Donate to e Foundation | Murena handsets with /e/OS | Own a part of Murena! Learn more

Commit 4c59230a authored by Joe Malin's avatar Joe Malin Committed by Android Git Automerger
Browse files

am d4289c6e: am c84b3603: am 8dd6275e: Android Training: Multiple Threads

* commit 'd4289c6e':
  Android Training: Multiple Threads
parents 34bdf0ab d4289c6e
Loading
Loading
Loading
Loading
+263 −0
Original line number Original line Diff line number Diff line
page.title=Communicating with the UI Thread

trainingnavtop=true
@jd:body

<div id="tb-wrapper">
<div id="tb">

<!-- table of contents -->
<h2>This lesson teaches you to</h2>
<ol>
  <li><a href="#Handler">Define a Handler on the UI Thread</a></li>
  <li><a href="#MoveValues">Move Data from a Task to the UI Thread</a>
</ol>

<h2>You should also read</h2>
<ul>
  <li><a href="{@docRoot}guide/components/processes-and-threads.html">Processes and Threads</a></li>
</ul>


<h2>Try it out</h2>
<div class="download-box">
    <a href="{@docRoot}shareables/training/ThreadSample.zip" class="button">Download the sample</a>
    <p class="filename">ThreadSample.zip</p>
</div>

</div>
</div>
<p>
    In the previous lesson you learned how to start a task on a thread managed by
    {@link java.util.concurrent.ThreadPoolExecutor}. This final lesson shows you how to send data
    from the task to objects running on the user interface (UI) thread. This feature allows your
    tasks to do background work and then move the results to UI elements such as bitmaps.
</p>
<p>
    Every app has its own special thread that runs UI objects such as {@link android.view.View}
    objects; this thread is called the UI thread. Only objects running on the UI thread have access
    to other objects on that thread. Because tasks that you run on a thread from a thread pool
    <em>aren't</em> running on your UI thread, they don't have access to UI objects. To move data
    from a background thread to the UI thread, use a {@link android.os.Handler} that's
    running on the UI thread.
</p>
<h2 id="Handler">Define a Handler on the UI Thread</h2>
<p>
    {@link android.os.Handler} is part of the Android system's framework for managing threads. A
    {@link android.os.Handler} object receives messages and runs code to handle the messages.
    Normally, you create a {@link android.os.Handler} for a new thread, but you can
    also create a {@link android.os.Handler} that's connected to an existing thread.
    When you connect a {@link android.os.Handler} to your UI thread, the code that handles messages
    runs on the UI thread.
</p>
<p>
    Instantiate the {@link android.os.Handler} object in the constructor for the class that
    creates your thread pools, and store the object in a global variable. Connect it to the UI
    thread by instantiating it with the {@link android.os.Handler#Handler(Looper) Handler(Looper)}
    constructor. This constructor uses a {@link android.os.Looper} object, which is another part of
    the Android system's thread management framework. When you instantiate a
    {@link android.os.Handler} based on a particular {@link android.os.Looper} instance, the
    {@link android.os.Handler} runs on the same thread as the {@link android.os.Looper}.
    For example:
</p>
<pre>
private PhotoManager() {
...
    // Defines a Handler object that's attached to the UI thread
    mHandler = new Handler(Looper.getMainLooper()) {
    ...
</pre>
<p>
    Inside the {@link android.os.Handler}, override the {@link android.os.Handler#handleMessage
    handleMessage()} method. The Android system invokes this method when it receives a new message
    for a thread it's managing; all of the {@link android.os.Handler} objects for a particular
    thread receive the same message. For example:
</p>
<pre>
        /*
         * handleMessage() defines the operations to perform when
         * the Handler receives a new Message to process.
         */
        &#64;Override
        public void handleMessage(Message inputMessage) {
            // Gets the image task from the incoming Message object.
            PhotoTask photoTask = (PhotoTask) inputMessage.obj;
            ...
        }
    ...
    }
}
The next section shows how to tell the {@link android.os.Handler} to move data.
</pre>
<h2 id="MoveValues">Move Data from a Task to the UI Thread</h2>
<p>
    To move data from a task object running on a background thread to an object on the UI thread,
    start by storing references to the data and the UI object in the task object. Next, pass the
    task object and a status code to the object that instantiated the {@link android.os.Handler}.
    In this object, send a {@link android.os.Message} containing the status and the task object to
    the {@link android.os.Handler}. Because {@link android.os.Handler} is running on the UI thread,
    it can move the data to the UI object.

