Kotlin SharedFlow practical use

need

After monitoring the data, create a custom view to draw and display it. Data is sent every 200ms, and custom view data is drawn every 50ms. The original data needs to be smoothed.

1. viewModel side

// Backing property to avoid state updates from other classes
    private val _uiState = MutableSharedFlow<Int>(replay = 0)

    // The UI collects from this StateFlow to get its state updates
    val uiState: SharedFlow<Int> = _uiState

    fun sendEvent(event: Int) {
    
    
        viewModelScope.launch {
    
    
            _uiState.emit(event)
        }
    }

Listening end

class FullScreenRhythmActivity : AppCompatActivity(){
    
    
override fun onCreate(savedInstanceState: Bundle?) {
    
    
...
	registerListener(listener)
}

	private var listener: Listener = object : Listener() {
    
    
//        @RequiresApi(Build.VERSION_CODES.O)
        override fun onDataEventChanged(eventValue: Value) {
    
    
        	if (GenerateData.isFistEmit) {
    
    
                    Log.d("liulinTest", "startCacheData")
                    startCacheData(GenerateData.handleOriginalData(value))
                    GenerateData.isFistEmit = false
                } else {
    
    
                    setCacheData(GenerateData.handleOriginalData(value))
                }
        	viewModel.sendEvent(1)
       }
	}
}

Data processing end

My data is received nearly every 200ms. After the data needs to be cached and smoothed, a set of processed data will be sent out every 50ms and displayed (it will be more time-consuming, so use measureTimeMillis to calculate the time-consuming method)

open class BaseFragment : Fragment() {
    
    
	override fun onViewCreated(view: View, savedInstanceState: Bundle?) {
    
    
        super.onViewCreated(view, savedInstanceState)
        // 使用lifecycleScope启动协程
        // 由于 repeatOnLifecycle 是一个挂起函数,
        // 因此从 lifecycleScope 中创建新的协程
        viewLifecycleOwner.lifecycleScope.launch {
    
    
            // 直到 lifecycle 进入 DESTROYED 状态前都将当前协程挂起。
            // repeatOnLifecycle 每当生命周期处于 STARTED 或以后的状态时会在新的协程中
            // 启动执行代码块,并在生命周期进入 STOPPED 时取消协程。
            viewLifecycleOwner.repeatOnLifecycle(Lifecycle.State.STARTED) {
    
    
                // 每次生命周期处于 STARTED 状态(或更高状态)时,repeatOnLifecycle 在新的协程中启动块,并在它停止时取消它。
                viewModel.uiState.collect {
    
    
                	//方法耗时时间
                    var timeCost =
                        measureTimeMillis {
    
    ...
                     	callback.onChanged(GenerateData.cache1Array!!)
                        //接收到数据后要做的处理1...
                        }
                   	if (timeCost < 50)
                        delay(50 - timeCost)
                   	timeCost =
                        measureTimeMillis {
    
    ...接收到数据后要做的处理2...}
                  	if (timeCost < 50)
                        delay(50 - timeCost)
                   	timeCost =
                        measureTimeMillis {
    
    ...接收到数据后要做的处理3...} 
                }
	}
}

data processing

object GenerateData {
    
    
	fun handleOriginalData(byte: ByteArray): MutableList<Int> {
    
    ....}
  	var isFistEmit = true
    var cache1Array: FloatArray? = null//缓存数组1
    var cache2Array: FloatArray? = null//缓存数组2
    var cacheTempArray1: FloatArray? = null
    var cacheTempArray2: FloatArray? = null
    var cacheTempArray3: FloatArray? = null
    
    fun setCacheData(list: MutableList<Int>) {
    
    ...}
    fun startCacheData(list: MutableList<Int>) {
    
    ..}
}

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Origin blog.csdn.net/qq_32670947/article/details/126951798