THIS LESSON TEACHES YOU TO
- Understand the Lifecycle Callbacks
- Specify Your App's Launcher Activity
- Create a New Instance
- Destroy the Activity
YOU SHOULD ALSO READ
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ActivityLifecycle.zip
Unlike other programming paradigms in which apps are launched with a
main()
method, the Android system initiates code in an Activity
instance by invoking specific callback methods that correspond to specific stages of its lifecycle. There is a sequence of callback methods that start up an activity and a sequence of callback methods that tear down an activity.
This lesson provides an overview of the most important lifecycle methods and shows you how to handle the first lifecycle callback that creates a new instance of your activity.
Understand the Lifecycle Callbacks
During the life of an activity, the system calls a core set of lifecycle methods in a sequence similar to a step pyramid. That is, each stage of the activity lifecycle is a separate step on the pyramid. As the system creates a new activity instance, each callback method moves the activity state one step toward the top. The top of the pyramid is the point at which the activity is running in the foreground and the user can interact with it.
As the user begins to leave the activity, the system calls other methods that move the activity state back down the pyramid in order to dismantle the activity. In some cases, the activity will move only part way down the pyramid and wait (such as when the user switches to another app), from which point the activity can move back to the top (if the user returns to the activity) and resume where the user left off.
Depending on the complexity of your activity, you probably don't need to implement all the lifecycle methods. However, it's important that you understand each one and implement those that ensure your app behaves the way users expect. Implementing your activity lifecycle methods properly ensures your app behaves well in several ways, including that it:
- Does not crash if the user receives a phone call or switches to another app while using your app.
- Does not consume valuable system resources when the user is not actively using it.
- Does not lose the user's progress if they leave your app and return to it at a later time.
- Does not crash or lose the user's progress when the screen rotates between landscape and portrait orientation.
As you'll learn in the following lessons, there are several situations in which an activity transitions between different states that are illustrated in figure 1. However, only three of these states can be static. That is, the activity can exist in one of only three states for an extended period of time:
- Resumed
- In this state, the activity is in the foreground and the user can interact with it. (Also sometimes referred to as the "running" state.)
- Paused
- In this state, the activity is partially obscured by another activity—the other activity that's in the foreground is semi-transparent or doesn't cover the entire screen. The paused activity does not receive user input and cannot execute any code.
- Stopped
- In this state, the activity is completely hidden and not visible to the user; it is considered to be in the background. While stopped, the activity instance and all its state information such as member variables is retained, but it cannot execute any code.
The other states (Created and Started) are transient and the system quickly moves from them to the next state by calling the next lifecycle callback method. That is, after the system calls
onCreate()
, it quickly callsonStart()
, which is quickly followed by onResume()
.
That's it for the basic activity lifecycle. Now you'll start learning about some of the specific lifecycle behaviors.
Specify Your App's Launcher Activity
When the user selects your app icon from the Home screen, the system calls the
onCreate()
method for theActivity
in your app that you've declared to be the "launcher" (or "main") activity. This is the activity that serves as the main entry point to your app's user interface.
You can define which activity to use as the main activity in the Android manifest file,
AndroidManifest.xml
, which is at the root of your project directory.
The main activity for your app must be declared in the manifest with an
<intent-filter>
that includes the MAIN
action and LAUNCHER
category. For example:<activity android:name=".MainActivity" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity>
Note: When you create a new Android project with the Android SDK tools, the default project files include an
Activity
class that's declared in the manifest with this filter.
If either the
MAIN
action or LAUNCHER
category are not declared for one of your activities, then your app icon will not appear in the Home screen's list of apps.Create a New Instance
Most apps include several different activities that allow the user to perform different actions. Whether an activity is the main activity that's created when the user clicks your app icon or a different activity that your app starts in response to a user action, the system creates every new instance of
Activity
by calling its onCreate()
method.
