线程在离开时导致错误消息并返回游戏应用程序

时间:2012-04-18 17:12:26

标签: android multithreading

在玩完我的线程游戏然后点击应用程序图标然后再次点击我的应用程序的图标后,我得到一个“挖掘机已经意外退出错误”并且它将我带回一般应用程序屏幕,我可以点击此时我的应用程序图标再次出现,它带我进入游戏,它运行正常。我希望在重新启动应用程序时,我应该使用该线程来防止这些恼人的消息。可能采用onStoponPause方法。这是我的线程代码片段:

getHolder().addCallback(
    new SurfaceHolder.Callback() {
        //@Override
        public void surfaceDestroyed(SurfaceHolder holder) {
            boolean retry = true;
            gameLoopThread.setRunning(false);
            while (retry) {
                try {
                    gameLoopThread.join();
                    retry = false;
                }
                catch (InterruptedException e) {}
            }
        }

        //@Override
        public void surfaceCreated(SurfaceHolder holder) {
            screenWidth =gameView.getWidth(); 
            screenHeight = gameView.getHeight(); 
            createSprites();
            gameLoopThread.setRunning(true);
            gameLoopThread.start();
        }

        //@Override
        public void surfaceChanged(SurfaceHolder holder, int format,
            int width, int height) {
        }
    });

我有一个gamethread类:

import android.graphics.Canvas;
import android.view.SurfaceHolder;
public class GameLoopThread extends Thread {

    static final long FPS = 10;
    private GameView view;
    private boolean running = false;
    public GameLoopThread(GameView view) {
        this.view = view;
    }
    public void setRunning(boolean run) {
        running = run;
    }

    @Override
    public void run() {
        long ticksPS = 200 / FPS;
        long startTime;
        long sleepTime;
        while (running) {
            Canvas c = null;
            startTime = System.currentTimeMillis();
            try {
                c = view.getHolder().lockCanvas();
                synchronized (view.getHolder()) {
                    view.onDraw(c);
                }
            } finally {
                if (c != null) {
                    view.getHolder().unlockCanvasAndPost(c);
                }
            }
            sleepTime = ticksPS - (System.currentTimeMillis() - startTime);
            try {
                if (sleepTime > 0)
                    sleep(sleepTime);
                else
                    sleep(10);
            } catch (Exception e) {}
        }
    }
}

我尝试过的一件事是将surfaceDestroyed方法改为just;

public void surfaceDestroyed(SurfaceHolder holder) {
  gameLoopThread.setRunning(false);
}

但这没有帮助。

0 个答案:

没有答案