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| author | Scott Main <smain@google.com> | 2010-12-29 11:49:45 -0800 |
|---|---|---|
| committer | Scott Main <smain@google.com> | 2011-02-03 19:37:07 -0800 |
| commit | b65b2df6e421d0fc8516e933f52763ff172760f3 (patch) | |
| tree | 1caf1c62ce31713f41e43739a86e34cae683a9eb /docs/html/guide/topics/fundamentals | |
| parent | e6955f8e38dfe7c0d748c3b55bbcfc5640c968c5 (diff) | |
| download | frameworks_base-b65b2df6e421d0fc8516e933f52763ff172760f3.zip frameworks_base-b65b2df6e421d0fc8516e933f52763ff172760f3.tar.gz frameworks_base-b65b2df6e421d0fc8516e933f52763ff172760f3.tar.bz2 | |
cherrypick Change-Id: Ie0c6540a3a6d86780718e2918b8dffcda37d925c
docs: Rewrite of App Fundamentals.. Part 3
This introduces two new docs:
Application Fundamentals:
This is the homepage for the app fundamentals; it introduces
the security sandbox, each of the component types, intents,
the manifest file, and app resources.
Processes and Threads:
Most of this document is from the original fundamentals.jd doc;
it describes more about how an app's process runs on android
and the different levels of process importance used to determine
which processes the system can kill and how threads are and
should be used in an application. I've added more detailed information
about threads, however, including information about using AsyncTask.
These documents are orphaned for now. This is the last set of documents
required before I'll change the side navigation to adopt the new
app fundamentals and redirect the old fundamentals.jd file.
Change-Id: Ica5f7f683df76b488552939ee0888e796204f2c1
Diffstat (limited to 'docs/html/guide/topics/fundamentals')
| -rw-r--r-- | docs/html/guide/topics/fundamentals/index.jd | 496 | ||||
| -rw-r--r-- | docs/html/guide/topics/fundamentals/processes-and-threads.jd | 425 |
2 files changed, 921 insertions, 0 deletions
diff --git a/docs/html/guide/topics/fundamentals/index.jd b/docs/html/guide/topics/fundamentals/index.jd new file mode 100644 index 0000000..de2e312 --- /dev/null +++ b/docs/html/guide/topics/fundamentals/index.jd @@ -0,0 +1,496 @@ +page.title=Application Fundamentals +@jd:body + +<div id="qv-wrapper"> +<div id="qv"> + +<h2>Quickview</h2> +<ul> + <li>Android applications are composed of one or more application components (activities, +services, content providers, and broadcast receivers)</li> + <li>Each component performs a different role in the overall application behavior, and each +one can be activated individually (even by other applications)</li> + <li>The manifest file must declare all components in the application and should also declare +all application requirements, such as the minimum version of Android required and any hardware +configurations required</li> + <li>Non-code application resources (images, strings, layout files, etc.) should include +alternatives for different device configurations (such as different strings for different +languages and different layouts for different screen sizes)</li> +</ul> + + +<h2>In this document</h2> +<ol> +<li><a href="#Components">Application Components</a> + <ol> + <li><a href="#ActivatingComponents">Activating components</a></li> + </ol> +</li> +<li><a href="#Manifest">The Manifest File</a> + <ol> + <li><a href="#DeclaringComponents">Declaring components</a></li> + <li><a href="#DeclaringRequirements">Declaring application requirements</a></li> + </ol> +</li> +<li><a href="#Resources">Application Resources</a></li> +</ol> +</div> +</div> + +<p>Android applications are written in the Java programming language. The Android SDK tools compile +the code—along with any data and resource files—into an <i>Android package</i>, an +archive file with an {@code .apk} suffix. All the code in a single {@code .apk} file is considered +to be one application and is the file that Android-powered devices use to install the +application.</p> + +<p>Once installed on a device, each Android application lives in its own security sandbox: </p> + +<ul> + <li>The Android operating system is a multi-user Linux system in which each application is a +different user.</li> + +<li>By default, the system assigns each application a unique Linux user ID (the ID is used only by +the system and is unknown to the application). The system sets permissions for all the files in an +application so that only the user ID assigned to that application can access them. </li> + +<li>Each process has its own virtual machine (VM), so an application's code runs in isolation from +other applications.</li> + +<li>By default, every application runs in its own Linux process. Android starts the process when any +of the application's components need to be executed, then shuts down the process when it's no longer +needed or when the system must recover memory for other applications.</li> +</ul> + +<p>In this way, the Android system implements the <em>principle of least privilege</em>. That is, +each application, by default, has access only to the components that it requires to do its work and +no more. This creates a very secure environment in which an application cannot access parts of +the system for which it is not given permission.</p> + +<p>However, there are ways for an application to share data with other applications and for an +application to access system services:</p> + +<ul> + <li>It's possible to arrange for two applications to share the same Linux user ID, in which case +they are able to access each other's files. To conserve system resources, applications with the +same user ID can also arrange to run in the same Linux process and share the same VM (the +applications must also be signed with the same certificate).</li> + <li>An application can request permission to access device data such as the user's +contacts, SMS messages, the mountable storage (SD card), camera, Bluetooth, and more. All +application permissions must be granted by the user at install time.</li> +</ul> + +<p>That covers the basics regarding how an Android application exists within the system. The rest of +this document introduces you to:</p> +<ul> + <li>The core framework components that define your application.</li> + <li>The manifest file in which you declare components and required device features for your +application.</li> + <li>Resources that are separate from the application code and allow your application to +gracefully optimize its behavior for a variety of device configurations.</li> +</ul> + +<p class="note"><strong>Tip:</strong> If you're new to Android development, we suggest that you +follow the Beginner's Path link at the bottom of this page. For each document in the Application +Fundamentals, the Beginner's Path points you to the document we suggest you read next, in order +to get up to speed on the core Android concepts.