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?
gamePanelextends fromSurfaceViewand receives your input (throughonTouchEvent()). In other words, its your UI thread. When you are callinggamePanel.onDraw(canvas)It is blocking (waiting for hardware to draw on thecanvas) and so you get ANR.The
MainThreadseems to be the rendering thread (seeing as how it owns thecanvas), and it should be the only one rendering. Your game logic should go in theMainGamePanelor in a separate thread altogether.So ideally I would have three threads: