;
}
#Override
public void run() {
if (highlight) {
// highlight 4s long
highlight();
invalidate();
myThread = new myRunnable(duration, highlight);
postDelayed(myThread, duration);
} else {
// pause (2s)
resetHighlight();
invalidate();
myThread = new myRunnable(duration, highlight);
postDelayed(myThread, noHighlightDuration);
}
}
}
The Best way to do this is use to use invalidate() to call the onDraw() function and a method to update the position. Something like this-
int x,y;
protected void onDraw(Canvas canvas) {
x=10;
y=10;
canvas.drawRect(___);
update();
invalidate();
}
private void update()
{/*Change the x and y/*}
Here everytime inavlidate() is called from anywhere the onDraw() is called again with the new x and y.

How to draw line slowly in Android?

I am trying to draw points to android canvas slowly. I want to use canvas.drawline function however drawing one point to another i want to have small delay. Can you help me please?
Here's the general pattern:
// PSEUDOCODE
// in a class created in a Looper thread, e.g., the main thread
private final Handler handler = new Handler();
static class DrawTask implements Runnable {
// final fields for start point, end point, number of segments, interval, etc.
// mutable field for progress
// constructor with appropriate params
#Override
public void run() {
// draw the current line segment
if(!finished) {
handler.postDelayed(this, interval);
}
}
}
// in some draw method
handler.post(new DrawTask(...));
You might want to hang onto a reference to the DrawTask so you can cancel it with Handler#removeCallbacks(...) in case it's still running when your activity is paused.

Android: Canvas not being redrawn

There are multiple similar questions like mine, but these questions didn't help me.
I'm making a game. The game thread, SurfaceView and Activity is already finished and works so far. The problem is that the canvas is not redrawn. At startup, it draws the icon on the background, but at every tick, the icon doesn't move (It should move once a second). I want to mention, that I never needed to call postInvalidate. I have a working example where I never called it, but it doesn't work in my current example (I don't want to go into it deeper, since I actually don't need to call it). I copied the current code from my working example, the concept and the way of implementation is exactly the same, but my current code doesn't refresh the canvas. When I log the drawing positions in onDraw method, I see that it's coordinates are updated every second as expected, so I can be sure it's a canvas drawing problem. I have searched for hours but I didn't find what's different to my working example (except that I'm using another Android version and I don't extend thread but implement Runnable, because it's a bad style to extend thread. Nevertheless, I also extended thread to see if there is any difference, but it doesn't help). I already tried to clean the canvas by using canvas.drawColor(Color.BLACK), but that didn't help either. I already tried to use background colors instead of a background image which changes randomly every tick, but it didn't change but stays always the same.
I figured out that the canvas at the very first call has a density of (for example) 240. After the second tick, the canvas density is always 0. I know that the density will not help me here, but maybe it's an important information for someone.
Here are the important classes....
game layout, R.layout.game
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/gameContainer"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
<com.mydomain.mygame.base.game.GameSurface
android:id="#+id/gameSurface"
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_weight="1.0"
android:background="#drawable/background_game" >
</com.mydomain.mygame.base.game.GameSurface>
<!-- ...more definitions -->
</LinearLayout>
GameActivity (contains layout)
public class GameActivity extends Activity
{
#SuppressWarnings("unused")
private GameSurface gameSurface;
#Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.game);
gameSurface = (GameSurface)findViewById(R.id.gameSurface);
//TODO on button click -> execute methods
}
}
GameSurface (log in onDraw shows updated coordinates every tick)
public class GameSurface extends SurfaceView implements SurfaceHolder.Callback
{
private GameThread thread;
protected final static int TICK_FREQUENCY = 100;// ms, stays always the same. It's a technical constant which doesn't change
private static final String TAG = GameSurface.class.getSimpleName();
public GameSurface(Context context, AttributeSet attrs)
{
super(context, attrs);
ShapeManager.INSTANCE.init(context);
SurfaceHolder holder = getHolder();
holder.addCallback(this);
setFocusable(true); // make sure we get key events
thread = new GameThread(holder, this);
}
public void updateStatus()
{
GameProcessor.INSTANCE.updateShapes();
}
#Override
protected void onDraw(Canvas canvas)
{
for (Shape shape : GameProcessor.INSTANCE.getShapes())
{
Log.i(TAG, "getX()=" + shape.getX() + ", getY()=" + shape.getY());
canvas.drawBitmap(shape.getBitmap(), shape.getX(), shape.getY(), null);
}
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height)
{
//will never invoked since we only operate in landscape
}
#Override
public void surfaceCreated(SurfaceHolder holder)
{
// start the thread here so we don't busy-wait in run
thread.setRunning(true);
new Thread(thread).start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder)
{
Log.i(TAG, "executing surfaceDestroyed()...");
thread.setRunning(false);
}
}
GameThread
public class GameThread implements Runnable
{
private SurfaceHolder surfaceHolder;
private boolean running = false;
private GameSurface gameSurface;
private long lastTick;
public GameThread(SurfaceHolder surfaceHolder, GameSurface gameSurface)
{
this.surfaceHolder = surfaceHolder;
this.gameSurface = gameSurface;
lastTick = System.currentTimeMillis();
}
#Override
public void run()
{
Canvas canvas;
while (running)
{
canvas = null;
if (System.currentTimeMillis() > lastTick + GameSurface.TICK_FREQUENCY)
{
long timeDifference = System.currentTimeMillis() - (lastTick + GameSurface.TICK_FREQUENCY);
try
{
canvas = surfaceHolder.lockCanvas(null);
synchronized (surfaceHolder)
{
gameSurface.updateStatus();
gameSurface.draw(canvas);
}
}
finally
{
if (canvas != null)
{
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
lastTick = System.currentTimeMillis() - timeDifference;
}
}
}
public void setRunning(boolean running)
{
this.running = running;
}
}
Any ideas why this code doesn't update my canvas? I can't explain it. I do not post ShapeManager and GameProcessor since they don't have anything to do with the problem (and they only load and control the current states and speed of the game).
[UPDATE]
I figured out that onDraw() is invoked before the game thread has started. That means that canvas is passed to this method before thread is using it. The interesting thing is that, after the thread has started, it always uses the same canvas, but it's not the canvas reference which is passed the very first time. Although canvas = surfaceHolder.lockCanvas(null); is assigned every tick, it's always the same reference, but it's not the original reference.
In a working example of mine, the reference is always the same, since I create the bitmaps at constructor initialization time. I can't do that in my current implementation, since I have to do calculations with values I get from onMeasure() which is invoked much later than the constructor.
I tried to somehow pass the original canvas to the thread, but the reference still changes. Meanwhile I think this is the problem, but I don't know how to solve it yet.
As often happens, I found the solution on my own.
Obviously it's really a problem that it draws to different canvas instances. I'm still not sure why this happens. Didn't have the problem before. Nevertheless, I can avoid drawing to canvas by setting setWillNotDraw(true); in my GameSurface constructor and I must not invoke gameSurface.draw(canvas) in my thread, but gameSurface.postInvalidate() instead.

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