</p> + + + +<h2 id="Components">Application Components</h2> + +<p>Application components are the essential building blocks of an Android application. Each +component is a different point through which the system can enter your application. Not all +components are actual entry points for the user and some depend on each other, but each one exists +as its own entity and plays a specific role—each one is a unique building block that +helps define your application's overall behavior.</p> + +<p>There are four different types of application components. Each type serves a distinct purpose +and has a distinct lifecycle that defines how the component is created and destroyed.</p> + +<p>Here are the four types of application components:</p> + +<dl> + +<dt><b>Activities</b></dt> + +<dd>An <i>activity</i> represents a single screen with a user interface. For example, +an email application might have one activity that shows a list of new +emails, another activity to compose an email, and another activity for reading emails. Although +the activities work together to form a cohesive user experience in the email application, each one +is independent of the others. As such, a different application can start any one of these +activities (if the email application allows it). For example, a camera application can start the +activity in the email application that composes new mail, in order for the user to share a picture. + +<p>An activity is implemented as a subclass of {@link android.app.Activity} and you can learn more +about it in the <a href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a> +developer guide.</p> +</dd> + + +<dt><b>Services</b></dt> + +<dd>A <i>service</i> is a component that runs in the background to perform long-running +operations or to perform work for remote processes. A service +does not provide a user interface. For example, a service might play music in the background while +the user is in a different application, or it might fetch data over the network without +blocking user interaction with an activity. Another component, such as an activity, can start the +service and let it run or bind to it in order to interact with it. + +<p>A service is implemented as a subclass of {@link android.app.Service} and you can learn more +about it in the <a href="{@docRoot}guide/topics/fundamentals/services.html">Services</a> developer +guide.</p> +</dd> + + +<dt><b>Content providers</b></dt> + +<dd>A <i>content provider</i> manages a shared set of application data. You can store the data in +the file system, an SQLite database, on the web, or any other persistent storage location your +application can access. Through the content provider, other applications can query or even modify +the data (if the content provider allows it). For example, the Android system provides a content +provider that manages the user's contact information. As such, any application with the proper +permissions can query part of the content provider (such as {@link +android.provider.ContactsContract.Data}) to read and write information about a particular person. + +<p>Content providers are also useful for reading and writing data that is private to your +application and not shared. For example, the <a +href="{@docRoot}resources/samples/NotePad/index.html">Note Pad</a> sample application uses a +content provider to save notes.</p> + +<p>A content provider is implemented as a subclass of {@link android.content.ContentProvider} +and must implement a standard set of APIs that enable other applications to perform +transactions. For more information, see the <a +href="{@docRoot}guide/topics/providers/content-providers.html">Content Providers</a> developer +guide.</p> +</dd> + + +<dt><b>Broadcast receivers</b></dt> + +<dd>A <i>broadcast receiver</i> is a component that responds to system-wide broadcast +announcements. Many broadcasts originate from the system—for example, a broadcast announcing +that the screen has turned off, the battery is low, or a picture was captured. +Applications can also initiate broadcasts—for example, to let other applications know that +some data has been downloaded to the device and is available for them to use. Although broadcast +receivers don't display a user interface, they may <a +href="{@docRoot}guide/topics/ui/notifiers/notifications.html">create a status bar notification</a> +to alert the user when a broadcast event occurs. More commonly, though, a broadcast receiver is +just a "gateway" to other components and is intended to do a very minimal amount of work. For +instance, it might initiate a service to perform some work based on the event. + +<p>A broadcast receiver is implemented as a subclass of {@link android.content.BroadcastReceiver} +and each broadcast is delivered as an {@link android.content.Intent} object. For more information, +see the <a +href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and Intent Filters</a> +developer guide.</p> +</dd> + +</dl> + + + +<p>A unique aspect of the Android system design is that any application can start another +application’s component. For example, if you want the user to capture a +photo with the device camera, there's probably another application that does that and your +application can use it, instead of developing an activity to capture a photo yourself. You don't +need to incorporate or even link to the code from the camera application. +Instead, you can simply start the activity in the camera application that captures a +photo. When complete, the photo is even returned to your application so you can use it. To the user, +it seems as if the camera is actually a part of your application.</p> + +<p>When the system starts a component, it starts the process for that application (if it's not +already running) and instantiates the classes needed for the component. For example, if your +application starts the activity in the camera application that captures a photo, that activity +runs in the process that belongs to the camera application, not in your application's process. +Therefore, unlike applications on most other systems, Android applications don't have a single entry +point (there's no {@code main()} function, for example).</p> + +<p>Because the system runs each application in a separate process with file permissions that +restrict access to other applications, your application cannot directly activate a component from +another application. The Android system, however, can. So, to activate a component in +another application, you must deliver a message to the system that specifies your <em>intent</em> to +start a particular component. The system then activates the component for you.