I'm trying to implement a SurfaceView
, calling its onDraw()
method from a Thread
, based on this tutorial. My app is giving ANR after I start the below code running.
I have tried implementing Runnable, instead of extending Thread
but it still gives ANR.
As far as I know there's nothing else running on the app when the ANR occurs. (The ANRs only started occurring when I added this code:)
package com.thunderrabbit.run;
import android.graphics.Canvas;
import android.view.SurfaceHolder;
public class MainThread extends Thread {
private final String TAG = this.getClass().getSimpleName();
// desired fps
private final static int MAX_FPS = 50;
// maximum number of frames to be skipped
private final static int MAX_FRAME_SKIPS = 5;
// the frame period
private final static int FRAME_PERIOD = 1000 / MAX_FPS;
private SurfaceHolder surfaceHolder;
private PageGLSurfaceView gamePanel;
private boolean running; // flag to hold game state
private Canvas canvas;
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
public MainThread(SurfaceHolder surfaceHolder, MySurfaceView gamePanel) {
super();
this.surfaceHolder = surfaceHolder;
this.gamePanel = gamePanel;
}
public void setRunning(boolean running) {
this.running = running;
}
@Override
public void run() {
sleepTime = 0;
while(running)
{
canvas = null;
try
{
synchronized (surfaceHolder)
{
canvas = surfaceHolder.lockCanvas();
beginTime = System.currentTimeMillis();
// resetting the frames skipped
framesSkipped = 0;
// update game state
this.gamePanel.update();
// render state to the screen
// draws the canvas on the panel
this.gamePanel.render(canvas);
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int)(FRAME_PERIOD - timeDiff);
if (sleepTime > 0) {
// if sleepTime > 0 we're OK
try {
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
// we need to catch up
// update without rendering
this.gamePanel.update();
// add frame period to check if in next frame
sleepTime += FRAME_PERIOD;
framesSkipped++;
}
beginTime = System.currentTimeMillis();
gamePanel.onDraw(canvas);
}
}
finally
{
if (canvas != null)
{
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
// update game state
// render state to the screen
}
DebugLog.d(TAG, "Game loop executed ");
}
}
What's causing the ANR? Should I implement Runnable
or extend Thread
in a significantly different way?