minimize and getting back the display - java-me

I want to minimize my app and after the timer end get it back.
I use code below.
To minimize application use following line of code:
Display.getDisplay (MIDLET_CLASS_NAME).setCurrent (null);
To get the screen back use the following:
Display.getDisplay (MIDLET_CLASS_NAME).setCurrent (myCanvas);
But when phone display is dismissed and going to clock mode my midlet display isn't shown until press any button.
any idea?

From your question it sounds that you expect setCurrent to somehow "force" device to immediately display your screen or maybe return only after screen gets visible.
This is not so, as clearly explained in the API documentation for Display.setCurrent:
Requests that a different Displayable object be made visible on the display. The change will typically not take effect immediately. It may be delayed so that it occurs between event delivery method calls, although it is not guaranteed to occur before the next event delivery method is called. The setCurrent method returns immediately, without waiting for the change to take place...
...if the application is in the background, passing a non-null reference to setCurrent may be interpreted by the application management software as a request that the application is requesting to be brought to the foreground... These are only requests, and there is no requirement that the application management software comply with these requests in a timely fashion if at all...
Consider redesigning your MIDlet to adjust to specified behavior.
If myCanvas is an instance of Canvas, one can use showNotify() events.
For a generic Displayable screen isShown() method checks if the it is actually visible on the display.
Sometimes it could even make sense to let user explicitly confirm return from background, like
display.setCurrent(new Alert("back to foreground", "dismiss to continue...",
null, AlertType.INFO), myCanvas);

Related

can i correctly finish an android app in Kotlin, when i swipe it out?

I hope, I can formulate my question correctly and understandable.
When I write an Android App in Kotlin, I normally have a button to close the app and for example finish it with writing a file or something like that.
Now, sometimes I don't finish it with the button, but swipe it out. Then, the file is not wirtten..
Is there a Kotlin statement to catch the "swipe out" and perform some code? When I Inflate another view, at the end I have a dismiss-statement or dismiss.listener and can do some code.
example:
dialog.dismiss() or popupwindow.dismiss()
So question: is there a dismiss.app or something like that?
When your app's Activity is destroyed (either by the user swiping it away, or the system killing the app to free up some resources) it goes through the usual lifecycle steps, ending with onDestroy.
These steps also get pushed to any lifecycle-aware components that are observing that activity's lifecycle, including Fragments (like a DialogFragment) - so that will also get an onDestroy() call. Fragments can be destroyed at other times too, but you can look at the activity's lifecycle to see what's going on there if you need to.
But really, as a general rule you want to save data in something like onStop(), when the activity/fragment is going to stop being visible, i.e. it's going into the background. That's a good time to make sure you've saved all your important data and state, because the user may not be coming back, and you can't be sure onDestroy will be neatly called (e.g. there could be a crash, or the phone might suddenly lose power).
Don't rely on persisting data with the onSaveInstanceState() callback though - that's intended for saving UI state, and if the user backs out of the app / swipes it away, that's counted as a fresh start for the next time they load the app, so onSaveInstanceState won't be called (since the UI state isn't being saved). Use onStop instead (or onPause if you like - have a look at those links for more info on what the difference is)