</p> + + +<h3 id="ActivatingComponents">Activating Components</h3> + +<p>Three of the four component types—activities, services, and +broadcast receivers—are activated by an asynchronous message called an <em>intent</em>. +Intents bind individual components to each other at runtime (you can think of them +as the messengers that request an action from other components), whether the component belongs +to your application or another.</p> + +<p>An intent is defined by an {@link android.content.Intent} object, which defines a message to +activate either a specific component or a specific <em>type</em> of component—an intent +can be either explicit or implicit, respectively.</p> + +<p>For activities and services, an intent defines the action to perform (for example, to "view" or +"send" something) and may specify the URI of the data to act on (among other things that the +component being started might need to know). For example, an intent might convey a request for an +activity to present an image to the user or to open a web page. In some cases, you can start a +component in order to receive a result, in which case, the component that is started also returns +the result in an {@link android.content.Intent} object (for example, you can issue an intent to let +the user pick a personal contact and have it returned to you—the return intent includes a +URI pointing to the chosen contact). For broadcast receivers, the intent simply defines the +announcement being broadcast (for example, a broadcast to indicate the device battery is low +includes only a known action string that indicates "battery is low").</p> + +<p>The remaining type of component, content provider, is not activated by intents. Rather, it is +activated when targeted by a request from a {@link android.content.ContentResolver}. The content +resolver handles all direct transactions with the content provider so that the component that's +performing transactions with the provider doesn't need to and instead calls methods on the {@link +android.content.ContentResolver} object. This leaves a layer of abstraction between the content +provider and the component requesting information (for security).</p> + +<p>For more information about using intents, see the <a +href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and +Intent Filters</a> document. More information about activating specific components is also provided +in the <a href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a>, <a +href="{@docRoot}guide/topics/fundamentals/services.html">Services</a>, and <a +href="{@docRoot}guide/topics/providers/content-providers.html">Content Providers</a> developer +guides.</p> + + +<h2 id="Manifest">The Manifest File</h2> + +<p>Before the Android system can start an application component, the system must know that the +component exists by reading the application's {@code AndroidManifest.xml} file (the "manifest" +file). Your application must declare all its components in this file, which must be at the root of +the application project directory.</p> + +<p>The manifest does a number of things in addition to declaring the application's components, +such as:</p> +<ul> + <li>Identify any user permissions the application requires, such as Internet access or +read-access to the user's contacts.</li> + <li>Declare the minimum <a href="{@docRoot}guide/appendix/api-levels.html">API Level</a> +required by the application, based on which APIs the application uses.</li> + <li>Declare hardware and software features used or required by the application, such as a camera, +bluetooth services, or a multitouch screen.</li> + <li>API libraries the application needs to be linked against (other than the Android framework +APIs), such as the <a +href="http://code.google.com/android/add-ons/google-apis/maps-overview.html">Google Maps +library</a>.</li> + <li>And more</li> +</ul> + + +<h3 id="DeclaringComponents">Declaring components</h3> + +<p>The primary task of the manifest is to inform the system about the application's components. For +example, a manifest file can declare an activity as follows: </p> + +<pre> +<?xml version="1.0" encoding="utf-8"?> +<manifest ... > + <application android:icon="@drawable/app_icon.png" ... > + <activity android:name="com.example.project.ExampleActivity" + android:label="@string/example_label" ... > + </activity> + ... + </application> +</manifest></pre> + +<p>In the <code><a +href="{@docRoot}guide/topics/manifest/application-element.html"><application></a></code> +element, the {@code android:icon} attribute points to resources for an icon that identifies the +application.</p> + +<p>In the <code><a +href="{@docRoot}guide/topics/manifest/activity-element.html"><activity></a></code> element, +the {@code android:name} attribute specifies the fully qualified class name of the {@link +android.app.Activity} subclass and the {@code android:label} attributes specifies a string +to use as the user-visible label for the activity.</p> + +<p>You must declare all application components this way:</p> +<ul> + <li><code><a +href="{@docRoot}guide/topics/manifest/activity-element.html"><activity></a></code> elements +for activities</li> + <li><code><a +href="{@docRoot}guide/topics/manifest/service-element.html"><service></a></code> elements for +services</li> + <li><code><a +href="{@docRoot}guide/topics/manifest/receiver-element.html"><receiver></a></code> elements +for broadcast receivers</li> + <li><code><a +href="{@docRoot}guide/topics/manifest/provider-element.html"><provider></a></code> elements +for content providers</li> +</ul> + +<p>Activities, services, and content providers that you include in your source but do not declare +in the manifest are not visible to the system and, consequently, can never run. However, +broadcast +receivers can be either declared in the manifest or created dynamically in code (as +{@link android.content.BroadcastReceiver} objects) and registered with the system by calling +{@link android.content.Context#registerReceiver registerReceiver()}.</p> + +<p>For more about how to structure the manifest file for your application, see the <a +href="{@docRoot}guide/topics/manifest/manifest-intro.html">The AndroidManifest.xml File</a> +documentation. </p> + + + +<h3 id="DeclaringComponentCapabilities">Declaring component capabilities</h3> + +<p>As discussed above, in <a href="#ActivatingComponents">Activating Components</a>, you can use an +{@link android.content.Intent} to start activities, services, and broadcast receivers. You can do so +by explicitly naming the target component (using the component class name) in the intent. However, +the real power of intents lies in the concept of intent actions. With intent actions, you simply +describe the type of action you want to perform (and optionally, the data upon which you’d like to +perform the action) and allow the system to find a component on the device that can perform the +action and start it. If there are multiple components that can perform the action described by the +intent, then the user selects which one to use.