Question about runOnUiThread - android

Android doc says about runOnUiThread: "If the current thread is not the UI thread, the action is posted to the event queue of the UI thread."
My question is, will different activities share the same event queue or each activity has its own event queue?
Suppose activity A starts a thread to do something and finally updates UI using runOnUiThread, but at the same time it starts Activity B like the code below:
public class HelloAndroid extends Activity {
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Thread myThread = new MyThread();
myThread.start();
Intent intent = new Intent(this, B.class);
startActivity(intent);
}
private class MyThread extends Thread {
public void run() {
/* Do somthing expensive */
......
/* Update UI */
HellowAndroid.this.runOnUiThread(new Runnable() {
#Override
public void run() {
/* Do UI update for activity A */;
}
});
}
}
}
What if when the thread is executing the code "HellowAndroid.this.runOnUiThread(new Runnable...)", the visible activity is already B, and the stack is currently A B, with B at the top. Will the code "HellowAndroid.this.runOnUiThread(new Runnable...)" still be executed to update activity A? What will happen? Will activity A's UI be updated or not in this case?
Thanks.

The Activity A thread code will still run and try to update the Activity A UI. But be warned, doing this you are at serious risk of running into runtime errors if the system has stopped your activity for any reason(such as running out of memory.)
It is much better practice to start threads on onResume and stop them again in onPause.

Related

Is this code executing in a different thread to the main UI thread

Ive been struggling with the concept of threads on android. I thought the following code was running on a different thread to the main UI thread but I am not 100% sure so I thought i would come here for clarification as the android docs arent written in any language i understand. below is my code.
public void retrieveImages(final ImagePresenterInt imagepresenter) {
storedImages = new ArrayList<Image>();
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
File imagedir = new File("/mnt/shared/images");
File [] myfiles = File.listRoots();
String canread = String.valueOf(imagedir.canRead());
String isfile = String.valueOf(imagedir.isFile());
String isdir = String.valueOf(imagedir.isDirectory());
Log.d("Can Read?","Canread from file :" + canread);
Log.d("is file?","Is a file ? :" + isfile);
Log.d("is dir?","Is a Dir file :" + isdir);
File [] rootfiles =myfiles[0].listFiles();
for (File item : rootfiles)
{
Log.d(item.getAbsolutePath(),item.getName());
}
if(Looper.myLooper() == Looper.getMainLooper())
{
Log.d("main thread ?", "YES");
}
}
}, 2000);
}
my understanding of the above code is that I create a handler. which is associated with the main thread or UI thread. It has a message queue and a looper associated with it. this code is passed to the message queue and run by the looper on a seperate thread to the main UI thread? I could be well wrong here. but mainly I want to know if this is running on the main thread. And how would i get it onto a different thread if not? I tried to verify that the code is running on a different thread using code i found in this question
How to check if current thread is not main thread
this apparently tells me Iam still running in the main thread. thanks for your help
The Handler you create in retrieveImages() is bound to the thread which this function is called from.
The doc on Handler says:
Default constructor associates this handler with the Looper for the current thread. If this thread does not have a looper, this handler won't be able to receive messages so an exception is thrown.
So if retrieveImages() is called from the UI thread, the Handler created in it is also bound to the UI thread.
UPDATE: If you want your code to be executed in different thread, the easiest way is to use AsyncTask.
The Handler is created in the calling thread, which is probably the UI-Thread in your case. If you like to start a new Thread, there are three possibilities I know of: the first is to simple start a new thread:
thread = new Thread() {
#Override
public void run() {
//Do your thing here
}
};
thread.start();
The thread will die, if your Activity gets killed.
The second is to define an IntentService:
public class SimpleIntentService extends IntentService {
public SimpleIntentService() {
super("SimpleIntentService");
}
#Override
protected void onHandleIntent(Intent intent) {
//Do your thing here
}
and start it via
Intent intent = new Intent(this, SimpleIntentService.class);
intent.putExtra("SomeString", "SomeValueYouNeed");
startService(intent);
The IntentService will run on, until onHandleIntent() is done and than close itself.
The third possibility is an AsyncTask:
private class TestTask extends AsyncTask<Datatype1, Datatype2, Datatype3>{
protected Long doInBackground(Datatype1... params) {
// Do your thing here
}
protected void onProgressUpdate(Datatype2... progress) {
//Do a Progress-Bar or something like that
}
protected void onPostExecute(Datatype3 result) {
//Do something, when your work is done
}
}
And in your Activity:
new TestTask().execute(params);
The docs state you shouldn't use Async-Tasks for very long calulations, but I'm not shure why. It might be easier to get your data back to the UI-Thread if you use an Asynctask instead of the Intentservice, but I for myself don't use them very often, so I'm maybe not the best person to ask here.
Edit: I forgot this:
IntentService is executed once for every ntent you pass, the Asynctask will be callable just once.
Furthermore the IntentService has to be declared in the Manifest.

