I have the following code which works perfectly to continuously update the screen with a bitmap.
public class render extends Activity
{
@Override
public void onCreate(Bundle savedInstanceState)
{
super开发者_如何学Go.onCreate(savedInstanceState);
setContentView(new myView(this));
}
static {
System.loadLibrary("render");
}
}
class myView extends View
{
private int[] mColors;
private Bitmap mBitmap;
private static native int[] renderBitmap();
public myView(Context context)
{
super(context);
}
@Override
protected void onDraw(Canvas canvas)
{
mColors = renderBitmap();
mBitmap = Bitmap.createBitmap(mColors, 64, 64, Bitmap.Config.ARGB_8888);
mBitmap = Bitmap.createScaledBitmap(mBitmap, 256, 256, false);
canvas.drawBitmap(mBitmap, 8, 8, null);
// force a redraw
invalidate();
}
}
The problem is I have since added an options menu. When I press the menu key, my app freezes, I'm guessing because the UI thread is blocked. What is the best way to handle this?
Thanks in advance.
Edit: I have tried to use Asynctask without success:
public class render extends Activity
{
public Bitmap mBitmap;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(new myView(this));
}
private static native int[] renderBitmap();
static
{
System.loadLibrary("render");
}
private class renderTask extends AsyncTask<Void, Void, Bitmap>
{
@Override
protected Bitmap doInBackground(Void... params)
{
int[] mColors;
mColors = renderBitmap();
mBitmap = Bitmap.createBitmap(mColors, 64, 64, Bitmap.Config.ARGB_8888);
mBitmap = Bitmap.createScaledBitmap(mBitmap, 256, 256, false);
return mBitmap;
}
@Override
protected void onPostExecute(Bitmap result)
{
mBitmap = result;
}
}
class myView extends View
{
public myView(Context context)
{
super(context);
}
@Override
protected void onDraw(Canvas canvas)
{
new renderTask().execute();
canvas.drawBitmap(mBitmap, 112, 8, null);
// force a redraw
//invalidate();
}
}
}
You may want to extend SurfaceView
instead, to let android manage the drawing in a separate thread.
See the dev guide for a better explanation: http://developer.android.com/guide/topics/graphics/index.html
Your best bet is to use an AsyncTask to do the heavy lifting in the background. Google has a helpful tutorial here.
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