So I've just noticed that my app is skipping quite a few frames when running in the emulator. This is my first app and I did some reading on the topic and found that I might not be starting the activities correctly. However, my activities are loaded through the settings menu and I don't know where this is in my code. If this is a big issue it would be appreciated if someone could point me in the right direction in relation to my specific code?
https://github.com/addrum/Calculate
I can post code here in preference if needed.
Edit: It appears to skip frames on the splash activity:
package com.main.androidcalculator;
import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
public class SplashActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(R.layout.splash);
Thread timer = new Thread() {
public void run() {
try{
sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
} finally {
Intent openMain = new Intent("com.main.androidcalculator.MAINACTIVITY");
startActivity(openMain);
}
}
};
timer.start();
}
#Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
finish();
}
}
I think the emulator is just too slow.
Your code works fine on a real device. I've tested on GS3.
Maybe ProgressBar is just too heavy for the emulator.
The view has animation and a lot of stuffs.
(Remove the ProgressBar and the issue's gone!)
See also:
Choreographer(639): Skipped 50 frames
Related
I am making an app using aide app,when using thread in it & install it then the smart manager of Samsung device shows that the app contains malware.
My codes are for MainActivity.java
package com.mycompany.staticgk;
import android.app.*;
import android.content.*;
import android.os.*;
public class MainActivity extends Activity
{
#Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
final Intent i = new Intent(this,SplashActivity.class);
Thread timer= new Thread (){
public void run(){
try {
try
{
sleep(3000);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
}
finally {
startActivity(i);
finish();
}
}
};
timer.start();
}
}
while for SplashActivity.java
package com.mycompany.staticgk;
import android.app.*;
import android.os.*;
public class SplashActivity extends Activity
{
#Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.home);
}
}
Please,correct me if anywhere i am wrong.
Is not error on your code.its security based problem .dont install apk with unauthorized app they may be hack your phone informations
Best Use Android Studio [The official Android IDE] to develope code and generate apk with signature key then only
mobile allows to install apk on device.All the native app are developed through android studio only.
otherwise enable Unknown source in your device it may be install on device.
Settings>>Lock screen and security>> tap on toggle button of Unknown Sources.
There are a lot of ways to go to MainActivity from SplashActivity one way could be :
new Thread(new Runnable() {
public void run() {
try {
Thread.sleep(3000);
startActivity(new Intent(MainActivity.class,SplashActivity.class););
finish();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}).start();
Also I see something weird with that double try catch block put just one.
Happy coding
I am trying to do an app in which there is a splash screen in the beginning. During loading, i need to show "Loading images...Loading modules....Now you are ready to go",etc. This is similar to the way in which facebook app loads showing the splash screen. I don't know how to do this. This is my current code :
public class Splash extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(R.layout.splash);
Thread logoTimer = new Thread(){
public void run(){
try{
int logoTimer = 0;
while (logoTimer<5000){
sleep(100);
logoTimer=logoTimer+100;
}
startActivity(new Intent("com.package.MAIN"));
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
finally{
finish();
}
}
};
logoTimer.start();
}
}
I would also like to keep a ProgressBar along with this. Can anyone help me out with a sample code or a reference. Thanks in advance.
You could use Handler to communicate from background thread to UI thread. Handler should send messages to UI when loading of one module is finished.
in my app the main page contains, quite a few images to load on my upload manager activity so it can take a few seconds, depending on how many images there are. i planned on creating a splashscreen to do this loading while displaying an image which is not as bad as the default blank screen with title. i have done this, which should work and does, except the setcontentview() does run but does not display.
public class SplashScreen extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(R.layout.splash_screen);
load l=new load();
l.execute(this);
}
class load extends AsyncTask<Activity, Object, Object>{
#Override
protected Object doInBackground(Activity... a) {
// TODO Auto-generated method stub
Log.i("ss", "splash");
Intent intent = new Intent(a[0], UploadManager.class);
startActivity(intent);
a[0].finish();
return null;
}
}
}
does anybody have any suggestions?
and feel free to ask for details i don't think i have explained it all too well.
edit:
thank you guys for the quick responses.
however i believe the problem was that i wasn't using a splash screen for the correct purpose,
the processes involved in:
Intent intent = new Intent(a[0], UploadManager.class);
startActivity(intent);
a[0].finish();
seem to finish instantly, meaning the images in my onCreate method weren't executing until after the splash screen. what i did instead is changed the loading of my grid into an asynktask, as apposed to just doing my images in there.
i now have it loading fast with the images appearing after a few seconds. i shall be implementing a progress dialog of some sort.
anyone else with a similar problem should prioritize making the loading more efficient as i have.
You are passing Context as this in l.execute(this) and in class load you've passed Activity instance.
You can do it in this way and it works like a charm for me
public class SplashScreen extends Activity{
private static int SLPASH_TIME_OUT = 3000;
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_splash);
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
// TODO Auto-generated method stub
Intent i = new Intent(SplashScreen.this, MainActivity.class);
startActivity(i);
finish();
}
}, SLPASH_TIME_OUT);
}
}
Override onPostExecute method in class load extends AsyncTask<Activity, Object, Object>{ class, which will run when your doInBackground method finishs image downloading.
In onPostExecute you can open your next activity
like
protected void onPostExecute(Void unused) {
Intent intent= new Intent(this, next.class);
startActivity(intent);
}
I have made an application with Splash Music. But whenever I go in preferences of app, the music automatically stops, and then never plays untill I restart the application. Same is the case when I open an activity, which tells whether phone is in "Normal" or in "Silent" Mode.
What is the reason for this weird behavior?
Here is the Splash music code where I check whether to play music or not..
public class SplashScreen extends Activity{
MediaPlayer mp;
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(R.layout.splashscreen);
mp= MediaPlayer.create(SplashScreen.this, R.raw.got);
SharedPreferences pref= PreferenceManager.getDefaultSharedPreferences(getBaseContext());
;
if(pref.getBoolean("music", true))
{
mp.start();
}
if(pref.getBoolean("loop", true))
{
mp.setLooping(true);
}
Thread timer= new Thread()
{
public void run()
{
try
{
sleep(5000);
Class ourclass = Class.forName("com.umer.practice2.Menu");
Intent myintent= new Intent(SplashScreen.this,ourclass);
startActivity(myintent);
}
catch(Exception e)
{
e.printStackTrace();
}
}
};
timer.start();
}
#Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
finish();
}
}
Thanks
It is because you are creating and playing your mediaplayer object on the main thread. When your activity is getting paused, you are finishing the activity which is stopping your mediaplayer. If you want to keep you music independent of the activity, offshore it to a service.
Running in a Service should help you.
I am using below code.
import android.app.Activity;
import android.os.Bundle;
import android.provider.ContactsContract.Data;
import android.util.Log;
public class ActivityDemoActivity extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
new Thread(new Runnable() {
#Override
public void run() {
int i=0;
while(true){
try {
Thread.sleep(100);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
Log.i("DATA", "Data.CONTENT_TYPE......"+(i++));
}
}
}).start();
}
#Override
public void onBackPressed(){
finish();
}
}
When I press Back button of device still thread is working in background.
My questions are...
when thread will stop?
Then why we required services in android?
Thank You.
Answers:
1 - it will stop after 100 milliseconds
2 - you need something to work in the background like a service that wakes up and
performs a function without there being a user to initiate it. Or you want to have
a progressDialog that tells the user some work is happening rather than let the user
assume the UI is frozen. Without the background service, your UI is left with an app
that doesn't respond while the work is happening.
Services are basically used for performing long-running application on the background.If you are using any network operations or playing musing or something like that, services are very much helpful..