Android keep my layout from timing out - android

Hey,
So I've pretty much got my applications code down, but I'm having an issue with one of my classes. The Layout for my game board is pretty extensive and takes a long time(as far as android is concerned) to build. To make the game playable there is a large amount of input from a bunch of buttons and a lot of code that takes a long time. Although my layout by itself loads without an issue, when I throw the running code into the class's onCreate() the application dies. How could I keep my application from timing out? Would making another class that does all of the game actions or would it still time out?

Make that second class and turn it into an AsyncTask. This will allow you to do the heavy lifting in the background while showing a friendly spinner to the user. The official tutorial can be found here.

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The application may be doing too much work on its main thread

I am new to Android SDK/API environment. It's the first I am trying to draw a plot/chart. I tried running different kinds of sample codes on the emulator using 3 different free libraries, nothing is showing on the layout screen. The logcat is repeating the following message:
W/Trace(1378): Unexpected value from nativeGetEnabledTags: 0
I/Choreographer(1378): Skipped 55 frames! The application may be doing too much work on its main thread.
The problem didn't persist and the chart worked when I ran a sample code pertaining to an evaluation copy of a licensed library.
taken from : Android UI : Fixing skipped frames
Anyone who begins developing android application sees this message on
logcat “Choreographer(abc): Skipped xx frames! The application may be
doing too much work on its main thread.” So what does it actually
means, why should you be concerned and how to solve it.
What this means is that your code is taking long to process and frames
are being skipped because of it, It maybe because of some heavy
processing that you are doing at the heart of your application or DB
access or any other thing which causes the thread to stop for a while.
Here is a more detailed explanation:
Choreographer lets apps to connect themselves to the vsync, and
properly time things to improve performance.
Android view animations internally uses Choreographer for the same
purpose: to properly time the animations and possibly improve
performance.
Since Choreographer is told about every vsync events, I can tell if
one of the Runnables passed along by the Choreographer.post* apis
doesnt finish in one frame’s time, causing frames to be skipped.
In my understanding Choreographer can only detect the frame skipping.
It has no way of telling why this happens.
The message “The application may be doing too much work on its main
thread.” could be misleading.
source :
Meaning of Choreographer messages in Logcat
Why you should be concerned
When this message pops up on android
emulator and the number of frames skipped are fairly small (<100) then
you can take a safe bet of the emulator being slow – which happens
almost all the times. But if the number of frames skipped and large
and in the order of 300+ then there can be some serious trouble with
your code. Android devices come in a vast array of hardware unlike ios
and windows devices. The RAM and CPU varies and if you want a
reasonable performance and user experience on all the devices then you
need to fix this thing. When frames are skipped the UI is slow and
laggy, which is not a desirable user experience.
How to fix it
Fixing this requires identifying nodes where there is or
possibly can happen long duration of processing. The best way is to do
all the processing no matter how small or big in a thread separate
from main UI thread. So be it accessing data form SQLite Database or
doing some hardcore maths or simply sorting an array – Do it in a
different thread
Now there is a catch here, You will create a new Thread for doing
these operations and when you run your application, it will crash
saying “Only the original thread that created a view hierarchy can
touch its views“. You need to know this fact that UI in android can be
changed by the main thread or the UI thread only. Any other thread
which attempts to do so, fails and crashes with this error. What you
need to do is create a new Runnable inside runOnUiThread and inside
this runnable you should do all the operations involving the UI. Find
an example here.
So we have Thread and Runnable for processing data out of main Thread,
what else? There is AsyncTask in android which enables doing long time
processes on the UI thread. This is the most useful when you
applications are data driven or web api driven or use complex UI’s
like those build using Canvas. The power of AsyncTask is that is
allows doing things in background and once you are done doing the
processing, you can simply do the required actions on UI without
causing any lagging effect. This is possible because the AsyncTask
derives itself from Activity’s UI thread – all the operations you do
on UI via AsyncTask are done is a different thread from the main UI
thread, No hindrance to user interaction.
So this is what you need to know for making smooth android
applications and as far I know every beginner gets this message on his
console.
As others answered above, "Skipped 55 frames!" means some heavy processing is in your application.
For my case, there is no heavy process in my application. I double and triple checked everything and removed those process I think was a bit heavy.
I removed Fragments, Activities, Libraries until only the skeleton was left. But still the problem did not go away. I decided to check the resources and found some icons and background I use are pretty big as I forgot to check the size of those resources.
So, my suggestion is if none of the above answers help, you may also check your resource files size.
I too had the same problem.
Mine was a case where i was using a background image which was in drawables.That particular image was of approx 130kB and was used during splash screen and home page in my android app.
Solution - I just shifted that particular image to drawables-xxx folder from drawables and was able free a lot of memory occupied in background and the skipping frames were no longer skipping.
Update Use 'nodp' drawable resource folder for storing background drawables
files.
Will a density qualified drawable folder or drawable-nodpi take precedence?
