I'm trying to implement a thread with some simple Android animation. I'm just getting an error with sleep() - It says I need a method for it. I know there is probably an obvious solution. My app just places a ball that moves in a circle at a random location. What I want is to continue placing shapes at random locations. Anyway, can someone please tell what I'm doing wrong with my thread? Thanks.
public class DrawingTheBall extends View {
Bitmap bball;
Random randX, randY;
double theta;
Handler m_handler;
Runnable m_handlerTask; //for some reason I get a syntax error here
m_handler = new Handler();
public DrawingTheBall(Context context) {
super(context);
// TODO Auto-generated constructor stub
bball = BitmapFactory.decodeResource(getResources(), R.drawable.blueball);
//randX = 1 + (int)(Math.random()*500);
//randY = 1 + (int)(Math.random()*500);
randX = new Random();
randY = new Random();
theta = 45;
new Thread(this).start();
}
public void onDraw(Canvas canvas){
super.onDraw(canvas);
//Radius, angle, and coordinates for circle motion
float a = 50;
float b = 50;
float r = 50;
int x = 0;
int y = 0;
theta = theta + Math.toRadians(2);
//move ball in circle
if(x < canvas.getWidth()){
x = randX.nextInt() + (int) (a +r*Math.cos(theta));
}else{
x = 0;
}
if(y < canvas.getHeight()){
y = randY.nextInt() + (int) (b +r*Math.sin(theta));
}else{
y = 0;
}
Paint p = new Paint();
}
m_handlerTask = new Runnable()
{
@Override
public void run() {
// do something
m_handler.postDelayed(m_handlerTask, 1000);
invalidate();
}
};
m_handlerTask.run();
}
}
If you implement Thread or HandlerThread, be sure that your UI thread does not block while waiting for the worker thread to complete—do not call Thread.wait()
or Thread.sleep()
.
http://developer.android.com/training/articles/perf-anr.html
Instead of blocking while waiting for a worker thread to complete, your main thread should provide a Handler
for the other threads to post back to upon completion.
Using a Handler
Handler m_handler;
Runnable m_handlerTask ;
m_handler = new Handler();
m_handlerTask = new Runnable()
{
@Override
public void run() {
// do something
m_handler.postDelayed(m_handlerTask, 1000); // instad of 1000 mention the delay in milliseconds
}
};
m_handlerTask.run();
When you require to cancel the handler use m_handler.removeCallbacks(m_handlerTask);
Example:
public class MainActivity extends Activity {
RelativeLayout rl;
int x = 0,y=0;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
rl = (RelativeLayout) findViewById(R.id.rl);
CustomView cv = new CustomView(this);
rl.addView(cv);
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.main, menu);
return true;
}
public class CustomView extends View {
Bitmap bball;
Random randX, randY;
double theta;
Handler m_handler;
Paint p ;
int width;
int height;
Runnable m_handlerTask;
public CustomView(Context context) {
super(context);
// TODO Auto-generated constructor stub
p= new Paint();
bball = BitmapFactory.decodeResource(getResources(), R.drawable.ic_launcher);
//randX = 1 + (int)(Math.random()*500);
//randY = 1 + (int)(Math.random()*500);
randX = new Random();
randY = new Random();
theta = 45;
m_handler = new Handler();
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
// TODO Auto-generated method stub
super.onSizeChanged(w, h, oldw, oldh);
width =w;
height=h;
}
public void move()
{
m_handlerTask = new Runnable()
{
@Override
public void run() {
//theta = theta + Math.toRadians(2);
if(x<300)
{
x= x+10;
invalidate();
}
else if(x>300)
{
x=0;
m_handler.removeCallbacks(m_handlerTask);
}
// canvas.drawBitmap(bball, x, y, p);
m_handler.postDelayed(m_handlerTask, 3000);
}
};
m_handlerTask.run();
}
public void onDraw(final Canvas canvas){
super.onDraw(canvas);
canvas.drawBitmap(bball, x, y, p);
if(x<300)
{
move();
}
else
{
m_handler.removeCallbacks(m_handlerTask);
}
}
}
}