For how long the Thread will live in a previous Activity

I'm wondering if I can rely on a task which is executing in a separate non UI thread if I'm leaving an Activity. Looking on example below I can see the Runnable in a separate Thread is executing even if I'm on another Activity. But when would it be killed?
public class MyActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
runTask();
startActivity(new Intent(this, SecondActivity.class));
}
private void runTask() {
new Thread(new Runnable() {
#Override
public void run() {
while (true) {
Log.i("Dev", "here I am");
SystemClock.sleep(1000);
}
}
}).start();
}
}
The java.lang.Thread is not tied to the Android UI component lifecycle, so just like in a normal JVM it will keep going until its run() method returns... unless Android terminates your entire application process before that happens, which it can do if you app is in the background and another app needs the RAM.
Incidentally, because the thread is not tied to the UI component lifecycle, you cannot simply call into another UI component from that thread. You'll have to post to a Handler or issue a broadcast or something if you want to get back to the UI, but you may already know that.
Finally, in your sample code, the Thread instance (through the anonymous Runnable) will keep the enclosing Activity class from being garbage collected, so you may want to re-think that construct.
If you want to do background work that's not tied to any single Activity, you're generally better off modelling it as an IntentService.
you can call Interrupt() that will post a interrupt request for your thread.
http://developer.android.com/reference/java/lang/Thread.html

What exactly does the post method do?

I've encountered a very weird feature.
When I'm trying to run an animation on the main thread, it does not start.
When I run said animation using
getView().post(new Runnable() {
#Override
public void run() {
getView().startAnimation(a);
}
});
It does start.
I've printed the CurrentThread before starting the animation and both print main.
Obviously, I am missing something here, as both should start the animation on the main thread...
My guess is that as post adds the task to the queue, it starts at a more "correct time", but I would love to know what happens here at more depth.
EDIT:
Let me clear things up - my question is, why starting the animation on post causes it to start, when starting the animation on the main thread does not.
post :post causes the Runnable to be added to the message queue,
Runnable : Represents a command that can be executed. Often used to run code in a different Thread.
run () : Starts executing the active part of the class' code. This method is called when a thread is started that has been created with a class which implements Runnable.
getView().post(new Runnable() {
#Override
public void run() {
getView().startAnimation(a);
}
});
code : getView().startAnimation(a);
in your code,
post causes the Runnable (the code will be run a in different thread) to add the message queue.
So startAnimation will be fired in a new thread when it is fetched from the messageQueue
[EDIT 1]
Why do we use a new thread instead of UI thread (main thread)?
UI Thread :
When application is started, Ui Thread is created automatically
it is in charge of dispatching the events to the appropriate widgets
and this includes the drawing events.
It is also the thread you interact with Android widgets with
For instance, if you touch the a button on screen, the UI thread
dispatches the touch event to the widget which in turn sets its
pressed state and posts an invalidate request to the event queue. The
UI thread dequeues the request and notifies the widget to redraw
itself.
What happens if a user press a button which will do longOperation ?
((Button)findViewById(R.id.Button1)).setOnClickListener(
new OnClickListener() {
#Override
public void onClick(View v) {
final Bitmap b = loadImageFromNetwork();
mImageView.setImageBitmap(b);
}
});
The UI freezes. The program may even crash.
public void onClick(View v) {
new Thread(new Runnable() {
public void run() {
final Bitmap b = loadImageFromNetwork();
mImageView.setImageBitmap(b);
}
}).start();
}
It breaks the android rule that never update UI directly from worker thread
Android offers several ways to access the UI thread from other threads.
Activity.runOnUiThread(Runnable)
View.post(Runnable)
View.postDelayed(Runnable, long)
Handler
Like below,
View.post(Runnable)
public void onClick(View v) {
new Thread(new Runnable() {
public void run() {
final Bitmap b = loadImageFromNetwork();
mImageView.post(new Runnable() {
public void run() {
mImageView.setImageBitmap(b);
}
});
}
}).start();
}
Handler
final Handler myHandler = new Handler(Looper.getMainLooper());
(new Thread(new Runnable() {
#Override
public void run() {
final Bitmap b = loadImageFromNetwork();
myHandler.post(new Runnable() {
#Override
public void run() {
mImageView.setImageBitmap(b);
}
});
}
})).start();
}
For more info
http://android-developers.blogspot.com/2009/05/painless-threading.html
http://www.aviyehuda.com/blog/2010/12/20/android-multithreading-in-a-ui-environment/
Is this being done on onCreate or onCreateView? If so, the app might not be in a state where the View is attached to the window. A lot of algorithms based on View metrics may not work since things like the View's measurements and position may have not been calculated. Android animations typically require them to run through UI math
View.post actually queues the animation on the View's message loop, so once the view gets attached to the window, it executes the animation instead of having it execute manually.
You are actually running things on the UI thread, but at a different time
Have a look here for a good answer. view.post() is the same as handler.post() pretty much. It goes into the main thread queue and gets executed after the other pending tasks are finished. If you call activity.runOnUiThread() it will be called immediately on the UI thread.
The problem I think could be the life-cycle method where you are calling the post() method. Are you doing it in onCreate()? if so look at what I found in the activity's onResume() documentation:
onResume()
Added in API level 1 void onResume () Called after
onRestoreInstanceState(Bundle), onRestart(), or onPause(), for your
activity to start interacting with the user. This is a good place to
begin animations, open exclusive-access devices (such as the
camera), etc.
https://developer.android.com/reference/android/app/Activity.html#onResume()
So, as Joe Plante said, maybe the view is not ready to start animations at the moment you call post(), so try moving it to onResume().
PD: Actually if you do move the code to onResume() then I think you can remove the post() call since you are already in the ui-thread and the view should be ready to start animations.