</p> + +<p>The way the system identifies the components that can respond to an intent is by comparing the +intent received to the <i>intent filters</i> provided in the manifest file of other applications on +the device.</p> + +<p>When you declare a component in your application's manifest, you can optionally include +intent filters that declare the capabilities of the component so it can respond to intents +from other applications. You can declare an intent filter for your component by +adding an <a href="{@docRoot}guide/topics/manifest/intent-filter-element.html">{@code +<intent-filter>}</a> element as a child of the component's declaration element.</p> + +<p>For example, an email application with an activity for composing a new email might declare an +intent filter in its manifest entry to respond to "send" intents (in order to send email). An +activity in your application can then create an intent with the “send” action ({@link +android.content.Intent#ACTION_SEND}), which the system matches to the email application’s “send” +activity and launches it when you invoke the intent with {@link android.app.Activity#startActivity +startActivity()}.</p> + +<p>For more about creating intent filters, see the <a +href="{@docRoot}guide/topics/intents/intents-filters.html">Intents and Intent Filters</a> document. +</p> + + + +<h3 id="DeclaringRequirements">Declaring application requirements</h3> + +<p>There are a variety of devices powered by Android and not all of them provide the +same features and capabilities. In order to prevent your application from being installed on devices +that lack features needed by your application, it's important that you clearly define a profile for +the types of devices your application supports by declaring device and software requirements in your +manifest file. Most of these declarations are informational only and the system does not read +them, but external services such as Android Market do read them in order to provide filtering +for users when they search for applications from their device.</p> + +<p>For example, if your application requires a camera and uses APIs introduced in Android 2.1 (<a +href="{@docRoot}guide/appendix/api-levels.html">API Level</a> 7), you should declare these as +requirements in your manifest file. That way, devices that do <em>not</em> have a camera and have an +Android version <em>lower</em> than 2.1 cannot install your application from Android Market.</p> + +<p>However, you can also declare that your applicaiton uses the camera, but does not +<em>require</em> it. In that case, your application must perform a check at runtime to determine +if the device has a camera and disable any features that use the camera if one is not available.</p> + +<p>Here are some of the important device characteristics that you should consider as you design and +develop your application:</p> + +<dl> + <dt>Screen size and density</dt> + <dd>In order to categorize devices by their screen type, Android defines two characteristics for +each device: screen size (the physical dimensions of the screen) and screen density (the physical +density of the pixels on the screen, or dpi—dots per inch). To simplify all the different +types of screen configurations, the Android system generalizes them into select groups that make +them easier to target. +<p>The screen sizes are: small, normal, large, and extra large.<br/> +The screen densities are: low density, medium density, high density, and extra high density.</p> + +<p>By default, your application is compatible with all screen sizes and densities, +because the Android system makes the appropriate adjustments to your UI layout and image +resources. However, you should create specialized layouts for certain screen sizes and provide +specialized images for certain densities, using alternative layout resources, and by declaring in +your manifest exactly which screen sizes your application supports with the <a +href="{@docRoot}guide/topics/manifest/supports-screens.html">{@code +<supports-screens>}</a> element.</p> +<p>For more information, see the <a +href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a> +document.</p></dd> + + <dt>Input configurations</dt> + <dd>Many devices provide a different type of user input mechanism, such as a hardware keyboard, a +trackball, or a five-way navigation pad. If your application requires a particular kind of input +hardware, then you should declare it in your manifest with the <a +href="{@docRoot}guide/topics/manifest/uses-configuration-element.html">{@code +<uses-configuration>}</a> element. However, it is rare that an application should require +a certain input configuration.</dd> + + <dt>Device features</dt> + <dd>There are many hardware and software features that may or may not exist on a given +Android-powered device, such as a camera, a light sensor, bluetooth, a certain +version of OpenGL, or the fidelity of the touchscreen. You should never assume that a certain +feature is available on all Android-powered devices (other than the availability of the standard +Android library), so you should declare any features used by your application with the <a +href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a> +element.</dd> + + <dt>Platform Version</dt> + <dd>Different Android-powered devices often run different versions of the Android platform, +such as Android 1.6 or Android 2.3. Each successive version often includes additional APIs not +available in the previous version. In order to indicate which set of APIs are available, each +platform version specifies an <a +href="{@docRoot}guide/appendix/api-levels.html">API Level</a> (for example, Android 1.0 is API Level +1 and Android 2.3 is API Level 9). If you use any APIs that were added to the platform after +version 1.0, you should declare the minimum API Level in which those APIs were introduced using the +<a href="{@docRoot}guide/topics/manifest/uses-sdk.html">{@code <uses-sdk>}</a> element.</dd> +</dl> + +<p>It's important that you declare all such requirements for your application, because, when you +distribute your application on Android Market, Market uses these declarations to filter which +applications are available on each device. As such, your application should be available only to +devices that meet all your application requirements.