<h3>Store data in the task object</h3>
<p>
    For example, here's a {@link java.lang.Runnable}, running on a background thread, that decodes a
    {@link android.graphics.Bitmap} and stores it in its parent object <code>PhotoTask</code>.
    The {@link java.lang.Runnable} also stores the status code <code>DECODE_STATE_COMPLETED</code>.
</p>
<pre>
// A class that decodes photo files into Bitmaps
class PhotoDecodeRunnable implements Runnable {
    ...
    PhotoDecodeRunnable(PhotoTask downloadTask) {
        mPhotoTask = downloadTask;
    }
    ...
    // Gets the downloaded byte array
    byte[] imageBuffer = mPhotoTask.getByteBuffer();
    ...
    // Runs the code for this task
    public void run() {
        ...
        // Tries to decode the image buffer
        returnBitmap = BitmapFactory.decodeByteArray(
                imageBuffer,
                0,
                imageBuffer.length,
                bitmapOptions
        );
        ...
        // Sets the ImageView Bitmap
        mPhotoTask.setImage(returnBitmap);
        // Reports a status of "completed"
        mPhotoTask.handleDecodeState(DECODE_STATE_COMPLETED);
        ...
    }
    ...
}
...
</pre>
<p>
    <code>PhotoTask</code> also contains a handle to the {@link android.widget.ImageView} that
    displays the {@link android.graphics.Bitmap}. Even though references to
    the {@link android.graphics.Bitmap} and {@link android.widget.ImageView} are in the same object,
    you can't assign the {@link android.graphics.Bitmap} to the {@link android.widget.ImageView},
    because you're not currently running on the UI thread.
</p>
<p>
    Instead, the next step is to send this status to the <code>PhotoTask</code> object.
</p>
<h3>Send status up the object hierarchy</h3>
<p>
    <code>PhotoTask</code> is the next higher object in the hierarchy. It maintains references to
    the decoded data and the {@link android.view.View} object that will show the data. It receives
    a status code from <code>PhotoDecodeRunnable</code> and passes it along to the object that
    maintains thread pools and instantiates {@link android.os.Handler}:
</p>
<pre>
public class PhotoTask {
    ...
    // Gets a handle to the object that creates the thread pools
    sPhotoManager = PhotoManager.getInstance();
    ...
    public void handleDecodeState(int state) {
        int outState;
        // Converts the decode state to the overall state.
        switch(state) {
            case PhotoDecodeRunnable.DECODE_STATE_COMPLETED:
                outState = PhotoManager.TASK_COMPLETE;
                break;
            ...
        }
        ...
        // Calls the generalized state method
        handleState(outState);
    }
    ...
    // Passes the state to PhotoManager
    void handleState(int state) {
        /*
         * Passes a handle to this task and the
         * current state to the class that created
         * the thread pools
         */
        sPhotoManager.handleState(this, state);
    }
    ...
}
</pre>
<h3>Move data to the UI</h3>
<p>
    From the <code>PhotoTask</code> object, the <code>PhotoManager</code> object receives a status
    code and a handle to the <code>PhotoTask</code> object. Because the status is
    <code>TASK_COMPLETE</code>, creates a {@link android.os.Message} containing the state and task
    object and sends it to the {@link android.os.Handler}:
</p>
<pre>
public class PhotoManager {
    ...
    // Handle status messages from tasks
    public void handleState(PhotoTask photoTask, int state) {
        switch (state) {
            ...
            // The task finished downloading and decoding the image
            case TASK_COMPLETE:
                /*
                 * Creates a message for the Handler
                 * with the state and the task object
                 */
                Message completeMessage =
                        mHandler.obtainMessage(state, photoTask);
                completeMessage.sendToTarget();
                break;
            ...
        }
        ...
    }
</pre>
<p>
    Finally, {@link android.os.Handler#handleMessage Handler.handleMessage()} checks the status
    code for each incoming {@link android.os.Message}. If the status code is
    <code>TASK_COMPLETE</code>, then the task is finished, and the <code>PhotoTask</code> object
    in the {@link android.os.Message} contains both a {@link android.graphics.Bitmap} and an
    {@link android.widget.ImageView}. Because
    {@link android.os.Handler#handleMessage Handler.handleMessage()} is
    running on the UI thread, it can safely move the {@link android.graphics.Bitmap} to the
    {@link android.widget.ImageView}:
</p>
<pre>
    private PhotoManager() {
        ...
            mHandler = new Handler(Looper.getMainLooper()) {
                &#64;Override
                public void handleMessage(Message inputMessage) {
                    // Gets the task from the incoming Message object.
                    PhotoTask photoTask = (PhotoTask) inputMessage.obj;
                    // Gets the ImageView for this task
                    PhotoView localView = photoTask.getPhotoView();
                    ...
                    switch (inputMessage.what) {
                        ...
                        // The decoding is done
                        case TASK_COMPLETE:
                            /*
                             * Moves the Bitmap from the task
                             * to the View
                             */
                            localView.setImageBitmap(photoTask.getImage());
                            break;
                        ...
                        default:
                            /*
                             * Pass along other messages from the UI
                             */
                            super.handleMessage(inputMessage);
                    }
                    ...
                }
                ...
            }
            ...
    }
...
}
</pre>
+238 −0
Original line number Original line Diff line number Diff line
page.title=Creating a Manager for Multiple Threads

