Android :: Game Doesn't Work Due To Thread Background Processes
Mar 8, 2010
I have written a very simple game with some simple animations, but I've noticed that when the phone checks email, or several other apps are running, the animations that update in my thread start behaving slowly or choppy. This is a problem as the game mechanic requires some careful timing of your screen touches based on the animations. So if it starts behaving erratically, the game doesn't really work well - and isn't much fun.
Is there a way to prevent this? Can my threads have a higher priority when they need to run?
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Jul 25, 2010
I have a listactivity as a startup screen in my application. Which is displaying database records using custom cursor adapter. On create I set the filterable flag - getListView().setTextFilterEnabled(true)
My cursoradapter overrides runQueryOnBackgroundThread which runs corresponding query. The problem is that after typing some text and hitting enter, runQueryOnBackgroundThread never gets called. However, when the item click in the same view launches another activity(detail view of the record) and I come back to the original list activity, hitting back button, then text filtering works just fine. I don't call setTextFilterEnabled anywhere except during the initialization process and I can't really find any other API affecting this behavior, so any guesses why text filtering doesn't work initially, but all of the sudden starts working when I come back to the list activity from child activity?
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Nov 11, 2010
I have been using raptor with a2sd set up, the newest kernel and turbo 4. I decided to install nfl mobile so I can watch the thursday night game tonight and it doesn't work.... thought it was an a2sd issue so I reformatted my sd card and flashed a fresh raptor. It worked. So I updated the kernel and it still worked. Then I isntalled the turbo4 and it no longer works... bummer. I'm figuring that the JIT is worth more to me than the nfl mobile app so I am going to leave it alone. I did find during this process that my phone seems quite a bit faster without a2sd. I have the original sd card which I'm sure makes a difference, but I think I would have to stockpile apps before a2sd would be faster than internal memory even with a faster card.
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Sep 23, 2009
Setting the background color programatically of an android TextView doesn't seem to work.
I'm I missing something!
CODE:.............
I also have this file (colors.xml) in my res/values folder
CODE:................
Also, setting the text color causes the TextView to disappear.
CODE:..................
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Apr 19, 2010
We were told that, as of Android 1.6, background processes were put in a Linux process scheduling class that limited how much CPU they would use. A few weeks ago, I ran a benchmark test that seemed to validate this claim.I have run more tests, and I am no longer confident in my earlier conclusion. I can get a background process to significantly impact the foreground process, more than would seem to be possible if the background process was, indeed, CPU-limited.
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Jun 24, 2013
I know the android memory management is quite good, but is there an option for how many tasks are kept in the background before killed even if there is enough RAM?Is this possible by not using the setting in the developer options but some init.rc tweak?
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May 24, 2013
What is the usage each of this processes and services running in background as below? They use about 61 M of my RAM!
As you see there are 5 services for GO SMS Pro! Why this services begin running after reboot? For google services also a service named android core apps begin running.
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May 2, 2010
I have so far found two bugs in Galaxo 1.6.3:
a) Speaker doesn't work in call (very weak). works well in ringtones etc.
b) Scrolling contacts by letter doesn't work.
Other than that this is a leap forward, especially with the overclock options!
Both bugs, as well as others, fixed in 1.6.3.1 update!
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Aug 7, 2010
I've read several example programs and tutorials to try and solve my problem but they all seem to go the same way. I've used a couple Activities and xml documents to create a menu that loads when my game starts.When the user clicks the "Start The Game" button, it loads a new Activity that sets the view with my game thread and all of the game properties.I know this activity works because I've run it alone as its own project, but every way I've tried to start it after the Menu,I get a nullPointerException and it force closes.I read the SurfaceViewOverlay tutorial and attempted to use that implementation, but I'm using a SurfaceView, not a GLSurfaceView.I'm debating rewriting my entire program to use OpenGL but I figured I would see if anyone else knows what I'm doing wrong here.If you need the code snippets I can paste some here, but it's not really the specific code that's wrong.
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Jan 14, 2010
What is most efficient way of keeping a check on time within a game thread? Currently I create a new Date() when the game starts and was thinking of creating another Date() within the game thread and comparing it with the first one. But with a screen refreshing at around 60fps (hence a new date object each time), I can't help thinking this is rather inefficient. What other ways are there of doing this?
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Jul 14, 2009
I'm a new Android developer. I would like to make a simple game using the SurfaceView (Canvas drawing).the game has a a custom Object name Box. Box can draw itself and need to get an event when it is clicked. when it does, there is an animation sequence coming out of the box like a "jumping clown". I have several Boxes on the screen when each of them can be activated. Several Boxes animation can also be presented simultaneously.Here it gets tricky: Since I have a "complicated" animation sequence, each Box extends SurfaceView. The problem is I haven't figured it out how can I handle several SurfaceView's drawing using only one Thread (in order to present an animation I need to use one) and also how can I get the onClick/ onThouch event from my Activity to each of my Boxes.
