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Java 以下代码的哪些部分在单独的线程中运行?_Java_Android_Multithreading - Fatal编程技术网

Java 以下代码的哪些部分在单独的线程中运行?

Java 以下代码的哪些部分在单独的线程中运行?,java,android,multithreading,Java,Android,Multithreading,) 我有一个onCreate方法,如下所示: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCRE

)

我有一个onCreate方法,如下所示:

  @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

    requestWindowFeature(Window.FEATURE_NO_TITLE);
    getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
            WindowManager.LayoutParams.FLAG_FULLSCREEN);

    boolean isLandscape = getResources().getConfiguration().orientation == Configuration.ORIENTATION_LANDSCAPE;
    int frameBufferWidth = isLandscape ? 480 : 320;
    int frameBufferHeight = isLandscape ? 320 : 480;
    Bitmap frameBuffer = Bitmap.createBitmap(frameBufferWidth,
            frameBufferHeight, Config.RGB_565);

    float scaleX = (float) frameBufferWidth
            / getWindowManager().getDefaultDisplay().getWidth();
    float scaleY = (float) frameBufferHeight
            / getWindowManager().getDefaultDisplay().getHeight();

    renderView = new AndroidFastRenderView(this, frameBuffer);
    graphics = new AndroidGraphics(getAssets(), frameBuffer);
    fileIO = new AndroidFileIO(this);
    audio = new AndroidAudio(this);
    input = new AndroidInput(this, renderView, scaleX, scaleY);
    screen = getStartScreen();
    setContentView(renderView);

    PowerManager powerManager = (PowerManager) getSystemService(Context.POWER_SERVICE);
    wakeLock = powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, "GLGame");
}
最有趣的一行是:

renderView = new AndroidFastRenderView(this, frameBuffer);
类AndroidFasterEnderView(此,帧缓冲区)的代码:

稍后在我的活动中,有一个onResume方法,它在onCreate之后执行:

 @Override
        public void onResume() {
            super.onResume();
            wakeLock.acquire();
            screen.resume();
            renderView.resume();
        }
在这里,您可以看到renderView对象的resume方法被执行,它创建了一个新线程(将其与anroidfastenderview进行比较)

现在我的问题。新线程执行run方法包含的代码。此代码负责在显示器上绘制某些内容。但我不明白在新线程中将执行什么,不执行什么。下面是一个屏幕示例:

public class MainMenuScreen extends Screen {
    public MainMenuScreen(Game game) {
        super(game);               
    }   

    public void update(float deltaTime) {
        Graphics g = game.getGraphics();
        List<TouchEvent> touchEvents = game.getInput().getTouchEvents();
        game.getInput().getKeyEvents();       

        int len = touchEvents.size();
        for(int i = 0; i < len; i++) {
            TouchEvent event = touchEvents.get(i);
            if(event.type == TouchEvent.TOUCH_UP) {
                if(inBounds(event, 0, g.getHeight() - 64, 64, 64)) {
                    Settings.soundEnabled = !Settings.soundEnabled;
                    if(Settings.soundEnabled)
                        Assets.click.play(1);
                }
                if(inBounds(event, 64, 220, 192, 42) ) {
                    game.setScreen(new GameScreen(game));
                    if(Settings.soundEnabled)
                        Assets.click.play(1);
                    return;
                }
                if(inBounds(event, 64, 220 + 42, 192, 42) ) {
                    game.setScreen(new HighscoreScreen(game));
                    if(Settings.soundEnabled)
                        Assets.click.play(1);
                    return;
                }
                if(inBounds(event, 64, 220 + 84, 192, 42) ) {
                    game.setScreen(new HelpScreen(game));
                    if(Settings.soundEnabled)
                        Assets.click.play(1);
                    return;
                }
            }
        }
    }

    private boolean inBounds(TouchEvent event, int x, int y, int width, int height) {
        if(event.x > x && event.x < x + width - 1 && 
           event.y > y && event.y < y + height - 1) 
            return true;
        else
            return false;
    }