trainingnavtop=true
@jd:body

<div id="tb-wrapper">
<div id="tb">

<!-- table of contents -->
<h2>This lesson teaches you to</h2>
<ol>
  <li><a href="#ClassStructure">Define the Thread Pool Class</a>
  <li><a href="#PoolParameters">Determine the Thread Pool Parameters</a></li>
  <li><a href="#ThreadPool">Create a Pool of Threads</a></li>
</ol>

<!-- other docs (NOT javadocs) -->
<h2>You should also read</h2>
<ul>
  <li><a href="{@docRoot}guide/components/processes-and-threads.html">Processes and Threads</a></li>
</ul>

<h2>Try it out</h2>
<div class="download-box">
    <a href="{@docRoot}shareables/training/ThreadSample.zip" class="button">Download the sample</a>
    <p class="filename">ThreadSample.zip</p>
</div>


</div>
</div>

<p>
    The previous lesson showed how to define a task that executes on a
    separate thread. If you only want to run the task once, this may be all you need. If you want
    to run a task repeatedly on different sets of data, but you only need one execution running at a
    time, an {@link android.app.IntentService} suits your needs. To automatically run tasks
    as resources become available, or to allow multiple tasks to run at the same time (or both),
    you need to provide a managed collection of threads. To do this, use an instance of
    {@link java.util.concurrent.ThreadPoolExecutor}, which runs a task from a queue when a thread
    in its pool becomes free. To run a task, all you have to do is add it to the queue.
</p>
<p>
    A thread pool can run multiple parallel instances of a task, so you should ensure that your
    code is thread-safe. Enclose variables that can be accessed by more than one thread in a
    <code>synchronized</code> block. This approach will prevent one thread from reading the variable
    while another is writing to it. Typically, this situation arises with static variables, but it
    also occurs in any object that is only instantiated once. To learn more about this, read the
    <a href="{@docRoot}http://developer.android.com/guide/components/processes-and-threads.html">
    Processes and Threads</a> API guide.
    