WM_PAINT not send when using WS_EX_COMPOSITE

I'm working in a legacy application using MFC.
We have a mechanism to enable/disable controls depending on some business logic.
This mechanism is implemented in the CView-derived class. The way it works is all the views in the application derived from a common CView-derived class (CBaseView) and on the PreTranslateMessage all controls of the view are enabled/disabled.
This worked fine so far because all controls send at least WM_PAINT message when they need to be painted. So the system worked without the user having to move the mouse or anything. I recently added some drawing features and I had to use WS_EX_COMPOSITE to get ride of some flickering. With this flag activated my CView-derived class is not getting any called to PreTranslateMessage when creating the view....so the controls are not disabled until the user moves the mouse over the control.
I understand there is no way to send WM_PAINT using WS_EX_COMPOSITE but is there other message I can use to get the same behaviour???
Edited:
I am currently using the OnIdle approach but it has a big drawback, the windows doesn't become idle until after drawing all the controls...so when you enter the screen al controls are enabled and inmediately they are disabled...this makes a quite ugly effect!
More solutions???
Thanks in advance...
The logical place to enable/disable controls would be CView::OnUpdate, it is called by the framework after the view's document has been modified and from OnInitialUpdate(); you can also call this function if there is some change that would trigger re-evaluation of your business logic.
EDIT
After reading the question a bit more closely, what you could also do is to post a private message at the end of OnInitialUpdate and "catch" it in your PreTranslateMessage:
PostMessage(WM_APP, 0, 0);
Calling InvalidateRect followed by UpdateWindow against the window in question will mark the entire client area as dirty and force an immediate repaint. Remember that WM_PAINT is not really a message, in the queue in the usual sense, it is pushed out after all other messages have been processed for that window, which would include any invalidations of the area being drawn. No message is generated at all if there are no invalid segments of the active window display.

How to handle LWUIT dialogs shown on background threads

I have written an application in LWUIT targeted for a J2ME phone (Sprint DuraXT). The application is for pickup and delivery van drivers. It receives dispatches from a back-end dispatching system that describe pickups and delivers the driver must make. As the drivers, execute the pickups and deliveries, the driver enters status information that is sent back to the dispatching system.
Now, during the processing of a pickup or delivery, the driver may be presented with error dialogs (incorrect field entry), yes/no confirmation dialogs (confirming some action) and information dialogs (indicating some status the driver should be aware of).
In addition, there is a background thread listening for dispatches coming from the back-end server. In the current implementation, this background thread can also create yes/no confirmation dialogs and information dialogs. These dialogs are more like an alert as they have an associated sound, but they are simply dialogs.
As long as these two dialogs do not occur “simultaneously” every thing works as expected. You can dismiss the dialogs and the app proceeds as expected.
However, when you are on a screen and there is a dialog already showing and a second one from the background thread occurs, you sometime wind up with the wrong screen showing and it is “frozen”. E.g. the soft keys have no effect.
My hypothesis is that there is a race condition between the threads that are dismissing the dialogs. It goes like this. The EDT is blocked showing the dialog that arises as part of the form’s logic. The background thread is also blocked showing a dialog. Now when the dialog showing on the EDT is dismissed, the form is restored, but the EDT may go off and display another form (via show()). When the dialog displayed by the background thread is dismissed, the form which was showing when the dialog was initially displayed is sometimes restored. Now, the display shows a different form than the one the EDT might have shown.
It is pretty clear that this problem is caused by the dialogs resulting from the activities of the background thread. So the basic question is: “How to handle the dialogs arising from the background thread?” I have some thoughts but none yield a particularly clean implementation. I am hoping somebody has had to deal with this same problem and has a suggestion.
I have tried synchronizing the dialog construction and display so that only one dialog can get displayed at a time. This certainly improves the UI, but does not fully resolve the problem. The race begins when the first dialog is dismissed. Here are some other ideas,
If a dialog is shown by a thread other than the EDT, call show on the form at the top of the display stack when the dialog is dismissed. This is a bit of a hack, but may be a workaround.
Run dialogs to be shown by the background thread on the EDT. There are several ways to do this, but the question is will it resolve the problem? Will using an EventDispatcher help? I have experimented using an EventDispatcher to fire an ActionEvent containing a subclass of a Dialog as a source. The subclass contains a show() method which invokes the correct form of the Dialog show method. The class holding the EventDispatcher (global to the application) listens for these events. When the event arrives, the show method is invoked. For information dialogs that simply continue execution from wherever they are dismissed, this should work. For yes/no dialogs, you may have to create something like yes/no callbacks to handle the bifurcation in the logic. And what is not obvious is if this will actually serialize the processing of the dialogs on the EDT thread. This seems complicated.
Any ideas?
I actually hit upon the solution after a bit of experimentation. Because the Dialogs are part of a more compilcated action involving yes/no Dialogs and database queries, I found I had to wrap the whole action in a class which implements the Runnable interface. Then I run the action via Display.getInstance().callSeriallyAndWait(runnable).
So others may benefit from this discussion, here is a example of one of these classes with the action embedded in the run method.
private class CancelOrder implements Runnable {
private KWMap order;
public CancelOrder(KWMap order) {
this.order = order;
}
public void run() {
String orderNum = getString(order, OrderTable.ORDER_NUM);
if (legStatusTable.isOrderStarted(orderNum)
&& !orderTable.isOrderComplete(order)) {
String msg = "You received a cancellation message for Order "
+ orderNum
+ " which has been started but is not finished."
+ "\nDo you want to keep it?";
if (app.yesNoDialog(msg, "Yes", "no")) {
sendCancelResponse(order, "Yes", "");
} else {
deleteOrder(orderNum);
sendCancelResponse(order, "No", "");
}
} else {
// order has neither been started nor completed.
deleteOrder(orderNum);
sendCancelResponse(order, "Yes", "");
app.alertDialog("Dispatcher cancelled Order " + orderNum);
}
}
}
The key thing here is that the action contains logic depending on how a user responds to a yes/no Dialog and there are operations on an underlying database and messaging subsystem as well. Except for the Dialogs, nothing in this action blocks the EDT for more than a few 100s of milliseconds, so the application runs very smoothly. The app coorectly handles dislogs stacking on top of each other which was a problem with the simple apporach of letting these actions run on the background (non EDT) thread.