You must implement the
onCreate()
method to perform basic application startup logic that should happen only once for the entire life of the activity. For example, your implementation of onCreate()
should define the user interface and possibly instantiate some class-scope variables.
For example, the following example of the
onCreate()
method shows some code that performs some fundamental setup for the activity, such as declaring the user interface (defined in an XML layout file), defining member variables, and configuring some of the UI.TextView mTextView; // Member variable for text view in the layout @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Set the user interface layout for this Activity // The layout file is defined in the project res/layout/main_activity.xml file setContentView(R.layout.main_activity); // Initialize member TextView so we can manipulate it later mTextView = (TextView) findViewById(R.id.text_message); // Make sure we're running on Honeycomb or higher to use ActionBar APIs if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) { // For the main activity, make sure the app icon in the action bar // does not behave as a button ActionBar actionBar = getActionBar(); actionBar.setHomeButtonEnabled(false); } }
Caution: Using the
SDK_INT
to prevent older systems from executing new APIs works in this way on Android 2.0 (API level 5) and higher only. Older versions will encounter a runtime exception.
Once the
onCreate()
finishes execution, the system calls the onStart()
and onResume()
methods in quick succession. Your activity never resides in the Created or Started states. Technically, the activity becomes visible to the user when onStart()
is called, but onResume()
quickly follows and the activity remains in the Resumed state until something occurs to change that, such as when a phone call is received, the user navigates to another activity, or the device screen turns off.
In the other lessons that follow, you'll see how the other start up methods,
onStart()
and onResume()
, are useful during your activity's lifecycle when used to resume the activity from the Paused or Stopped states.
Note: The
onCreate()
method includes a parameter called savedInstanceState
that's discussed in the latter lesson about Recreating an Activity.Destroy the Activity
While the activity's first lifecycle callback is
onCreate()
, its very last callback is onDestroy()
. The system calls this method on your activity as the final signal that your activity instance is being completely removed from the system memory.
Most apps don't need to implement this method because local class references are destroyed with the activity and your activity should perform most cleanup during
onPause()
and onStop()
. However, if your activity includes background threads that you created during onCreate()
or other long-running resources that could potentially leak memory if not properly closed, you should kill them during onDestroy()
.@Override public void onDestroy() { super.onDestroy(); // Always call the superclass // Stop method tracing that the activity started during onCreate() android.os.Debug.stopMethodTracing(); }
Note: The system calls
onDestroy()
after it has already called onPause()
and onStop()
in all situations except one: when you call finish()
from within the onCreate()
method. In some cases, such as when your activity operates as a temporary decision maker to launch another activity, you might call finish()
from withinonCreate()
to destroy the activity. In this case, the system immediately calls onDestroy()
without calling any of the other lifecycle methods.
During normal app use, the foreground activity is sometimes obstructed by other visual components that cause the activity topause. For example, when a semi-transparent activity opens (such as one in the style of a dialog), the previous activity pauses. As long as the activity is still partially visible but currently not the activity in focus, it remains paused.
However, once the activity is fully-obstructed and not visible, itstops (which is discussed in the next lesson).
As your activity enters the paused state, the system calls the
onPause()
method on your Activity
, which allows you to stop ongoing actions that should not continue while paused (such as a video) or persist any information that should be permanently saved in case the user continues to leave your app. If the user returns to your activity from the paused state, the system resumes it and calls the onResume()
method.
Note: When your activity receives a call to
onPause()
, it may be an indication that the activity will be paused for a moment and the user may return focus to your activity. However, it's usually the first indication that the user is leaving your activity.Pause Your Activity
When the system calls
onPause()
for your activity, it technically means your activity is still partially visible, but most often is an indication that the user is leaving the activity and it will soon enter the Stopped state. You should usually use the onPause()
callback to:- Stop animations or other ongoing actions that could consume CPU.
- Commit unsaved changes, but only if users expect such changes to be permanently saved when they leave (such as a draft email).