</p> + +<p>For more information about how Android Market filters applications based on these (and other) +requirements, see the <a href="{@docRoot}guide/appendix/market-filters.html">Market Filters</a> +document.</p> + + + +<h2 id="Resources">Application Resources</h2> + +<p>An Android application is composed of more than just code—it requires resources that are +separate from the source code, such as images, audio files, and anything relating to the visual +presentation of the application. For example, you should define animations, menus, styles, colors, +and the layout of activity user interfaces with XML files. Using application resources makes it easy +to update various characteristics of your application without modifying code and—by providing +sets of alternative resources—enables you to optimize your application for a variety of +device configurations (such as different languages and screen sizes).</p> + +<p>For every resource that you include in your Android project, the SDK build tools define a unique +integer ID, which you can use to reference the resource from your application code or from +other resources defined in XML. For example, if your application contains an image file named {@code +logo.png} (saved in the {@code res/drawable/} directory), the SDK tools generate a resource ID +named {@code R.drawable.logo}, which you can use to reference the image and insert it in your +user interface.</p> + +<p>One of the most important aspects of providing resources separate from your source code +is the ability for you to provide alternative resources for different device +configurations. For example, by defining UI strings in XML, you can translate the strings into other +languages and save those strings in separate files. Then, based on a language <em>qualifier</em> +that you append to the resource directory's name (such as {@code res/values-fr/} for French string +values) and the user's language setting, the Android system applies the appropriate language strings +to your UI.</p> + +<p>Android supports many different <em>qualifiers</em> for your alternative resources. The +qualifier is a short string that you include in the name of your resource directories in order to +define the device configuration for which those resources should be used. As another +example, you should often create different layouts for your activities, depending on the +device's screen orientation and size. For example, when the device screen is in portrait +orientation (tall), you might want a layout with buttons to be vertical, but when the screen is in +landscape orientation (wide), the buttons should be aligned horizontally. To change the layout +depending on the orientation, you can define two different layouts and apply the appropriate +qualifier to each layout's directory name. Then, the system automatically applies the appropriate +layout depending on the current device orientation.</p> + +<p>For more about the different kinds of resources you can include in your application and how +to create alternative resources for various device configurations, see the <a +href="{@docRoot}guide/topics/resources/index.html">Application Resources</a> developer guide.</p> + + +<h2>Beginner's Path</h2> + +<p>For a close look at implementing activities—the components your users use to +interact with your application—continue with the <b><a +href="{@docRoot}guide/topics/fundamentals/activities.html">Activities</a></b> document.</p> + diff --git a/docs/html/guide/topics/fundamentals/processes-and-threads.jd b/docs/html/guide/topics/fundamentals/processes-and-threads.jd new file mode 100644 index 0000000..c35108e --- /dev/null +++ b/docs/html/guide/topics/fundamentals/processes-and-threads.jd @@ -0,0 +1,425 @@ +page.title=Processes and Threads +parent.title=Application Fundamentals +parent.link=index.html +@jd:body + +<div id="qv-wrapper"> +<div id="qv"> +<h2>Quickview</h2> +<ul> + <li>Every application runs in its own process and all components of the application run in that +process, by default</li> + <li>Any slow, blocking operations in an activity should be done in a new thread, to avoid slowing +down the user interface</li> +</ul> + +<h2>In this document</h2> +<ol> +<li><a href="#Processes">Processes</a> + <ol> + <li><a href="#Lifecycle">Process lifecycle</a></li> + </ol> +</li> +<li><a href="#Threads">Threads</a> + <ol> + <li><a href="#WorkerThreads">Worker threads</a></li> + <li><a href="#ThreadSafe">Thread-safe methods</a></li> + </ol> +</li> +<li><a href="#IPC">Interprocess Communication</a></li> +</ol> + +</div> +</div> + +<p>When an application component starts and the application does not have any other components +running, the Android system starts a new Linux process for the application with a single thread of +execution. By default, all components of the same application run in the same process and thread +(called the "main" thread). If an application component starts and there already exists a process +for that application (because another component from the application exists), then the component is +started within that process and uses the same thread of execution. However, you can arrange for +different components in your application to run in separate processes, and you can create additional +threads for any process.</p> + +<p>This document discusses how processes and threads work in an Android application.</p> + + +<h2 id="Processes">Processes</h2> + +<p>By default, all components of the same application run in the same process and most applications +should not change this. However, if you find that you need to control which process a certain +component belongs to, you can do so in the manifest file.</p> + +<p>The manifest entry for each type of component element—<a +href="{@docRoot}guide/topics/manifest/activity-element.html">{@code +<activity>}</a>, <a href="{@docRoot}guide/topics/manifest/service-element.html">{@code +<service>}</a>, <a href="{@docRoot}guide/topics/manifest/receiver-element.html">{@code +<receiver>}</a>, and <a href="{@docRoot}guide/topics/manifest/provider-element.html">{@code +<provider>}</a>—supports an {@code android:process} attribute that can specify a +process in which that component should run. You can set this attribute so that each component runs +in its own process or so that some components share a process while others do not. You can also set +{@code android:process} so that components of different applications run in the same +process—provided that the applications share the same Linux user ID and are signed with the +same certificates.</p> + +<p>The <a href="{@docRoot}guide/topics/manifest/application-element.html">{@code +<application>}</a> element also supports an {@code android:process} attribute, to set a +default value that applies to all components.