    public void present(float deltaTime) {
        Graphics g = game.getGraphics();

        g.drawPixmap(Assets.background, 0, 0);
        g.drawPixmap(Assets.logo, 32, 20);
        g.drawPixmap(Assets.mainMenu, 64, 220);
        if(Settings.soundEnabled)
            g.drawPixmap(Assets.buttons, 0, 416, 0, 0, 64, 64);
        else
            g.drawPixmap(Assets.buttons, 0, 416, 64, 0, 64, 64);
    }

    public void pause() {        
        Settings.save(game.getFileIO());
    }

    public void resume() {

    }

    public void dispose() {

    }
}
这两行执行我的MainMenuScreen示例的update和present方法。在我看来,这仍然会发生在相同的新线程。所以现在发生的一切都是由新线程完成的。在activity类中的onResume方法之后,就没有什么要做的了,所以旧线程就没有什么要做的了。在我看来,没有什么是并行发生的,但这实际上是额外线程的原因

我错在哪里

很抱歉问了这么长的问题。我希望你能帮助我

问候 彼得


注:代码来自《开始Android游戏》一书。简而言之:如果你调用一个方法,它总是和你在同一个线程上运行。此外,这个问题中确实有很多数据与实际问题无关。对不起,可能代码太多了。在我看来,主线程执行渲染线程,由于这一点,所有的事情都是由渲染线程完成的,主线程不再需要做任何事情。那么,这条线的目的是什么呢?通常我使用它们并行执行代码。
public class MainMenuScreen extends Screen {
    public MainMenuScreen(Game game) {
        super(game);               
    }   

    public void update(float deltaTime) {
        Graphics g = game.getGraphics();
        List<TouchEvent> touchEvents = game.getInput().getTouchEvents();
        game.getInput().getKeyEvents();       

        int len = touchEvents.size();
        for(int i = 0; i < len; i++) {
            TouchEvent event = touchEvents.get(i);
            if(event.type == TouchEvent.TOUCH_UP) {
                if(inBounds(event, 0, g.getHeight() - 64, 64, 64)) {
                    Settings.soundEnabled = !Settings.soundEnabled;
                    if(Settings.soundEnabled)
                        Assets.click.play(1);
                }
                if(inBounds(event, 64, 220, 192, 42) ) {
                    game.setScreen(new GameScreen(game));
                    if(Settings.soundEnabled)
                        Assets.click.play(1);
                    return;
                }
                if(inBounds(event, 64, 220 + 42, 192, 42) ) {
                    game.setScreen(new HighscoreScreen(game));
                    if(Settings.soundEnabled)
                        Assets.click.play(1);
                    return;
                }
                if(inBounds(event, 64, 220 + 84, 192, 42) ) {
                    game.setScreen(new HelpScreen(game));
                    if(Settings.soundEnabled)
                        Assets.click.play(1);
                    return;
                }
            }
        }
    }

    private boolean inBounds(TouchEvent event, int x, int y, int width, int height) {
        if(event.x > x && event.x < x + width - 1 && 
           event.y > y && event.y < y + height - 1) 
            return true;
        else
            return false;
    }

    public void present(float deltaTime) {
        Graphics g = game.getGraphics();

        g.drawPixmap(Assets.background, 0, 0);
        g.drawPixmap(Assets.logo, 32, 20);
        g.drawPixmap(Assets.mainMenu, 64, 220);
        if(Settings.soundEnabled)
            g.drawPixmap(Assets.buttons, 0, 416, 0, 0, 64, 64);
        else
            g.drawPixmap(Assets.buttons, 0, 416, 64, 0, 64, 64);
    }

    public void pause() {        
        Settings.save(game.getFileIO());
    }

    public void resume() {

    }

    public void dispose() {

    }
}
game.getCurrentScreen().update(deltaTime);
game.getCurrentScreen().present(deltaTime);