How to handle Android activity lifecycle on wake up (alarm app) - android

I'm having a couple of problems with an alarm app I am developing.
The first thing that I think is a bit weird is that when an alarm goes of and wakes the phone up. These things happend.
oncreate
onresume
onpause
onresume
Why are they run in that order? The last two should not be called? And this is what's causes me big trouble, because when i press home or back on the phone, onPause is run, which I want to call finish() from. And that part works as it should, but that does not work when the phone wakes upp from sleep bacause of the onPause call...
Any ideas?

I also have a similar problem: i create an Activity and a Service in the background. When the service receive some data from the net it will bring-up the activity.
Everything works fine until the activity in in the onStop phase and the screen goes black.
When I have this situation and I request the activity to restart, I have:
onRestart
onStart
onResume
onPause
onNewIntent
onResume
As you can see I have an onResume, onPause and another onResume and the activity came to the user.
Seems that is because we use a singleTop or singleInstance Activity (maybe also appear on singleTask). The problem is that when you send an Intent to an already created singleTop Activity, your new intent active the onNewIntent() method. from the API you can see that:
An activity will always be paused
before receiving a new intent, so you
can count on onResume() being called
after this method.
so maybe this is why you receive onResume-onPause-onResume calls.
However this is a strange behavior!

I would suggest you look at how the official alarm application handles the events:
https://android.googlesource.com/platform/packages/apps/DeskClock

Do you really want to call finish() in onPause()? onPause() is called when the current activity is not in the foreground any more. Maybe you want to call finish() in your onStop() method instead. See the Activity lifecycle for details.

Related

Activity onCreate and onResume not called

I am working on an android project. There is a MainActivity and a Service. When user press back key twice in a given time period within MainActivity, I use the following to finish the activity and stop the service.
finish();
int pid = android.os.Process.myPid();
android.os.Process.killProcess(pid);
When I press the app icon to restart the app, MainActivity appears and Service restarts. However, onCreate and onResume in the MainActivity is not called. The first call in the log is onAttach for fragments.
How could that be possible?
You should not "kill" this by design.
Call
finish() and stopService() or stopSelf()
for your Service.
Killing the process may lead into unusual behaviour since the whole app gets restarted. It may be possible that even if the "App" is killed that the view is still in memory.
Check your Mainactivity onPause() and onDestory()
If your onDestory() called then you onCreate() and onResume() Definitely Called
Note: onDestory is a risky one. If the app killed by Android for memory allocation most of the time onDestory won't get called.

Why is onDestroy() called after onResume() when using back-button

When I start my android-activity first onCreate() is called, then onResume().
When I then press the back-button to return to the home-screen and tap the app-icon again, first onCreate() is called, then onResume() and then onDestroy().
My app is still active then, but doing some action result in error since onDestroy() sets a few members to null.
Why is that?
Update: When I wait 30 seconds after pressing back everything works fine. I'm not doing anything heavy in onDestroy except setting a few variables to null and .interrupt()ing a background-thread.
Figured this out by myself. My understanding of what an Activity is was flawed. Of course Android calls onDestroy() on the old Activity instance, which can happen several seconds after the new one has been constructed.
onDestroy gets called because, by default, pressing back key results in your activity calling finish() which initiates the destroying of the activity which calls onDestroy().
To prevent doing some action in case the activity is being destroyed do like this:
if(!isFinishing()) {
// do your action here
}
isFinishing is a method of the Activity.
are you doing some heavy operations in onDestroy(). I think your activity view is destroyed, but not the activity object. And you tap on the App icon even before the previous Activity object is actually destroyed.
I think there is something in addition to what you are describing. Android doesn't just keep activity from being destroyed, something MUST be happening on the main thread.
The symptoms sound exactly as if you had either:
a service doing a longish HTTP or database operation. Are you sure there are no suxg things?
another thread (perhaps managed by an AsyncTask?) calling a synchronized method

cancel the events of lock/unlock on my android application

When i unlock my device to see my application, the process in onResume() is launched. How do I cancel the events of unlock, to avoid onResume() from processing?
OnResume is always called when your Activity was in background (e.g. other App, Lockscreen, Homescreen... is shown).
Look at the Activity Life Cycle to check if you can move your code from onResume() maybe to onStart() to fix your issue.
To prevent unlock your device use below flag in your activity.
WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON
Code
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
Note :
As stated on the Activity lifecycle docs, onCreate and onResume will always both be called the first time an Activity is started. When going back to Activity, at least onResume will be called