</p> + +<p>Android might decide to shut down a process at some point, when memory is low and required by +other processes that are more immediately serving the user. Application +components running in the process that's killed are consequently destroyed. A process is started +again for those components when there's again work for them to do.</p> + +<p>When deciding which processes to kill, the Android system weighs their relative importance to +the user. For example, it more readily shuts down a process hosting activities that are no longer +visible on screen, compared to a process hosting visible activities. The decision whether to +terminate a process, therefore, depends on the state of the components running in that process. The +rules used to decide which processes to terminate is discussed below. </p> + + +<h3 id="Lifecycle">Process lifecycle</h3> + +<p>The Android system tries to maintain an application process for as long as possible, but +eventually needs to remove old processes to reclaim memory for new or more important processes. To +determine which processes to keep +and which to kill, the system places each process into an "importance hierarchy" based on the +components running in the process and the state of those components. Processes with the lowest +importance are eliminated first, then those with the next lowest importance, and so on, as necessary +to recover system resources.</p> + +<p>There are five levels in the importance hierarchy. The following list presents the different +types of processes in order of importance (the first process is <em>most important</em> and is +<em>killed last</em>):</p> + +<ol> + <li><b>Foreground process</b> + <p>A process that is required for what the user is currently doing. A + process is considered to be in the foreground if any of the following conditions are true:</p> + + <ul> + <li>It hosts an {@link android.app.Activity} that the user is interacting with (the {@link +android.app.Activity}'s {@link android.app.Activity#onResume onResume()} method has been +called).</li> + + <li>It hosts a {@link android.app.Service} that's bound to the activity that the user is +interacting with.</li> + + <li>It hosts a {@link android.app.Service} that's running "in the foreground"—the +service has called {@link android.app.Service#startForeground startForeground()}. + + <li>It hosts a {@link android.app.Service} that's executing one of its lifecycle +callbacks ({@link android.app.Service#onCreate onCreate()}, {@link android.app.Service#onStart +onStart()}, or {@link android.app.Service#onDestroy onDestroy()}).</li> + + <li>It hosts a {@link android.content.BroadcastReceiver} that's executing its {@link + android.content.BroadcastReceiver#onReceive onReceive()} method.</li> + </ul> + + <p>Generally, only a few foreground processes exist at any given time. They are killed only as +a last resort—if memory is so low that they cannot all continue to run. Generally, at that +point, the device has reached a memory paging state, so killing some foreground processes is +required to keep the user interface responsive.</p></li> + + <li><b>Visible process</b> + <p>A process that doesn't have any foreground components, but still can + affect what the user sees on screen. A process is considered to be visible if either of the + following conditions are true:</p> + + <ul> + <li>It hosts an {@link android.app.Activity} that is not in the foreground, but is still +visible to the user (its {@link android.app.Activity#onPause onPause()} method has been called). +This might occur, for example, if the foreground activity started a dialog, which allows the +previous activity to be seen behind it.</li> + + <li>It hosts a {@link android.app.Service} that's bound to a visible (or foreground) +activity.</li> + </ul> + + <p>A visible process is considered extremely important and will not be killed unless doing so +is required to keep all foreground processes running. </p> + </li> + + <li><b>Service process</b> + <p>A process that is running a service that has been started with the {@link +android.content.Context#startService startService()} method and does not fall into either of the two +higher categories. Although service processes are not directly tied to anything the user sees, they +are generally doing things that the user cares about (such as playing music in the background or +downloading data on the network), so the system keeps them running unless there's not enough memory +to retain them along with all foreground and visible processes. </p> + </li> + + <li><b>Background process</b> + <p>A process holding an activity that's not currently visible to the user (the activity's +{@link android.app.Activity#onStop onStop()} method has been called). These processes have no direct +impact on the user experience, and the system can kill them at any time to reclaim memory for a +foreground, +visible, or service process. Usually there are many background processes running, so they are kept +in an LRU (least recently used) list to ensure that the process with the activity that was most +recently seen by the user is the last to be killed. If an activity implements its lifecycle methods +correctly, and saves its current state, killing its process will not have a visible effect on +the user experience, because when the user navigates back to the activity, the activity restores +all of its visible state. See the <a +href="{@docRoot}guide/topics/fundamentals/activities.html#SavingActivityState">Activities</a> +document for information about saving and restoring state.</p> + </li> + + <li><b>Empty process</b> + <p>A process that doesn't hold any active application components. The only reason to keep this +kind of process alive is for caching purposes, to improve startup time the next time a component +needs to run in it. The system often kills these processes in order to balance overall system +resources between process caches and the underlying kernel caches.</p> + </li> +</ol> + + + <p>Android ranks a process at the highest level it can, based upon the importance of the +components currently active in the process. For example, if a process hosts a service and a visible +activity, the process is ranked as a visible process, not a service process.</p> + + <p>In addition, a process's ranking might be increased because other processes are dependent on +it—a process that is serving another process can never be ranked lower than the process it is +serving. For example, if a content provider in process A is serving a client in process B, or if a +service in process A is bound to a component in process B, process A is always considered at least +as important as process B.