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Home/ Questions/Q 648515
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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T21:50:29+00:00 2026-05-13T21:50:29+00:00

I have some trouble achieving adequate real-time performance from my application and wondering if

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I have some trouble achieving adequate real-time performance from my application and wondering if I’ve architect-ed it sub-optimally. The requirement is for the application to play a sound and draw a line on a Canvas at a user specified time interval.

I have a Thread that sleeps for the user-specified time interval, wakes up and uses a Handler and Runnable to do the required drawing and sound playback. When I run the application, the beat is steady sometimes, but other times, you can see the effect of GC and random warning conditions from the AudioFlinger.

Is having a Timer thread post back to the GUI thread via Handler/Runnable the best approach? Is there something I can do to bump up the priority of my app while it is visible so that other apps and Android activity are less likely to interrupt it? Do I need to use the NDK to access real-time features not present in the Java API?

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  1. Editorial Team
    Editorial Team
    2026-05-13T21:50:29+00:00Added an answer on May 13, 2026 at 9:50 pm

    It sounds like what you want to have going is a game loop. There are many tutorials out there on creating game loops with more consistant timing that just sleeping, for example simple java android game loop. You might try searching based on that term, see if it helps.

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