Thanks for the reply - I wanted to follow up on this - I fixed it by
taking out the synchronized blocks where I didn't need them.  I was
just blindly putting them in everywhere in my view, but they aren't
needed unless there's some modification to the view properties.

On Oct 25, 12:06 pm, Streets Of Boston <flyingdutc...@gmail.com>
wrote:
> I cannot answer this question for you,
> but try to reproduce this issue on a real device while having it
> connected to your PC so that you can debug it.
>
> Let it run until it hangs.
> Then start the ADB debugger and pause all threads. See which threads
> are causing the deadlock. This may give you some more info.
>
> On Oct 24, 4:40 pm,LouisB<louisbhi...@gmail.com> wrote:
>
>
>
> > Would appreciate some help here, my app (Apple2 Emulator) runs great
> > on the emulator, but when I put it up on my G1 it becomes extremely
> > flakey.  Force quit / hang like crazy.  I uploaded to the market and
> > everyone is force quitting the app.  Not good!  The code is based on
> > the old lunar lander example.  The problem I’m seeing is that the app
> > hangs up on the “synchronized (mSurfaceHolder) {“ block (see code
> > snippets below.)
> > Question is: Why would it hang up on the “synchronized
> > (mSurfaceHolder) {“check and what can I do to troubleshoot / debug?  I
> > can’t pinpoint exactly what started it, but I will tell you I added
> > some native JNI calls and it seems to have started after that?  It
> > generally hangs in the beginning when I give control to the “view”
> > thread.
>
> > MANY THANKS
> > Bart
>
> > Code:
> > public class <view> extends SurfaceView implements
> > SurfaceHolder.Callback {
> > …
> > public <thread>(SurfaceHolder surfaceHolder, Context context, Handler
> > handler) {
> >             mSurfaceHolder = surfaceHolder;
> > …
> > private void doDraw(Canvas c) {
> >                 synchronized (mSurfaceHolder) {  <----HANGING HERE

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