</p>
<h2 id="ClassStructure">Define the Thread Pool Class</h2>
<p>
    Instantiate {@link java.util.concurrent.ThreadPoolExecutor} in its own class. Within this class,
    do the following:
</p>
<dl>
    <dt>
        Use static variables for thread pools
    </dt>
    <dd>
        You may only want a single instance of a thread pool for your app, in order to have a
        single control point for restricted CPU or network resources. If you have different
        {@link java.lang.Runnable} types, you may want to have a thread pool for each one, but each
        of these can be a single instance. For example, you can add this as part of your
        global field declarations:
<pre>
public class PhotoManager {
    ...
    static  {
        ...
        // Creates a single static instance of PhotoManager
        sInstance = new PhotoManager();
    }
    ...
</pre>
    </dd>
    <dt>
        Use a private constructor
    </dt>
    <dd>
        Making the constructor private ensures that it is a singleton, which means that you don't
        have to enclose accesses to the class in a <code>synchronized</code> block:
<pre>
public class PhotoManager {
    ...
    /**
     * Constructs the work queues and thread pools used to download
     * and decode images. Because the constructor is marked private,
     * it's unavailable to other classes, even in the same package.
     */
    private PhotoManager() {
    ...
    }
</pre>
    </dd>
    <dt>
        Start your tasks by calling methods in the thread pool class.
    </dt>
    <dd>
        Define a method in the thread pool class that adds a task to a thread pool's queue. For
        example:
<pre>
public class PhotoManager {
    ...
    // Called by the PhotoView to get a photo
    static public PhotoTask startDownload(
        PhotoView imageView,
        boolean cacheFlag) {
        ...
        // Adds a download task to the thread pool for execution
        sInstance.
                mDownloadThreadPool.
                execute(downloadTask.getHTTPDownloadRunnable());
        ...
    }
</pre>
    </dd>
    <dt>
        Instantiate a {@link android.os.Handler} in the constructor and attach it to your app's
        UI thread.
    </dt>
    <dd>
        A {@link android.os.Handler} allows your app to safely call the methods of UI objects
        such as {@link android.view.View} objects. Most UI objects may only be safely altered from
        the UI thread. This approach is described in more detail in the lesson
        <a href="communicate-ui.html">Communicate with the UI Thread</a>. For example:
<pre>
    private PhotoManager() {
    ...
        // Defines a Handler object that's attached to the UI thread
        mHandler = new Handler(Looper.getMainLooper()) {
            /*
             * handleMessage() defines the operations to perform when
             * the Handler receives a new Message to process.
             */
            &#64;Override
            public void handleMessage(Message inputMessage) {
                ...
            }
        ...
        }
    }
</pre>
    </dd>
</dl>
<h2 id="PoolParameters">Determine the Thread Pool Parameters</h2>
<p>
    Once you have the overall class structure, you can start defining the thread pool. To
    instantiate a {@link java.util.concurrent.ThreadPoolExecutor} object, you need the
    following values:
</p>
<dl>
    <dt>
        Initial pool size and maximum pool size
    </dt>
    <dd>
        The initial number of threads to allocate to the pool, and the maximum allowable number.
        The number of threads you can have in a thread pool depends primarily on the number of cores
        available for your device. This number is available from the system environment:
<pre>
public class PhotoManager {
...
    /*
     * Gets the number of available cores
     * (not always the same as the maximum number of cores)
     */
    private static int NUMBER_OF_CORES =
            Runtime.getRuntime().availableProcessors();
}
</pre>
        This number may not reflect the number of physical cores in the device; some devices have
        CPUs that deactivate one or more cores depending on the system load. For these devices,
        {@link java.lang.Runtime#availableProcessors availableProcessors()} returns the number of
        <i>active</i> cores, which may be less than the total number of cores.
    </dd>
    <dt>
        Keep alive time and time unit
    </dt>
    <dd>
        The duration that a thread will remain idle before it shuts down. The duration is
        interpreted by the time unit value, one of the constants defined in
        {@link java.util.concurrent.TimeUnit}.
    </dd>
    <dt>
        A queue of tasks
    </dt>
    <dd>
        The incoming queue from which {@link java.util.concurrent.ThreadPoolExecutor} takes
        {@link java.lang.Runnable} objects. To start code on a thread, a thread pool manager takes a
        {@link java.lang.Runnable} object from a first-in, first-out queue and attaches it to the
        thread. You provide this queue object when you create the thread pool, using any queue class
        that implements the {@link java.util.concurrent.BlockingQueue} interface. To match the
        requirements of your app, you can choose from the available queue implementations; to learn
        more about them, see the class overview for {@link java.util.concurrent.ThreadPoolExecutor}.
        This example uses the {@link java.util.concurrent.LinkedBlockingQueue} class:
<pre>
public class PhotoManager {
    ...
    private PhotoManager() {
        ...
        // A queue of Runnables
        private final BlockingQueue&lt;Runnable&gt; mDecodeWorkQueue;
        ...
        // Instantiates the queue of Runnables as a LinkedBlockingQueue
        mDecodeWorkQueue = new LinkedBlockingQueue&lt;Runnable&gt;();
        ...
    }
    ...
}
</pre>
    </dd>
</dl>
<h2 id="ThreadPool">Create a Pool of Threads</h2>
<p>
    To create a pool of threads, instantiate a thread pool manager by calling
    {@link java.util.concurrent.ThreadPoolExecutor#ThreadPoolExecutor ThreadPoolExecutor()}.
    This creates and manages a constrained group of threads. Because the initial pool size and
    the maximum pool size are the same, {@link java.util.concurrent.ThreadPoolExecutor} creates
    all of the thread objects when it is instantiated. For example:
</p>
<pre>
    private PhotoManager() {
        ...
        // Sets the amount of time an idle thread waits before terminating
        private static final int KEEP_ALIVE_TIME = 1;
        // Sets the Time Unit to seconds
        private static final TimeUnit KEEP_ALIVE_TIME_UNIT = TimeUnit.SECONDS;
        // Creates a thread pool manager
        mDecodeThreadPool = new ThreadPoolExecutor(
                NUMBER_OF_CORES,       // Initial pool size
                NUMBER_OF_CORES,       // Max pool size
                KEEP_ALIVE_TIME,
                KEEP_ALIVE_TIME_UNIT,
                mDecodeWorkQueue);
    }
</pre>
+110 −0
Original line number Original line Diff line number Diff line
page.title=Specifying the Code to Run on a Thread

