Re: Threads and UI in Android

From:
Dirk Bruere at NeoPax <dirk.bruere@gmail.com>
Newsgroups:
comp.lang.java.programmer
Date:
Mon, 04 Apr 2011 19:18:46 +0100
Message-ID:
<8vugc0F6boU1@mid.individual.net>
On 04/04/2011 06:23, Dirk Bruere at NeoPax wrote:

On 04/04/2011 01:51, markspace wrote:

On 4/3/2011 3:16 PM, Lawrence D'Oliveiro wrote:

In message<8vs005F5tmU1@mid.individual.net>, Dirk Bruere at NeoPax
wrote:

It would seem the answer is in here somewhere
http://developer.android.com/resources/articles/painless-threading.html


Seems like AsyncTask is the way to go: it automatically divides up
execution
between a background thread and the UI thread, and takes care of all the
synchronization between the two for you.

How much more painless can you get? :)


Given that the OP want's to "constantly [check] for messages" I think
the way he's doing it now is fine. runOnUiThread() does the
synchronization that he needs, and it seems cleaner than trying to wrap
his deamon in an AsyncTask object and constantly call publishProgress()
whenever he gets a packet.

Modern threading is getting sophisticated, and one sophisticated thing
to do is to limit the number of threads so as to not overwhelm the OS.
Limited thread pools are used for this purpose. I don't know how
AsynchTask is implemented, but if it uses a thread pool, you could
easily starve your own app of threads for AsynchTask by permanently
capturing too many AsynchTask threads, which is what the OP's task would
do.

"Long running" tasks relative to the UI response time go in AsynchTask.
"Really long running" tasks, or permanent tasks like the OP's little
network daemon, go in their own private thread. Seems safest that way.


Currently I have this:

public class BlinkDataThread extends Thread
{
int length = Constants.PACKET_LENGTH;
byte[] receiveBuffer = new byte[length];
DatagramSocket socket;
DatagramPacket packet;

public void run()
{
try
{
DatagramSocket ds = new DatagramSocket(Constants.LOCAL_PORT);
DatagramPacket incoming = new DatagramPacket(receiveBuffer,
receiveBuffer.length);
incoming.setLength(length);
String packetStr=new String(receiveBuffer, "UTF-8");

while(true) //Run this as an endless loop
{
ds.setReceiveBufferSize(receiveBuffer.length);
ds.receive(incoming);
packetStr = new String(receiveBuffer, 0, incoming.getLength(), "UTF-8");
if (packetStr != null) BlinkAPI.updateIncomingData(packetStr);
}
} catch (IOException e1) {}
}

}

Where linkAPI.updateIncomingData(packetStr); is the offending bit since
it triggers updates on the UI thread.

That would be where I use runOnUiThread()?


Or not.
That BlinkAPI.updateIncomingData(packetStr) eventually gets to call this
from the Data class

    public static void setRadioTitleAdapterListView()
    {
        radioLV.setAdapter(radioTitleAdapter);
        radioTitleAdapter.notifyDataSetChanged();
        radioLV.setVisibility(VISIBLE);
    }
It is really this I need to execute in the UI thread.
Is there some way of wrapping that method (amongst several of the same
type) as a message to the UI thread telling it to execute
Data.setRadioTitleAdapterListView() from there?

[I can send the packet received in the BlinkDataThread but that rather
defeats the idea since all the heavy duty processing occurs after it is
picked up.]

--
Dirk

http://www.neopax.com/technomage/ - My new book - Magick and Technology

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