</p> + + <p>Because a process running a service is ranked higher than a process with background activities, +an activity that initiates a long-running operation might do well to start a <a +href="{@docRoot}guide/topics/fundamentals/services.html">service</a> for that operation, rather than +simply create a worker thread—particularly if the operation will likely outlast the activity. +For example, an activity that's uploading a picture to a web site should start a service to perform +the upload so that the upload can continue in the background even if the user leaves the activity. +Using a service guarantees that the operation will have at least "service process" priority, +regardless of what happens to the activity. This is the same reason that broadcast receivers should +employ services rather than simply put time-consuming operations in a thread.</p> + + + + +<h2 id="Threads">Threads</h2> + +<p>When an application is launched, the system creates a thread of execution for the application, +called "main." This thread is very important because it is in charge of dispatching events to +the appropriate user interface widgets, including drawing events. It is also the thread in which +your application interacts with components from the Android UI toolkit (components from the {@link +android.widget} and {@link android.view} packages). As such, the main thread is also sometimes +called the UI thread.</p> + +<p>The system does <em>not</em> create a separate thread for each instance of a component. All +components that run in the same process are instantiated in the UI thread, and system calls to +each component are dispatched from that thread. Consequently, methods that respond to system +callbacks (such as {@link android.view.View#onKeyDown onKeyDown()} to report user actions +or a lifecycle callback method) always run in the UI thread of the process.</p> + +<p>For instance, when the user touches a button on the screen, your app's UI thread dispatches the +touch event to the widget, which in turn sets its pressed state and posts an invalidate request to +the event queue. The UI thread dequeues the request and notifies the widget that it should redraw +itself.</p> + +<p>When your app performs intensive work in response to user interaction, this single thread model +can yield poor performance unless you implement your application properly. Specifically, if +everything is happening in the UI thread, performing long operations such as network access or +database queries will block the whole UI. When the thread is blocked, no events can be dispatched, +including drawing events. From the user's perspective, the +application appears to hang. Even worse, if the UI thread is blocked for more than a few seconds +(about 5 seconds currently) the user is presented with the infamous "<a +href="http://developer.android.com/guide/practices/design/responsiveness.html">application not +responding</a>" (ANR) dialog. The user might then decide to quit your application and uninstall it +if they are unhappy.</p> + +<p>Additionally, the Andoid UI toolkit is <em>not</em> thread-safe. So, you must not manipulate +your UI from a worker thread—you must do all manipulation to your user interface from the UI +thread. Thus, there are simply two rules to Android's single thread model:</p> + +<ol> +<li>Do not block the UI thread +<li>Do not access the Android UI toolkit from outside the UI thread +</ol> + +<h3 id="WorkerThreads">Worker threads</h3> + +<p>Because of the single thread model described above, it's vital to the responsiveness of your +application's UI that you do not block the UI thread. If you have operations to perform +that are not instantaneous, you should make sure to do them in separate threads ("background" or +"worker" threads).</p> + +<p>For example, below is some code for a click listener that downloads an image from a separate +thread and displays it in an {@link android.widget.ImageView}:</p> + +<pre> +public void onClick(View v) { + new Thread(new Runnable() { + public void run() { + Bitmap b = loadImageFromNetwork("http://example.com/image.png"); + mImageView.setImageBitmap(b); + } + }).start(); +} +</pre> + +<p>At first, this seems to work fine, because it creates a new thread to handle the network +operation. However, it violates the second rule of the single-threaded model: <em>do not access the +Android UI toolkit from outside the UI thread</em>—this sample modifies the {@link +android.widget.ImageView} from the worker thread instead of the UI thread. This can result in +undefined and unexpected behavior, which can be difficult and time-consuming to track down.</p> + +<p>To fix this problem, Android offers several ways to access the UI thread from other +threads. Here is a list of methods that can help:</p> + +<ul> +<li>{@link android.app.Activity#runOnUiThread(java.lang.Runnable) +Activity.runOnUiThread(Runnable)}</li> +<li>{@link android.view.View#post(java.lang.Runnable) View.post(Runnable)}</li> +<li>{@link android.view.View#postDelayed(java.lang.Runnable, long) View.postDelayed(Runnable, +long)}</li> +</ul> + +<p>For example, you can fix the above code by using the {@link +android.view.View#post(java.lang.Runnable) View.post(Runnable)} method:</p> + +<pre> +public void onClick(View v) { + new Thread(new Runnable() { + public void run() { + final Bitmap bitmap = loadImageFromNetwork("http://example.com/image.png"); + mImageView.post(new Runnable() { + public void run() { + mImageView.setImageBitmap(bitmap); + } + }); + } + }).start(); +} +</pre> + +<p>Now this implementation is thread-safe: the network operation is done from a separate thread +while the {@link android.widget.ImageView} is manipulated from the UI thread.</p> + +<p>However, as the complexity of the operation grows, this kind of code can get complicated and +difficult to maintain. To handle more complex interactions with a worker thread, you might consider +using a {@link android.os.Handler} in your worker thread, to process messages delivered from the UI +thread. Perhaps the best solution, though, is to extend the {@link android.os.AsyncTask} class, +which simplifies the execution of worker thread tasks that need to interact with the UI.</p> + + +<h4 id="AsyncTask">Using AsyncTask</h4> + +<p>{@link android.os.AsyncTask} allows you to perform asynchronous work on your user +interface. It performs the blocking operations in a worker thread and then publishes the results on +the UI thread, without requiring you to handle threads and/or handlers yourself.