Another common cause of delays on UI thread is SharedPreferences access. When you call a PreferenceManager.getSharedPreferences and other similar methods for the first time, the associated .xml file is immediately loaded and parsed in the same thread.
One of good ways to combat this issue is triggering first SharedPreference load from the background thread, started as early as possible (e.g. from onCreate of your Application class). This way the preference object may be already constructed by the time you'd want to use it.
Unfortunately, sometimes reading a preference files is necessary during early phases of startup (e.g. in the initial Activity or even Application itself). In such cases it is still possible to avoid stalling UI by using MessageQueue.IdleHandler. Do everything else you need to perform on the main thread, then install the IdleHandler to execute code once your Activity have been fully drawn. In that Runnable you should be able to access SharedPreferences without delaying too many drawing operations and making Choreographer unhappy.
I had the same problem. Android Emulator worked perfectly on Android < 6.0. When I used emulator Nexus 5 (Android 6.0), the app worked very slow with I/Choreographer: Skipped frames in the logs.
So, I solved this problem by changing in Manifest file hardwareAccelerated option to true like this:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.myapplication">
<application android:hardwareAccelerated="true">
...
</application>
</manifest>
Update Jan 2022. According to the comment from #M.Ed: Hardware acceleration is enabled by default if you're targeting APIs >= 14.
Try to use the following strategies in order to improve your app performance:
Use multi-threading programming if possible. The performance benefits are huge, even if your smart phone has one core (threads can run in different cores, if the processor has two or more). It's useful to make your app logic separated from the UI. Use Java threads, AsyncTask or IntentService. Check this.
Read and follow the misc performance tips of Android development website. Check here.
I am not an expert, but I got this debug message when I wanted to send data from my android application to a web server. Though I used AsyncTask class and did the data transfer in background, for getting the result data back from server I used get() method of the AsyncTask class which makes the UI synchronous which means that your UI will be waiting for too long. So my advice is to make your app do every network oriented tasks on a separate thread.
I had the same problem. In my case I had 2 nested Relative Layouts. RelativeLayout always has to do two measure passes. If you nest RelativeLayouts, you get an exponential measurement algorithm.
Optimize your images ... Dont use images larger than 100KB ... Image loading takes too much CPU and cause your app hangs .
this usually happens when you are executing huge processes in main thread. it's OK to skip frames less than 200. but if you have more than 200 skipped frames, it can slow down your application UI thread. what you can do is to do these processes in a new thread called worker thread and after that, when you want to access and do something with UI thread(ex: do something with views, findView etc...) you can use handler or runOnUiThread(I like this more) in order to display the processing results.
this absolutely solves the problem. using worker threads are very useful or even must be used when it comes to this cases.
https://stacklearn.ir
I had the same problem. When I ran the code on another computer, it worked fine. On mine, however, it displayed "The application may be doing too much work on its main thread".
I solved my problem by restarting Android studio [File -> Invalidated caches / Restart -> click on "Invalidate and Restart"].
My app had same problem. But it was not doing other than displaying list of cards and text on it. Nothing running in background. But then after some investigation found that the image set for card background was causing this, even though it was small(350kb). Then I converted the image to 9patch images using
http://romannurik.github.io/AndroidAssetStudio/index.html.
This worked for me.
In my case, it was because I had accidentally set a breakpoint on a method. Once I cleared it, the message went away and performance improved a lot.
As I did first preferably use SVG images instead of all other types, If not possible compress all of your PNG and JPG resources using some image processing tools such as Adobe Photoshop or Fotosizer. one of the easiest ways is online image compressing tools like this which helped me to decrease all my image files to almost 50% of their initial size.
This is actually not a problem. This happens when you have the debugger for a long time. Remove the brake point and check again.
I got same issue while developing an app which uses a lot of drawable png files on grid layout. I also tried to optimize my code as far as possible.. but it didn't work out for me.. Then i tried to reduce the size of those png.. and guess its working absolutely fine.. So my suggestion is to reduce size of drawable resources if any..
After doing much R&D on this issue I got the Solution,
In my case I am using Service that will run every 2 second and with the runonUIThread, I was wondering the problem was there but not at all.
The next issue that I found is that I am using large Image in may App and thats the problem.
I removed the Images and set new Images.
Conclusion :- Look into your code is there any raw file that you are using is of big size.
First read the warning. It says more load on main thread. So what you have to do is just run functions with more work in a thread.
Have not resolved yet but will do. For my tiny project with one composable function (button) and logic to check if "com.whatsapp" packages exists on device (emulator) i have the following in the same log while starting simulator:
I/Choreographer: Skipped 34 frames! The application may be doing too much work on its main thread.
For me that was RoundedBackgroundColorSpan ! in textview, I remove it so (burn my brain to find it because It doesn't appear in real smartphones like Pixel 4 Xl or Samsung note 10+ also in emulator but in chip device this slow a view).
This is normal if you are using async/await functionalities in your application.

How do I make my Android app load faster after splash screen?