- Release system resources, such as broadcast receivers, handles to sensors (like GPS), or any resources that may affect battery life while your activity is paused and the user does not need them.
For example, if your application uses the
Camera
, the onPause()
method is a good place to release it.@Override public void onPause() { super.onPause(); // Always call the superclass method first // Release the Camera because we don't need it when paused // and other activities might need to use it. if (mCamera != null) { mCamera.release() mCamera = null; } }
Generally, you should not use
onPause()
to store user changes (such as personal information entered into a form) to permanent storage. The only time you should persist user changes to permanent storage withinonPause()
is when you're certain users expect the changes to be auto-saved (such as when drafting an email). However, you should avoid performing CPU-intensive work during onPause()
, such as writing to a database, because it can slow the visible transition to the next activity (you should instead perform heavy-load shutdown operations during onStop()
).
You should keep the amount of operations done in the
onPause()
method relatively simple in order to allow for a speedy transition to the user's next destination if your activity is actually being stopped.
Note: When your activity is paused, the
Activity
instance is kept resident in memory and is recalled when the activity resumes. You don’t need to re-initialize components that were created during any of the callback methods leading up to the Resumed state.Resume Your Activity
When the user resumes your activity from the Paused state, the system calls the
onResume()
method.
Be aware that the system calls this method every time your activity comes into the foreground, including when it's created for the first time. As such, you should implement
onResume()
to initialize components that you release during onPause()
and perform any other initializations that must occur each time the activity enters the Resumed state (such as begin animations and initialize components only used while the activity has user focus).
The following example of
onResume()
is the counterpart to the onPause()
example above, so it initializes the camera that's released when the activity pauses.@Override public void onResume() { super.onResume(); // Always call the superclass method first // Get the Camera instance as the activity achieves full user focus if (mCamera == null) { initializeCamera(); // Local method to handle camera init } }
Properly stopping and restarting your activity is an important process in the activity lifecycle that ensures your users perceive that your app is always alive and doesn't lose their progress. There are a few of key scenarios in which your activity is stopped and restarted:
- The user opens the Recent Apps window and switches from your app to another app. The activity in your app that's currently in the foreground is stopped. If the user returns to your app from the Home screen launcher icon or the Recent Apps window, the activity restarts.
- The user performs an action in your app that starts a new activity. The current activity is stopped when the second activity is created. If the user then presses the Back button, the first activity is restarted.
- The user receives a phone call while using your app on his or her phone.
The Activity
class provides two lifecycle methods, onStop()
and onRestart()
, which allow you to specifically handle how your activity handles being stopped and restarted. Unlike the paused state, which identifies a partial UI obstruction, the stopped state guarantees that the UI is no longer visible and the user's focus is in a separate activity (or an entirely separate app).
Note: Because the system retains your Activity
instance in system memory when it is stopped, it's possible that you don't need to implement the onStop()
and onRestart()
(or even onStart()
methods at all. For most activities that are relatively simple, the activity will stop and restart just fine and you might only need to useonPause()
to pause ongoing actions and disconnect from system resources.
Stop Your Activity
When your activity receives a call to the onStop()
method, it's no longer visible and should release almost all resources that aren't needed while the user is not using it. Once your activity is stopped, the system might destroy the instance if it needs to recover system memory. In extreme cases, the system might simply kill your app process without calling the activity's final onDestroy()
callback, so it's important you use onStop()
to release resources that might leak memory.
Although the onPause()
method is called before onStop()
, you should use onStop()
to perform larger, more CPU intensive shut-down operations, such as writing information to a database.
For example, here's an implementation of onStop()
that saves the contents of a draft note to persistent storage:
@Override
protected void onStop() {
super.onStop(); // Always call the superclass method first
// Save the note's current draft, because the activity is stopping
// and we want to be sure the current note progress isn't lost.