YUI browser history manager back button

In am using YUI browser history manager for keeping track of Ajax navigations. I am registering history object like:
YAHOO.util.History.register("state",init, onStateChange);
Here onStateChange is getting called when I do
YAHOO.util.History.navigate("state",urlhash);
and when I press back button.
Is there any way to know if onStateChange is called on back button or by calling navigate?
If this event can be called by an external system sometimes (in this case the browser back button) and by your own code sometimes, you can differentiate the caller by making it a requirement to do something special when your own code calls the method. Wrapping the call to navigate() in your own helper method can help make sure you stay consitent with this.
In the YUI docs I see that register() can take an optional 4th parameter (among others) which is an arbitrary object that will get passed into your onStateChange handler function. One of the properties of this object could be a flag indicating that it was called from your code versus initiated by the browser, and in your navigate() wrapper always set that flag. Remember to set it back in your handler.
Note: I am not as familiar with YUI as ExtJS, maybe some guru that knows the API better can help, but this is a general strategy that can work. This answer makes an inelegant assumption that a call to navigate() will make that handler fire reliably before any other navigation has a chance to occur, which is probably a safe bet in the single-threaded javascript world.

How to avoid use of timer when using TThread to communicate with UI thread

I have a TThread which receives and sends to a device on a COM port. After I read the data, I want to activate the GUI (not in the same thread) using Synchronize(function name). However, when I call the GUI's form function to perform a button click, I get an access violation. I checked to see if the form's value is null and it is not, since this would be an obvious reason for access violation. Right now, I am setting global flags and using a timer that continuously checks to see if a certain condition is met and if so, then I fire off the button click event in that form. That seems to be the only way to avoid getting the access violation.
I really don't like timers so is there a way to avoid having to use a timer on the form?
You can post a message to the window in question. The timer works in a similar manner. It just fires off a windows message inside the form. You obviously have a handle to the window.
CWnd::PostMessage(...) Don't use send message, it gets processed inline and could cause your thread to stop working.
Typically when you have a worker thread that attempts to access Guithread, they conflict. It's been a while since I've used MFC and threading but that's what I remember. I believe it's documented to work that way.
I found the problem. I thought I was checking if my Form was null, but I was not. I fixed it making sure the form I was referencing is not null.
Edit: Turns out that one of the forms that is called when I call Fbutton1Click() is Modal so it blocks my thread. I ended having to go back to a timer to call the button click instead.. oh well.

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