After finishing coding for my app, I started to get into the optimization part. The biggest bottle-neck that I face here is loading of my app when I click on it.
It takes around 15 seconds, which it should not. The splash screen shows up for more than 15 seconds, which might make the user feel that the app has crashed. How to optimize it?
Also, what are the android optimization techniques/hacks?
Any books/blogs/answers would help. Thank you!
Take a look at this android documentation, which describes how to design your app for performance. This video from Google IO explains how to create smooth applications.
Do you really need to do everything you do before the user can enter the real application? Maybe you're loading too much. Maybe you're doing one particular thing wrong. 15 seconds is really a long time. There's almost nothing I can think of that should take that long to get to the screen which the user has to see.
Rule of a thumb - do not perform long runnung tasks in onCreate() and onResume(). Do as little as necessary there, and perform long running tasks in separate thread. When thez are ready, you can use intent to signal your activity that new data us there

Android -- is there anything wrong with doing the user interface almost entirely in OpenGL?

What considerations should one be mindful of when constructing a GLSurfaceView-centric UI?
This is for a game and the bulk of the UI will be an intro screen (start, options, about, exit) and a level selector screen. I've put a lot of time into the rendering/animation for the game using OpenGL, and I'm no graphic artist, so taking the OGL UI route seems to make sense to me. But I'm an Android novice and need some outside input. Thanks for reading.
There is nothing wrong with that, especially for a game. The only problem is that you will have to do everything yourself. Most games seem to be doing this.
Due to the ease from which one activity can start another, I would say it is worthwhile to abstract your options and level selection from the game itself. If you're unfamiliar with starting activities and/or passing information between activities, there are plently of good tutorials and examples to help. You could try the ubiquitous Notepad tutorial if you haven't already ( http://developer.android.com/resources/tutorials/notepad/index.html ).
The advantages of this method would be to leave your OpenGL/game Activity less cluttered, and that you would be able to use tried-and-true Android UI elements instead of building your own from scratch.

Android Database Locking Behaviour

I still haven't really wrapped my head around synchronization. I know it's there, I know why it's used and what the idea is behind it, but Im lacking the practical skill and real world examples to understand exactly how it works and how it's implemented when several activies are trying to read/write to the database at the same time. Do you share your objects through Application, or is the system intelligent enough to synchronize various objects of the same type?
Perhaps a Content Provider is a better way to go as I understand that has built in sync.
I digress though.
Im still confused over database activity. Remember that I have a service running every 60 seconds in the background reading the same table an update function is writing to. Yes Im looking to change this, but right now I want to understand database handling in Android more and work out what's happening.
If I have a loop such as:
db = provider.getReadableDatabase();
while(theres_still_work_today) {
do_some_calculations;
update_database;
}
provider.close();
this works fine as a standalone. If I try and place this in a thread, I get errors galore about locking. But when run like this:
while(theres_still_work_today) {
do_some_calculations;
db = provider.getReadableDatabase();
provider.close();
update_database;
}
I find that bizarrely, this actually seems faster, and gives no locking issues.
Am I just being incredibly lucky that I don't get two events triggering at the same time causing a lock? Is there some kind of timeout built into database handling in Android/SQLite?
I don't understand why the last bit of code should work OK, and why it should work faster?
Im not entirely confident about the Android Emulator though. If I use the first option with a single open/close outside the loop, sometimes I can get through a long long loop fine even though the service triggers in the background.
Other times it crashes on a whim.
I also don't know why "isDatabaseLockedByOtherThreads()" does not report that it is locked by other threads.
Any advice?
Thanks
Simon

Android: Which is a better design choice? Lazy Loading or Initial Waiting Time?

I have been an avid fan of lazy loading but yesterday I was talking with a fellow programmer who showed me another application and expressed how happy he was about the initial waiting time that the application takes (Android Marketplace to be precise) to load up the list and allow him to scroll smoothly than implement lazy loading and make his life miserable...
Though I can get lazy loading to work using background downloading of images to make the whole feel uninterrupted, I still am not sure which is the preferred design methodology... Any suggestions?
A major component of UI design is to make the UI feel response. Now, realistically, there is always going to be waiting time - applications have to load, data needs to be populated, etc. The trick here is to always give the user feedback that something is being accomplished and, of course, to not spend too much time at loading screens (I'm looking at you PS1!).
In the case of your application, I would concur with your friend that lazy loading can be somewhat annoying. Nobody wants the screen to stutter/pause as they scroll (as an example). In addition to this, people have become accustomed to some waiting time for applications to load a computer. But, there is a fine line between "I'm willing to wait" and "screw this, I'm not using this app."
Of course, at some point, it does become personal preference of the way of doing this. This is where receiving feedback from your users is a necessity (it's not called user interface design for nothing).
I am in favor of a hybrid. The information needed for a user interface can often be separated in two:
Textual information.
Visual information.
I always try to preload the textual information, so that I get a user interface that the user can begin interacting with. And then I begin lazily loading visual information on background threads.
If the user interface needs to be stalled, always show a progress indicator, even if it is an determined indicator. The placebo effect of a user interface that is at least moving can not be underestimated. Perceived responsiveness can even be better than actual responsiveness.

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