Android ANRs from code running in a Handler?

A game I wrote some time ago has a problem with ANRs, and debugging suggests they're down to HTTP requests taking a long time (and thus causing the ANR).
I'd thought that by assigning the HTTP code into a Runnable called from within a Handler, I'd could avoid the ANR - but it seems this isn't the case?
The stack dumps suggest the runnable/handler code is still running within the 'Main' thread and thus still causes ANRs??
The task it's doing is asynchronous (uploading highscores and achievements) and so can be started and left to it's own devices entirely - what is the best way to implement this so that ANRs aren't going to become a problem?
One topic suggested that the Handler should be created in the Application class and not within the Game's Activity - but I can't find any detail on the differences between those cases??
All ideas greatly apprec.
p.s. extending this to ask - I assume an ANR relating to HTTP comes down to the phone being out-of-service/network/WiFi, because I've set a SHORT timeout for these requests (they're non-essential and can be retried later!?)
A Handler will execute code / handle messages per default (any constructor without Looper e.g. new Handler()) in the current thread. That is in almost every case the main thread. If you want it to execute in a different thread you have to tell it which Looper thread it should use.
Android has a utility class called HandlerThread that creates a Thread with a Looper.
Short example:
public class MyActivity extends Activity {
private Handler mHandler;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
HandlerThread handlerThread = new HandlerThread("background-handler");
handlerThread.start();
Looper looper = handlerThread.getLooper();
mHandler = new Handler(looper);
mHandler.post(new Runnable() {
public void run() {
// code executed in handlerThread
}
});
}
#Override
protected void onDestroy() {
super.onDestroy();
// stops the HandlerThread
mHandler.getLooper().quit();
}
}
In case your task needs only a some information and does not need to report back, I'd go with an IntentService. Those don't go mad if your Activity-lifecycle recreates the Activity.
You would create a small Service in it's own file
public class SaveService extends IntentService {
public SaveService() {
super("SaveService");
}
#Override
protected void onHandleIntent(Intent intent) {
if ("com.example.action.SAVE".equals(intent.getAction())) {
String player = intent.getStringExtra("com.example.player");
int score = intent.getIntExtra("com.example.score", -1);
magicHttpSave(player, score); // assuming there is an implementation here
}
}
}
Add it to the AndroidManifest.xml
<application ....
<service android:name=".SaveService" />
</application>
And in your code start it with
Intent intent = new Intent(this /* context */, SaveService.class);
intent.setAction("com.example.action.SAVE");
intent.putExtra("com.example.player", "John123");
intent.putExtra("com.example.score", 5123);
startService(intent);
IntentService#onHandleIntent() runs on a background thread already so you don't have to bother about that.
Your Handler runs on the main thread. That is what causes ANR.
Even if you create it in the Application, by default (no parameters given to Handler) will be created on the main thread. You have to create a Looper, with its own Thread. See here.
A Handler initialized with your own Looper, that is a viable option to solve ANR...
A more simple alternative solution can be, if you place your async network operation into an AsyncTask. A simple approach is to place the AsyncTask into your Activity. A somewhat more complex could be to create a Service (holder for non-ui related functionality), that does the communication, and cleans itself from memory, once the communication is over...
I'd use AsyncTask and place it into the Activity / fire it up from the Activity...
Finally, HERE you can find a nice tutorial on threads in android.

Difference between UI thread and other threads

I have an app that displays a splash screen. The splash screen activity creates a new Runnable which simply sleeps for 1 second and and then launches the main activity:
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.splash);
UKMPGDataProvider.init(this.getApplicationContext(), Constants.DATABASE_NAME);
Thread splashThread = new Thread() {
#Override
public void run() {
try {
sleep(ONE_SECOND_IN_MILLIS);
} catch (InterruptedException e) {
} finally {
Intent intent = new Intent(SplashScreen.this, MainScreen.class);
finish();
startActivity(intent);
}
}
};
splashThread.start();
}
Is it OK to launch the main activity (and therefore the whole app except for the splash screen) on this new thread?
We hear a lot about the "UI thread" in Android. Does this new thread now become the UI thread, or is the UI thread special in some way?
Yes, that's fine. startActivity(intent) asks the system to launch your main Activity. You're not actually loading it yourself in the thread you call that from.
Basically it's a single-thread model where only one thread can modify the UI because the Android UI toolkit is not thread-safe.
It's same in Blackberry as well. See Why are most UI frameworks single-threaded?

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