I have created a CameraApp. And getting byte[]
cameraPreviewCallback in onPreviewFrame(byte byteArray[] , Camera camera)
I am converting these byteArray
to rgb
and doing a lot of stuff too. So It is working slowly. So I think I should get benefit from java.util.concurrent
package. But didn't find an easy way to handle what I want.
I want multiple threads to do my job serially but each time one can set bitmap
to surfaceView
. And also have to check that:
No Old byte of Array shouldn't be draw on surfaceView.
I think I have to write that code using a synchronize lock. And check for a boolean variable isWorkingOnFrame
is true
.
Can someone explain me how to use multiple threads in series but at one time one can do its work.
private android.hardware.Camera.PreviewCallback previewCallback = new android.hardware.Camera.PreviewCallback()
{
public void onPreviewFrame(byte abyte0[] , Camera camera)
{
try
{
Thread.sleep(1L);
}
catch (InterruptedException interruptedexception)
{
return;
}
int[] rgbData = YuvUtils.myDecodeGreyscale(abyte0, widthPreview, heightPreview, imageBrightness, nonGreencolorOffset, greenColorOffset); ///it is working...
editedBitmap.setPixels(rgbData, 0, widthPreview, 0, 0, widthPreview, heightPreview);
if(CameraStatik.cameraId==CameraInfo.CAMERA_FACING_FRONT)
{
matrix.setRotate(270F);
}
finalBitmap = Bitmap.createBitmap(editedBitmap, 0, 0, widthPreview, heightPreview, matrix, true);
if(saveCurrentFrame)
{
saveCurrentFrame =false;
new BitmapSaver(ctx, finalBitmap).start();
}
drawView.setBitmapToDraw(finalBitmap);
}
};
I simply want to make this code work efficiently.
Solve it in the java way! Use the
Executor
interface along withRunnable
.First, get a
ExecutorService
(which implements theExecutor
interface) withExecutors.newSingleThreadExecutor()
, and then, put your Threads to work.Example:
You can read more about
Executor
here.Or like it was said on the comments, you can take a look at
ThreadPoolExecutor
and on this tutorial.