ContentValues values = new ContentValues();
values.put(NotePad.Notes.COLUMN_NAME_NOTE, getCurrentNoteText());
values.put(NotePad.Notes.COLUMN_NAME_TITLE, getCurrentNoteTitle());
getContentResolver().update(
mUri, // The URI for the note to update.
values, // The map of column names and new values to apply to them.
null, // No SELECT criteria are used.
null // No WHERE columns are used.
);
}
When your activity is stopped, the Activity
object is kept resident in memory and is recalled when the activity resumes. You don’t need to re-initialize components that were created during any of the callback methods leading up to the Resumed state. The system also keeps track of the current state for each View
in the layout, so if the user entered text into an EditText
widget, that content is retained so you don't need to save and restore it.
Note: Even if the system destroys your activity while it's stopped, it still retains the state of the View
objects (such as text in an EditText
) in a Bundle
(a blob of key-value pairs) and restores them if the user navigates back to the same instance of the activity (the next lesson talks more about using a Bundle
to save other state data in case your activity is destroyed and recreated).
Start/Restart Your Activity
When your activity comes back to the foreground from the stopped state, it receives a call to onRestart()
. The system also calls the onStart()
method, which happens every time your activity becomes visible (whether being restarted or created for the first time). The onRestart()
method, however, is called only when the activity resumes from the stopped state, so you can use it to perform special restoration work that might be necessary only if the activity was previously stopped, but not destroyed.
It's uncommon that an app needs to use onRestart()
to restore the activity's state, so there aren't any guidelines for this method that apply to the general population of apps. However, because your onStop()
method should essentially clean up all your activity's resources, you'll need to re-instantiate them when the activity restarts. Yet, you also need to instantiate them when your activity is created for the first time (when there's no existing instance of the activity). For this reason, you should usually use the onStart()
callback method as the counterpart to the onStop()
method, because the system calls onStart()
both when it creates your activity and when it restarts the activity from the stopped state.
For example, because the user might have been away from your app for a long time before coming back it, theonStart()
method is a good place to verify that required system features are enabled:
@Override
protected void onStart() {
super.onStart(); // Always call the superclass method first
// The activity is either being restarted or started for the first time
// so this is where we should make sure that GPS is enabled
LocationManager locationManager =
(LocationManager) getSystemService(Context.LOCATION_SERVICE);
boolean gpsEnabled = locationManager.isProviderEnabled(LocationManager.GPS_PROVIDER);
if (!gpsEnabled) {
// Create a dialog here that requests the user to enable GPS, and use an intent
// with the android.provider.Settings.ACTION_LOCATION_SOURCE_SETTINGS action
// to take the user to the Settings screen to enable GPS when they click "OK"
}
}
@Override
protected void onRestart() {
super.onRestart(); // Always call the superclass method first
// Activity being restarted from stopped state
}
When the system destroys your activity, it calls the onDestroy()
method for your Activity
. Because you should generally have released most of your resources with onStop()
, by the time you receive a call to onDestroy()
, there's not much that most apps need to do. This method is your last chance to clean out resources that could lead to a memory leak, so you should be sure that additional threads are destroyed and other long-running actions like method tracing are also stopped.
THIS LESSON TEACHES YOU TO
YOU SHOULD ALSO READ
There are a few scenarios in which your activity is destroyed due to normal app behavior, such as when the user presses the Backbutton or your activity signals its own destruction by callingfinish()
. The system may also destroy your activity if it's currently stopped and hasn't been used in a long time or the foreground activity requires more resources so the system must shut down background processes to recover memory.
When your activity is destroyed because the user presses Backor the activity finishes itself, the system's concept of thatActivity
instance is gone forever because the behavior indicates the activity is no longer needed. However, if the system destroys the activity due to system constraints (rather than normal app behavior), then although the actual Activity
instance is gone, the system remembers that it existed such that if the user navigates back to it, the system creates a new instance of the activity using a set of saved data that describes the state of the activity when it was destroyed. The saved data that the system uses to restore the previous state is called the "instance state" and is a collection of key-value pairs stored in a Bundle
object.
