Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 929547
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 15, 20262026-05-15T20:11:28+00:00 2026-05-15T20:11:28+00:00

I’m attempting to call a method which is outside the class I’m working in

  • 0

I’m attempting to call a method which is outside the class I’m working in from an openGL thread but I’m getting a Can't create
handler inside thread that has not called Looper.prepare()
runtime exception. Does anyone know of a way around this without putting the
method in the same class?

Program breaks @ Extract cam = new Extract();

        public void onDrawFrame(GL10 gl) {
    onDrawFrameCounter++;
    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    bindCameraTexture(gl);
    System.out.println(Global.bearing);
    float bear = Global.bearing;
    gl.glLoadIdentity();
    gl.glNormal3f(0,0,1);
    System.out.println("ARRAY!: " + GLCamTest.array.length);
    p = 0;
    gl.glRotatef(bear, 1, 0, 0);
    int q = 0;
    int e = 0;  
    if(q < Global.cubes){

                Extract cam = new Extract();
                Bitmap image = cam.extractimage(q);
                final int TILE_WIDTH = 512;
                final int TILE_HEIGHT = 512;
                final int TILE_SIZE = TILE_WIDTH * TILE_HEIGHT;

                int[] pixels = new int[TILE_WIDTH];

                short[] rgb_565 = new short[TILE_SIZE];

                // Convert 8888 to 565, and swap red and green channel position:

                int i = 0;
                for (int y = 0; y < TILE_HEIGHT; y++) {
                    image.getPixels(pixels, 0, TILE_WIDTH, 0, y, TILE_WIDTH,
        1);
                    for (int x = 0; x < TILE_WIDTH; x++) {
                        int argb = pixels[x];
                        int r = 0x1f & (argb >> 19); // Take 5 bits from23..19
                        int g = 0x3f & (argb >> 10); // Take 6 bits from15..10
                        int b = 0x1f & (argb >> 3); // Take 5 bits from  7.. 3
                        int rgb = (r << 11) | (g << 5) | b;
                        rgb_565[i] = (short) rgb;
                        ++i;
                    }
                }
                ShortBuffer textureBuffer = ShortBuffer.wrap (rgb_565, 0,
        TILE_SIZE);
                gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, 48, 48, 0,
                        GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5,
        textureBuffer);

    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, e, 4);
    e = e + 4;
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, e, 4);
    e = e + 4;
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, e, 4);
    e = e + 4;
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, e, 4);
    e = e + 4;
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, e, 4);
    e = e + 4;
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, e, 4);
    e = e + 4;
    q++;
    }

}
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-15T20:11:28+00:00Added an answer on May 15, 2026 at 8:11 pm

    The error indicates that you are calling some code that expects to be called from the UI thread, but is not. The gl onDrawFrame is not called from the UI thread, hence the error.

    From the code this looks to be happening in the Extract class’ constructor. What is the class full name?

    Assuming the Extract method loads an image from the camera or similar. I would move the code doing the “extracting” out of the gl thread, you likely dont want to limit your fps by doing this conversion on the gl thread anyway 🙂 Its better doing this “as fast as possible” on a separate thread, and have the gl draw the latest.

    If you do need to make this work here, use Handler.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

No related questions found

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.