The LunarLanding example in the SDK uses only one Thread but also uses only one SurfaceView which manage the animation of the game components (there are no several game components SurfaceViews). Also, there is no need to get onTouch event, so this example doesn't match to my case. I have several questions about what is the right approach do code this:
1. Should I use Box extends SurfaceView?
2. Can SurfaceView gets user events like onTouch/onClick?
3. Is there a way to add to the "main" SurfaceView another SurfaceView (Box)?
4. If none of the above questions is positive, should I use one SurfaceView (and one Thread) and try to map the other Boxes on the screen for user event handling. I mean Box only paints itself but the user event is being handled by me (not by the OS).
5. Should each Box (SurfaceView) should handle it's own Thread in case of animation (it is not good design but it is also an option)?
6. do you have any other proposal?
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Aug 13, 2010
In my game when the user completes a stage, I want the main game thread to pause/sleep/wait and a new activity to be launched called StageClear that displays information about points scored etc. After this has been displayed and the user has pressed continue I want the original game thread to resume where it left off. I have tried to implement this but have so far been unsuccessful, probably because I'm new to dealing with multiple threads and also the idea of synchronizing them. I most recently tried to implement a shared package-visible object that could notify after wait was called on itself, but I am getting errors in eclipse so it won't even compile, I think because though the object is declared public in an inner class, it cannot be seen or recognised by my activity elsewhere in a file in the package. I have already built both activities but my issue is getting the main game one to launch the other, and pause whilst it waits for this activity to finish, before the main game thread continues execution.
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May 21, 2010
I need to run a background thread in my application. Could you please share the best practices where to initiate the thread so that keeps running irrespective of the Activity is being shown and things to consider. The purpose of this background thread is to fire transactions from the Simulator to the server and get the response back from the host.
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Sep 24, 2010
Does the CursorAdapter run on a background thread and posts updates via the UI looper thread? If not what is the best pattern to load data asynchronously from a ContentProvider?
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Mar 1, 2009
As is mentioned above,What i'm trying is to protect a sub- thread,and keep it going on as long as the App that starts it is still alive.In other words,If the system need more resources,Let it kill both the App main thread and the sub-thread started from it,Instead of just kill the sub-thread.Is there any way i can do this ?? And another question here,The android system seems to be "rude",As it killed my thread without telling me,even in the logs,Is this the case?
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Feb 17, 2010
is there any way to leave a thread in background when i close the app in android? I read about a Service but implementing it is too much than i need.
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Jun 22, 2009
I need to popup dialog to be showed when i get a message from differnt thread but the dialog should be not dependent on Activity i.e, it should display the dialog wherever the screen focus is .can it be done ..because the dialog is handled per Activity ,i thought of using service but again it would be one more thread added so want to avoid that.
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Nov 25, 2009
In my activity there's some stuff going on in a background thread, which gets started in Activity_1. The processing of the background thread takes a while and I want to notify the user when it's completed via an AlertDialog. However, the user might have changed to Activity_2 or Activity_3 in the meantime and I would like to pop up the AlertDialog always in the current Activity.
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Aug 7, 2010
I've read several example programs and tutorials to try and solve my problem but they all seem to go the same way.I've used a couple Activities and xml documents to create a menu that loads when my game starts. When the user clicks the "Start The Game" button, it loads a new Activity that sets the view with my game thread and all of the game properties.I know this activity works because I've run it alone as its own project, but every way I've tried to start it after the Menu, I get a nullPointerException and it force closes.I read the SurfaceViewOverlay tutorial and attempted to use that implementation, but I'm using a SurfaceView, not a GLSurfaceView. I'm debating rewriting my entire program to use OpenGL but I figured I would see if anyone else knows what I'm doing wrong here.If you need the code snippets I can paste some here, but it's not really the specific code that's wrong, I think it's the way I'm using(abusing) the language.
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Nov 4, 2010
how create thread in background for playing sound?
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Oct 24, 2009
How can I stop a background thread on keyboard flip in android?
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Sep 14, 2010
I've read up quite a bit on the exception thrown while using BaseAdapter, but i can't seem to find an alternative solution: Make sure the content of your adapter is not modified from a background thread. What i want to achieve is to keep a copy of a message queue in memory, and use this message queue to populate the BaseAdapter for my ListView. The reason im doing this is that the message queue will keep getting messages from a socket even when the ListView is not currently present (for example a chat window).
The problem comes when i have the Activity with the ListView in foreground, BaseAdapter binded to the message queue's data, and a message comes in the socket. Adding the new message into the queue will throw the exception mentioned above. Unless i pre-populate my BaseAdapter with the message queue (as in the BaseAdapter having its own message queue) and updating both of them when a new message come in, i can't really find a way around this issue. I don't really want to double up the effort on keeping those 2 queues up-to-date like this, surely there is a better way of doing this? Send broadcasts around doesn't work either because of the potential delay in the adapter serving a scroll and the notifyDataSetChanged call is made.
