Reputation: 9414
I have made an example that extend SurfaceView
and Thread
to draw some objects on canvas in Android but I'm facing two problems.
When press back button the application closed and then show me that "Unfortunately, your example has stopped".
When change the orientation from "Portrait" to "Landscape" or VS , the application failed to adjust the new screen and does not update the drawing then it is crash and show the same message "Unfortunately, your example has stopped".
Please review code:
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// TODO implement this method
holder.getSurface().setSize(width, height);
holder.setFormat(format);
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
// at this point the surface is created and
// we can safely start the game loop
thread.setRunning(true);
thread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// tell the thread to shut down and wait for it to finish
// this is a clean shutdown
boolean retry = true;
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
// try again shutting down the thread
}
}
}
When I check the logcat I found the following line that the problem in this part
@Override
public void run() {
Canvas canvas;
// initialise timing elements for stat gathering
initTimingElements();
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
sleepTime = 0;
while (running) {
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try {
canvas = this.surfaceHolder.lockCanvas();
LoggerHandler.log("canvas : " + canvas);
synchronized (surfaceHolder) {
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// 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
this.gamePanel.update(); // update without rendering
sleepTime += FRAME_PERIOD; // add frame period to check
// if in next frame
framesSkipped++;
}
// for statistics
framesSkippedPerStatCycle += framesSkipped;
// calling the routine to store the gathered statistics
storeStats();
}
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
The problem in this line:
canvas = this.surfaceHolder.lockCanvas();
It is return null
when change the orientation.
Upvotes: 1
Views: 3457
Reputation: 21
I had the same problem. Solution: just check canvas for non null. In my tests:
try {
canvas = surfaceHolder.lockCanvas(null);
if(canvas != null){
synchronized (surfaceHolder) {
canvas.drawColor(Color.BLACK);
canvas.drawBitmap(picture, 0, 0 , null);
}
}
}
finally {
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
Upvotes: 2