This code represents a `run` method in a multithreaded environment,...
This code represents a run
method in a multithreaded environment, typically meant to be executed when a thread is started. It's likely part of an overlay or rendering-related system in an Android application. Here's what it does step by step:
-
Set Thread Priority:
The lineandroid.os.Process.setThreadPriority(android.os.Process.THREAD_PRIORITY_BACKGROUND);
sets the thread's priority toTHREAD_PRIORITY_BACKGROUND
. This reduces the thread's importance during CPU scheduling, ensuring that foreground actions are prioritized. -
Thread Loop:
Awhile
loop executes as long asmThread
(believed to be the current thread object) is alive and not interrupted. -
Time Calculation:
- At the beginning of each iteration, the time is recorded in
t1
usingSystem.currentTimeMillis()
. - The code then runs
postInvalidate()
, which usually tells the Android framework to redraw the view by invalidating it.postInvalidate
is typically called when a view’s appearance needs to be updated or redrawn.
- At the beginning of each iteration, the time is recorded in
-
Frame Timing:
- After
postInvalidate
completes, the timetd
it took for the operation to run is calculated by measuring the difference in milliseconds between the current time andt1
.
- After
-
Frame Delay Calculation:
- The variable
sleepTime
is set to1000 / 60
, which represents the delay for a frame to achieve approximately 60 frames per second (FPS) rendering (1000ms divided by 60 frames per second results in approximately 16.67ms per frame). - The
Math.max(Math.min(0, sleepTime - td), sleepTime)
expression appears to have an error. TheMath.min(0, sleepTime - td)
will always return0
or a negative value (since it clamps at0
), which makesMath.max(negative_value, sleepTime)
always favorsleepTime
. In this case, the sleep logic is likely incorrect and might not produce proper timing behavior.
- The variable
-
Thread Sleeping:
A call toThread.sleep
pauses the thread for the calculatedsleepTime
, ensuring a delay and maintaining the desired FPS. However, due to the flaw in the sleep time calculation, the delay may not work as intended. -
InterruptedException Handling:
If the thread is interrupted (e.g., someone externally interruptsmThread
), it catches theInterruptedException
and logs the error withLog.e
.
What does the code aim to do?
This code appears to power a rendering loop, which redraws something (likely a custom View
or overlay) approximately 60 times per second. The thread ensures this by invalidating the view and then sleeping for the remaining time after rendering to regulate FPS.
Potential Issue:
- The sleep time calculation contains a logical bug. The
Math.min(0, sleepTime - td)
will cause issues ensuring the loop runs smoothly. It may prevent proper frame timing or FPS regulation. Adjustments to the calculation would be necessary for correct behavior.