trainingnavtop=true
@jd:body

<div id="tb-wrapper">
<div id="tb">

<!-- table of contents -->
<h2>This lesson teaches you to</h2>
<ol>
  <li><a href="#ExtendClass">Define a Class that Implements Runnable</a></li>
  <li><a href="#RunMethod">Implement the run() Method</a>
</ol>

<h2>You should also read</h2>
<ul>
  <li><a href="{@docRoot}guide/components/processes-and-threads.html">Processes and Threads</a></li>
</ul>


<h2>Try it out</h2>
<div class="download-box">
    <a href="{@docRoot}shareables/training/ThreadSample.zip" class="button">Download the sample</a>
    <p class="filename">ThreadSample.zip</p>
</div>
</div>

</div>
</div>

<p>
    This lesson shows you how to implement a {@link java.lang.Runnable} class, which runs the code
    in its {@link java.lang.Runnable#run Runnable.run()} method on a separate thread. You can also
    pass a {@link java.lang.Runnable} to another object that can then attach it to a thread and
    run it. One or more {@link java.lang.Runnable} objects that perform a particular operation are
    sometimes called a <i>task</i>.
</p>
<p>
    {@link java.lang.Thread} and {@link java.lang.Runnable} are basic classes that, on their own,
    have only limited power. Instead, they're the basis of powerful Android classes such as
    {@link android.os.HandlerThread}, {@link android.os.AsyncTask}, and
    {@link android.app.IntentService}. {@link java.lang.Thread} and {@link java.lang.Runnable} are
    also the basis of the class {@link java.util.concurrent.ThreadPoolExecutor}. This class
    automatically manages threads and task queues, and can even run multiple threads in parallel.
</p>
<h2 id="ExtendClass">Define a Class that Implements Runnable</h2>
<p>
    Implementing a class that implements {@link java.lang.Runnable} is straightforward. For example:
</p>
<pre>
public class PhotoDecodeRunnable implements Runnable {
    ...
    &#64;Override
    public void run() {
        /*
         * Code you want to run on the thread goes here
         */
        ...
    }
    ...
}
</pre>
<h2 id="RunMethod">Implement the run() Method</h2>
<p>
    In the class, the {@link java.lang.Runnable#run Runnable.run()} method contains the
    code that's executed. Usually, anything is allowable in a {@link java.lang.Runnable}. Remember,
    though, that the {@link java.lang.Runnable} won't be running on the UI thread, so it can't
    directly modify UI objects such as {@link android.view.View} objects. To communicate with
    the UI thread, you have to use the techniques described in the lesson
    <a href="communicate-ui.html">Communicate with the UI Thread</a>.
</p>
<p>
    At the beginning of the {@link java.lang.Runnable#run run()} method, set the thread to use
    background priority by calling
    {@link android.os.Process#setThreadPriority Process.setThreadPriority()} with
    {@link android.os.Process#THREAD_PRIORITY_BACKGROUND}. This approach reduces
    resource competition between the {@link java.lang.Runnable} object's thread and the UI
    thread.
</p>
<p>
    You should also store a reference to the {@link java.lang.Runnable} object's
    {@link java.lang.Thread} in the {@link java.lang.Runnable} itself, by calling
    {@link java.lang.Thread#currentThread() Thread.currentThread()}.
</p>
<p>
    The following snippet shows how to set up the {@link java.lang.Runnable#run run()} method:
</p>
<pre>
class PhotoDecodeRunnable implements Runnable {
...
    /*
     * Defines the code to run for this task.
     */
    &#64;Override
    public void run() {
        // Moves the current Thread into the background
        android.os.Process.setThreadPriority(android.os.Process.THREAD_PRIORITY_BACKGROUND);
        ...
        /*
         * Stores the current Thread in the the PhotoTask instance,
         * so that the instance
         * can interrupt the Thread.
         */
        mPhotoTask.setImageDecodeThread(Thread.currentThread());
        ...
    }
...
}
</pre>
+83 −0

File added.

Preview size limit exceeded, changes collapsed.

+148 −0

File added.

Preview size limit exceeded, changes collapsed.

Loading