Caution: Your activity will be destroyed and recreated each time the user rotates the screen. When the screen changes orientation, the system destroys and recreates the foreground activity because the screen configuration has changed and your activity might need to load alternative resources (such as the layout).
By default, the system uses the Bundle
instance state to save information about each View
object in your activity layout (such as the text value entered into an EditText
object). So, if your activity instance is destroyed and recreated, the state of the layout is restored to its previous state with no code required by you. However, your activity might have more state information that you'd like to restore, such as member variables that track the user's progress in the activity.
Note: In order for the Android system to restore the state of the views in your activity, each view must have a unique ID, supplied by the android:id
attribute.
To save additional data about the activity state, you must override the onSaveInstanceState()
callback method. The system calls this method when the user is leaving your activity and passes it the Bundle
object that will be saved in the event that your activity is destroyed unexpectedly. If the system must recreate the activity instance later, it passes the same Bundle
object to both the onRestoreInstanceState()
and onCreate()
methods.
Save Your Activity State
As your activity begins to stop, the system calls onSaveInstanceState()
so your activity can save state information with a collection of key-value pairs. The default implementation of this method saves information about the state of the activity's view hierarchy, such as the text in an EditText
widget or the scroll position of aListView
.
To save additional state information for your activity, you must implement onSaveInstanceState()
and add key-value pairs to the Bundle
object. For example:
static final String STATE_SCORE = "playerScore";
static final String STATE_LEVEL = "playerLevel";
...
@Override
public void onSaveInstanceState(Bundle savedInstanceState) {
// Save the user's current game state
savedInstanceState.putInt(STATE_SCORE, mCurrentScore);
savedInstanceState.putInt(STATE_LEVEL, mCurrentLevel);
// Always call the superclass so it can save the view hierarchy state
super.onSaveInstanceState(savedInstanceState);
}
Caution: Always call the superclass implementation of onSaveInstanceState()
so the default implementation can save the state of the view hierarchy.
Restore Your Activity State
When your activity is recreated after it was previously destroyed, you can recover your saved state from theBundle
that the system passes your activity. Both the onCreate()
and onRestoreInstanceState()
callback methods receive the same Bundle
that contains the instance state information.
Because the onCreate()
method is called whether the system is creating a new instance of your activity or recreating a previous one, you must check whether the state Bundle
is null before you attempt to read it. If it is null, then the system is creating a new instance of the activity, instead of restoring a previous one that was destroyed.
For example, here's how you can restore some state data in onCreate()
:
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState); // Always call the superclass first
// Check whether we're recreating a previously destroyed instance
if (savedInstanceState != null) {
// Restore value of members from saved state
mCurrentScore = savedInstanceState.getInt(STATE_SCORE);
mCurrentLevel = savedInstanceState.getInt(STATE_LEVEL);
} else {
// Probably initialize members with default values for a new instance
}
...
}
Instead of restoring the state during onCreate()
you may choose to implement onRestoreInstanceState()
, which the system calls after the onStart()
method. The system calls onRestoreInstanceState()
only if there is a saved state to restore, so you do not need to check whether the Bundle
is null:
public void onRestoreInstanceState(Bundle savedInstanceState) {
// Always call the superclass so it can restore the view hierarchy
super.onRestoreInstanceState(savedInstanceState);
// Restore state members from saved instance
mCurrentScore = savedInstanceState.getInt(STATE_SCORE);
mCurrentLevel = savedInstanceState.getInt(STATE_LEVEL);
}
Caution: Always call the superclass implementation of onRestoreInstanceState()
so the default implementation can restore the state of the view hierarchy.
To learn more about recreating your activity due to a restart event at runtime (such as when the screen rotates), read Handling Runtime Changes.
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