我正在尝试在我的应用程序的开头创建一个处理程序,所以我可以有两个线程工作1 UI和2我的服务器,我这样做,所以服务器不会阻止UI滞后,并且有用解决我的滞后问题,但无论如何,我正在看这个网站http://crodrigues.com/updating-the-ui-from-a-background-thread-on-android/,该人创建了一个runnable方法,使用run方法,还有一个名为updateGame的方法,当该方法运行时总是调用,现在我已经尝试了他的代码
public class MainActivity extends Activity {
private static final String TAG = gameObject.class.getSimpleName();
//Create a handler to deal with the server
private Handler serverHandler = new Handler();
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//Turn off title
requestWindowFeature(Window.FEATURE_NO_TITLE);
//Make the application full screen
getWindow().setFlags(
WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView( new gamePanel( this ) );
Log.d( TAG, "View added" );
//Server method
new Thread(new Runnable() { onServer( ); } ).start( );
}
final Runnable updateRunnable = new Runnable() {
public void run() {
//call the activity method that updates the UI
updateGame();
}
};
//Give the positions to the game
public void updateGame()
{
Log.d(TAG, "Update that game");
}
//Update/run the server
private void onServer()
{
if( gamePanel.rtnServerState() == true )
{
Log.d(TAG, "Start the server");
}
serverHandler.post( updateRunnable );
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.activity_main, menu);
return true;
}
public void onDestroy()
{
Log.d( TAG, "Destroying... " );
super.onDestroy();
}
public void onStop()
{
Log.d( TAG, "Stopping... " );
super.onStop();
}
}
我的updateGame只运行一次。任何人都可以看到为什么它不能继续在后台运行的问题吗?
帆布
更新了帖子
public class MainActivity extends Activity {
private static final String TAG = gameObject.class.getSimpleName();
private final Handler serverHandler = new Handler();
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//Turn off title
requestWindowFeature(Window.FEATURE_NO_TITLE);
//Make the application full screen
getWindow().setFlags(
WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView( new gamePanel( this ) );
TextView textView = new TextView(this);
textView.setTextSize(40);
String message = "hello";
textView.setText(message);
Log.d( TAG, "View added" );
//Server method
new Thread(new Runnable() {
@Override
public void run() { onServer( ); } } ).start( );
}
private void updateServer()
{
Log.d(TAG, "testing");
}
//Update/run the server
private void onServer()
{
if( gamePanel.rtnServerState() == true )
{
Log.d(TAG, "Start the server");
}
serverHandler.post( updateRunnable );
}
//Update/server
final Runnable updateRunnable = new Runnable() {
public boolean running = true;
public void run() {
while(running){
//call the activity method that updates the UI
updateServer();
}
}
};
@Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.activity_main, menu);
return true;
}
public void onDestroy()
{
Log.d( TAG, "Destroying... " );
super.onDestroy();
}
public void onStop()
{
Log.d( TAG, "Stopping... " );
super.onStop();
}
}
更新号码2
public class MainActivity extends Activity {
private static final String TAG = gameObject.class.getSimpleName();
private final Handler serverHandler = new Handler();
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//Turn off title
requestWindowFeature(Window.FEATURE_NO_TITLE);
//Make the application full screen
getWindow().setFlags(
WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView( new gamePanel( this ) );
TextView textView = new TextView(this);
textView.setTextSize(40);
String message = "hello";
textView.setText(message);
Log.d( TAG, "View added" );
//Server method
Runnable server = new Runnable() {
public boolean running = true;
public void run() {
while(running){
onServer(); // Make sure this blocks in some way
}
}
};
}
private void updateServer()
{
Log.d(TAG, "testing");
}
//Update/run the server
private void onServer()
{
if( gamePanel.rtnServerState() == true )
{
Log.d(TAG, "Start the server");
}
serverHandler.post( updateRunnable );
}
//Update/server
final Runnable updateRunnable = new Runnable() {
public void run() {
//call the activity method that updates the UI
updateServer();
}
};
@Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.activity_main, menu);
return true;
}
public void onDestroy()
{
Log.d( TAG, "Destroying... " );
super.onDestroy();
}
public void onStop()
{
Log.d( TAG, "Stopping... " );
super.onStop();
}
}
答案 0 :(得分:2)
Runnable 对象的run
方法仅在为响应您的.start()
电话创建新线程后调用一次。
通常你会这样做:
final Runnable myRunnable = new Runnable() {
public boolean running = true;
public void run() {
while(running){
doSomething();
}
}
};
但我不确定这是最好的方法。 updateGame()
方法将不断被不必要地调用。
相反,将服务器逻辑放在runnable的run()
方法中。在那里使用我上面列出的while(running){...}
构造,但确保在那里有一些阻塞调用。无论是来自网络套接字,BlockingQueue等,这种方式都不会不必要地循环。
修改强>
从评论中的讨论。离开
final Runnable updateRunnable = new Runnable() {
public void run() {
//call the activity method that updates the UI
updateGame();
}
};
原样并改变
new Thread(new Runnable() { onServer( ); } ).start( );
到
Runnable server = new Runnable() {
public boolean running = true;
public void run() {
while(running){
onServer(); // Make sure this blocks in some way
}
}
}
new Thread(server).start();
答案 1 :(得分:0)
在教程中,UI仅在按钮单击时更新,但您只能在onCreate
方法中执行一次。如果您将以@jedwards方式执行此操作,您的UI将在您编写时冻结。不要一直更新UI。尝试使用timer或sockets更新它。它会更有效,你的UI也不会冻结。
计时器示例
import java.util.Timer;
import java.util.TimerTask;
...
TimerTask task = new TimerTask() {
@Override
public void run() {
// update UI
}
};
Timer timer = new Timer();
// 1000 - after 1 second run this timer
// 3000 - and do it every 3 second
timer.schedule(task, 1000, 3000);
我不会写套接字示例,因为要写很多东西。我找到了this教程,你可以在这里阅读有关android套接字编程的内容。
BTW当然,您应该只使用套接字或计时器更新您的实体数据,而不是整个UI。