</p> + +<p>To use it, you must subclass {@link android.os.AsyncTask} and implement the {@link +android.os.AsyncTask#doInBackground doInBackground()} callback method, which runs in a pool of +background threads. To update your UI, you should implement {@link +android.os.AsyncTask#onPostExecute onPostExecute()}, which delivers the result from {@link +android.os.AsyncTask#doInBackground doInBackground()} and runs in the UI thread, so you can safely +update your UI. You can then run the task by calling {@link android.os.AsyncTask#execute execute()} +from the UI thread.</p> + +<p>For example, you can implement the previous example using {@link android.os.AsyncTask} this +way:</p> + +<pre> +public void onClick(View v) { + new DownloadImageTask().execute("http://example.com/image.png"); +} + +private class DownloadImageTask extends AsyncTask<String, Void, Bitmap> { + /** The system calls this to perform work in a worker thread and + * delivers it the parameters given to AsyncTask.execute() */ + protected Bitmap doInBackground(String... urls) { + return loadImageFromNetwork(urls[0]); + } + + /** The system calls this to perform work in the UI thread and delivers + * the result from doInBackground() */ + protected void onPostExecute(Bitmap result) { + mImageView.setImageBitmap(result); + } +} +</pre> + +<p>Now the UI is safe and the code is simpler, because it separates the work into the +part that should be done on a worker thread and the part that should be done on the UI thread.</p> + +<p>You should read the {@link android.os.AsyncTask} reference for a full understanding on +how to use this class, but here is a quick overview of how it works:</p> + +<ul> +<li>You can specify the type of the parameters, the progress values, and the final +value of the task, using generics</li> +<li>The method {@link android.os.AsyncTask#doInBackground doInBackground()} executes automatically +on a worker thread</li> +<li>{@link android.os.AsyncTask#onPreExecute onPreExecute()}, {@link +android.os.AsyncTask#onPostExecute onPostExecute()}, and {@link +android.os.AsyncTask#onProgressUpdate onProgressUpdate()} are all invoked on the UI thread</li> +<li>The value returned by {@link android.os.AsyncTask#doInBackground doInBackground()} is sent to +{@link android.os.AsyncTask#onPostExecute onPostExecute()}</li> +<li>You can call {@link android.os.AsyncTask#publishProgress publishProgress()} at anytime in {@link +android.os.AsyncTask#doInBackground doInBackground()} to execute {@link +android.os.AsyncTask#onProgressUpdate onProgressUpdate()} on the UI thread</li> +<li>You can cancel the task at any time, from any thread</li> +</ul> + +<p class="caution"><strong>Caution:</strong> Another problem you might encounter when using a worker +thread is unexpected restarts in your activity due to a <a +href="{@docRoot}guide/topics/resources/runtime-changes.html">runtime configuration change</a> +(such as when the user changes the screen orientation), which may destroy your worker thread. To +see how you can persist your task during one of these restarts and how to properly cancel the task +when the activity is destroyed, see the source code for the <a +href="http://code.google.com/p/shelves/">Shelves</a> sample application.</p> + + +<h3 id="ThreadSafe">Thread-safe methods</h3> + +<p> In some situations, the methods you implement might be called from more than one thread, and +therefore must be written to be thread-safe. </p> + +<p>This is primarily true for methods that can be called remotely—such as methods in a <a +href="{@docRoot}guide/topics/fundamentals/bound-services.html">bound service</a>. When a call on a +method implemented in an {@link android.os.IBinder} originates in the same process in which the +{@link android.os.IBinder IBinder} is running, the method is executed in the caller's thread. +However, when the call originates in another process, the method is executed in a thread chosen from +a pool of threads that the system maintains in the same process as the {@link android.os.IBinder +IBinder} (it's not executed in the UI thread of the process). For example, whereas a service's +{@link android.app.Service#onBind onBind()} method would be called from the UI thread of the +service's process, methods implemented in the object that {@link android.app.Service#onBind +onBind()} returns (for example, a subclass that implements RPC methods) would be called from threads +in the pool. Because a service can have more than one client, more than one pool thread can engage +the same {@link android.os.IBinder IBinder} method at the same time. {@link android.os.IBinder +IBinder} methods must, therefore, be implemented to be thread-safe.</p> + +<p> Similarly, a content provider can receive data requests that originate in other processes. +Although the {@link android.content.ContentResolver} and {@link android.content.ContentProvider} +classes hide the details of how the interprocess communication is managed, {@link +android.content.ContentProvider} methods that respond to those requests—the methods {@link +android.content.ContentProvider#query query()}, {@link android.content.ContentProvider#insert +insert()}, {@link android.content.ContentProvider#delete delete()}, {@link +android.content.ContentProvider#update update()}, and {@link android.content.ContentProvider#getType +getType()}—are called from a pool of threads in the content provider's process, not the UI +thread for the process. Because these methods might be called from any number of threads at the +same time, they too must be implemented to be thread-safe. </p> + + +<h2 id="IPC">Interprocess Communication</h2> + +<p>Android offers a mechanism for interprocess communication (IPC) using remote procedure calls +(RPCs), in which a method is called by an activity or other application component, but executed +remotely (in another process), with any result returned back to the +caller. This entails decomposing a method call and its data to a level the operating system can +understand, transmitting it from the local process and address space to the remote process and +address space, then reassembling and reenacting the call there. Return values are then +transmitted in the opposite direction. Android provides all the code to perform these IPC +transactions, so you can focus on defining and implementing the RPC programming interface. </p> + +<p>To perform IPC, your application must bind to a service, using {@link +android.content.Context#bindService bindService()}. For more information, see the <a +href="{@docRoot}guide/topics/fundamentals/services.html">Services</a> developer guide.</p> + + +<h2>Beginner's Path</h2> + +<p>For information about how to perform work in the background for an indefinite period of time +(without a user interface), continue with the <b><a +href="{@docRoot}guide/topics/fundamentals/services.html">Services</a></b> document.</p> + |