Understanding of the start and stop of a game in Android

I'm developing a videogame in Android. For it, I'm using a game loop and all the typical stuff it envolves. I have a doubt about the states of the activity in android.
I need an activity to create the GLSurfaceView and so, the problem is the activity, when it finishes its onCreate method, continues this way: onCreate -> onResume -> onStart -> onStop.
I guess it goes throught those states because the activity doesn't have anything to do and it's the loop who is working. But I have a problem with this behaviour:
How can I know when the user "minimize" or put the device in a stand by state? Again, the methods onStop -> onResume -> onStart will trigger, but, how can I difference this time with the first?
I need to stop the loop when the user switch the device to stand by, but not when it starts the first time.
I hope I have explained well. Thanks.
If onStop is running immediately after onStart, something is wrong. The activity will only be placed in the Stopped state only when it is no longer visible to the user. Unless maybe your code immediately creates another activity that displaces it as the foreground activity, I guess, but if the activity is visible on the screen, onStop shouldn't be firing. Some code would be helpful in diagnosing that.
onPause occurs when the activity is still visible but there is another activity that is being resumed. If you're trying to save game data or something when the user backs out of the app, gets a phone call, turns off the screen, etc., I'd use onPause, because onStop is not guaranteed to be called and you run the risk in certain situations of the system killing your activity before you can do what you need to do.
For more info on activity lifecycle, see the Activities guide.

Is that possible onCreate is called more than onDestroy in Android?

In Activity, I register receiver in onCreate and unregister it onDestroy. It should works fine if every onCreate is followed by onDestroy after the next onCreate. Otherwise, if onCreate is being called more than onDestroy, receiver is registered multiple time and the app mis-behaves.
So my questions are:
Is that ok I register receiver in onCreate and unregister it in onDestroy?
Is that onCreate is always followed by onDestroy before next onCreate?
onDestroy is not guaranteed to be called:
http://developer.android.com/reference/android/app/Activity.html#onDestroy%28%29
"
protected void onDestroy ()
Added in API level 1
Perform any final cleanup before an activity is destroyed. This can happen either because the activity is finishing (someone called finish() on it, or because the system is temporarily destroying this instance of the activity to save space. You can distinguish between these two scenarios with the isFinishing() method.
Note: do not count on this method being called as a place for saving data! For example, if an activity is editing data in a content provider, those edits should be committed in either onPause() or onSaveInstanceState(Bundle), not here. This method is usually implemented to free resources like threads that are associated with an activity, so that a destroyed activity does not leave such things around while the rest of its application is still running. There are situations where the system will simply kill the activity's hosting process without calling this method (or any others) in it, so it should not be used to do things that are intended to remain around after the process goes away.
Derived classes must call through to the super class's implementation of this method. If they do not, an exception will be thrown.
"
You may also want to look at this thread:
Activity OnDestroy never called?
onDestroy is called when the activity is being destroyed. Or removed from the back stack, when ever the user doesn't want it or there is no possible way to get back to it. When your activity wants to receive a broadcast that is fine to do it how you are. If there are no dialogs appearing or notifications or toasts appearing after you receive that should be fine also, if you want to be on the real safe side and only have one activity receiving at a time, and only while the activity is visible move these to onResume and onPause.
You could probably some how unregister when another activity has been brought to the front and re-register after?

Categories

Resources