Well, try adding a sleep first and then check your results again.  You can
then rule out the CPU consumption there and then.
Otherwise, it indeed may be a bug.  Perhaps that implementation creates a
lock or something and lets the UI thread from continuing.
That is the root of the issue, that the UI thread is not able to delegate
events and maybe stuck waiting for a lock or executing code.

On Tue, May 1, 2012 at 1:52 PM, Mark Murphy <[email protected]> wrote:

> Redirecting this private reply back to the list, where it belongs:
>
> On Tue, May 1, 2012 at 4:46 PM, Ab <[email protected]> wrote:
> > My application renders some in a non-ui thread while the user continues
> to
> > interact with the UI.
>
> That's fine, so long as it does so in such a way as to not hammer the
> CPU into oblivion. This is why game developers take steps to manage
> their frame rate.
>
> > This simple test Activity mimics this behavior by
> > creating a thread which continually paints into a Canvas while the user
> > presses the buttons in the UI.
> >
> > This Activity gives an ANR on the Samsung Galaxy Note within 10-30
> seconds,
> > but gives no issues on the 6 other devices I tested it on.
>
> I find that difficult to believe.
>
> > Given that the ANR occurs so quickly, and doesn't occur on other
> devices, I
> > don't think the CPU usage is the cause.
>
> You are welcome to your opinion.
>
> --
> Mark Murphy (a Commons Guy)
> http://commonsware.com | http://github.com/commonsguy
> http://commonsware.com/blog | http://twitter.com/commonsguy
>
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>
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