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Feb 12, 2009
I need to draw a background of 320 x 480 (fullscreen) for a OpenGL game. What I did was to stretch the texture to 512 x 512 and mapped it to 320,480 quad and then drew the rest of the game elements. I tried changing the texture image to 256x256 and no noticeable improvement in speed. Game was horribly slow even on the real device. It is actually slower on the device than on the emulator... I think i am the first one to have such a situation.. I am drawing a max of 12 triangles only 2 for background and rest are 64 x 64 textures. on 5 quad made with 10 triangles. I have disabled Depth, Lighting already. Only blending enabled as I use transparent PNG for texture of sprites. render cycle is like this - draw the background - draw the sprites (only 5) [with 10 triangles only] - swapbuffer... Please don't advice me to use 2d canvas, bitmap etc... I need to do it in OpenGL only. don't think OpenGL ES 1.0 is so incapable that it can't give me atleast 25-30 fps with just 12 triangles which you one 256x256 texture and one 64x64 textures (used by 5 quads...
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Nov 11, 2010
I'm currently developing an Android game where the user controls a plane and evades obstacles. I'm using simple draw commands into a Canvas.
I want to know what is the best way to move a background image to give a sense of speed to the game. Is there a way to make the background- image repeat endlessly or should I load the image twice and move them one behind the other one. Can anyone guide me on this one?
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Mar 3, 2009
My purpose is very simple : each 1second, I want to redraw an object on different place on background. I do not know where my error on this code below. Here is my code:
public class My_View extends View{ private Bitmap mBackground_img;
private Drawable mMoveObject; private int mObjectw,mObjecth; private int Dx,Dy;
private Handler myHandler = new Handler(); private long lasttime;
public My_View(Context context,AttributeSet ats,int ds) {
super(context,ats,ds); init(context);
} public My_View(Context context,AttributeSet ats) { super(context,ats);
init(context); } public My_View(Context context) { super(context);
init(context); } public void change() { invalidate();
} private void init(Context context) {
Resources res = context.getResources();
mMoveObject = res.getDrawable (R.drawable.lander_firing);
mBackground_img = BitmapFactory.decodeResource(res, R.drawable.my_pic);
mObjectw = mMoveObject.getIntrinsicWidth();
mObjecth = mMoveObject.getIntrinsicHeight();
Dx = Dy = 0; lasttime = System.currentTimeMillis() + 1000;
Thread mthread = new Thread(null,doBackground,"Background");
mthread.start(); } private Runnable doBackground = new Runnable() {
public void run() { long now = System.currentTimeMillis();
if(lasttime < now ) { Dx = Dx + 10; Dy = Dy + 10;
lasttime = now + 1000; myHandler.post(change_view);
} } }; private Runnable change_view = new Runnable() {
public void run() { change();
} };
@Override public void onDraw(Canvas canvas) {
canvas.drawBitmap(mBackground_img,0 ,0 , null);
mMoveObject.setBounds(Dx, Dy, Dx+mObjectw, Dy+mObjecth);
mMoveObject.draw(canvas);
} }
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Sep 12, 2009
I want to draw an image that on some levels may be larger than the screen as the background for a Android game. I want the user to be able to scroll the image using their finger on the touch screen.
Here is how I am drawing the background code...
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Oct 18, 2010
I am working on an application to sync contacts which are large in number. The syncing takes place in a background thread with user being able to browse through the rest of the application. I am displaying the sync status in the notification bar suing the progress bar. The problem I am facing is that there are instances when the activity is killed and hence the background thread used for syncing the contacts is purged.
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Apr 24, 2010
I've got an Android activity which grabs an RSS feed from a URL, and uses the SAX parser to stick each item from the XML into an array. This all works fine but, as expected, takes a bit of time, so I want to use AsyncActivity to do it in the background. The line items = parser.getItems() works fine - items being the arraylist containing each item from the XML. The problem I'm facing is that on starting the activity, the ProgressDialog which i create in onPreExecute() isn't displayed until after the doInBackground() method has finished. i.e. I get a black screen, a long pause, then a completely populated list with the items in. Why is this happening? Why isn't the UI drawing, the ProgressDialog showing, the parser getting the items and incrementally adding them to the list, then the ProgressDialog dismissing?
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Dec 8, 2009
I'm trying to determine whether or not my phone is defective, or if this is a current problem with the Cliq.
Of the apps I've downloaded, only a few of them have worked. Of those few that work, some don't work right. Has anyone had problems with these apps crashing on them, or just not working correctly?
- Nice Battery (see description at bottom of: My Ultimate CLIQ settings (so far))
- WeatherBug (kept showing the wrong location, crashed when trying to change location)
- Snake - doesn't work just says its "paused"
- RingDroid - crashes when I select the "Facebook Pop" button
- Layar - screen is rotated 90 degrees at all times
There have been others, but usually I just uninstall them right after discovering it doesn't work right.
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Jul 10, 2009
My program does some network activity in a background thread. Before starting, it pops up a progress dialog. The dialog is dismissed on the handler.This all works fine, except when screen orientation changes while the dialog is up (and the background thread is going). At this point the app either crashes, or deadlocks, or gets into a weird stage where the app does not work at all until all the threads have been killed.How can I handle the screen orientation change gracefully?
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