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  • Silent mode exection with java.exe

    - by srinannapa
    I would like to know if there is a way to execute the "java.exe" as a background process (silent mode execution) Ex: java -cp . MyClass arg1 I want to run the above statement as a background process , without opening command window

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  • Android change background of key dynamically

    - by Wouter
    I'm building a custom keyboard in android. My input.xml: <com.mykeyboard.MyKeyboardView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/keyboard" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:keyBackground="@drawable/keybg" /> All the keys do have the same background. Now I'm trying to dynamically change the background of one single key. Is this possible?

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  • Android : background thread

    - by Ram
    Team, I need to run a background thread in my application. Could you please share the best practices where to initiate the thread so that keeps running irrespective of the Activity is being shown and things to consider. The purpose of this background thread is to fire transactions from the Simulator to the server and get the response back from the host. thanks, Ramesh

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  • Canvas background for retrieving color

    - by urema
    Hi, I have a canvas with a background set to be lineargradientbrush....how do I then extract the color from this background at a particular mouse point (x,y)? I can do this with a BitmappedImage fine...as this deals with pixels, not sure about a canvas though... Thanks greatly in advance, U.

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  • Center image over background color taken from corner

    - by joebert
    I'm looking for a way that I can take say, a 200x200 pixel image and center it over a background that's 500x500 pixels. The background should be the color of the top-left corner of the 200x200 pixel image. I get the -gravity and -fill flags, but I'm having trouble finding a way to grab that top-left corners color to pass to the -fill flag.

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  • TableView Background image going over cell textLabel

    - by Alex Trott
    Currently my tableview looks like this: as you can see, cell.textLabel and cell.detailTextLable both load this background, and i can't work out how to get them to stop loading the background, and for it only to be the backing on the cell. Here's my current code to change the cell: - (void)tableView:(UITableView *)tableView willDisplayCell:(UITableViewCell *)cell forRowAtIndexPath:(NSIndexPath *)indexPath { [cell setBackgroundColor:[UIColor colorWithPatternImage:[UIImage imageNamed:@"tableCell.png"]]]; } How can i get round this problem? Thanks in advance.

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  • Dynamic CSS Background URLs

    - by 500ml
    Consider this CSS Property: background: url(http://images.something.com/background.png) left top repeat-x; Is there a way to dynamically specify the URL being used in the external file (Meaning the URL is sort of automatically generated rather than hard-coded in the CSS file) ? Thanks.

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  • How to deal with job that stop and cannot continue unless made foreground?

    - by Vi
    Recent example: mountlo (using UML): vi@vi-notebook:~/b$ mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other& [1] 32561 vi@vi-notebook:~/b$ Checking that ptrace can change system call numbers...OK Checking syscall emulation patch for ptrace...OK Checking advanced syscall emulation patch for ptrace...OK Checking PROT_EXEC mmap in /tmp...OK Checking for the skas3 patch in the host: - /proc/mm...not found - PTRACE_FAULTINFO...not found - PTRACE_LDT...not found UML running in SKAS0 mode [1]+ Stopped mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other vi@vi-notebook:~/b$ bg [1]+ mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other & [1]+ Stopped mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other vi@vi-notebook:~/b$ bg [1]+ mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other & [1]+ Stopped mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other vi@vi-notebook:~/b$ bg [1]+ mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other & [1]+ Stopped mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other vi@vi-notebook:~/b$ fg mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8,allow_other Linux version 2.6.15 (miko@dorka) (gcc version 3.3.5 (Debian 1:3.3.5-13)) #1 Mon Feb 27 13:27:52 CET 2006 (normal output) ... vi@vi-notebook:~/b$ socat - exec:'mountlo -m 16 -d /dev/uba1 /home/vi/mnt/usb -t vfat -o iocharset=utf8\,allow_other',pty,ctty fusermount: waitpid: No child processes vi@vi-notebook:~/b$ Also happens with Gimp (when it does run it's plug-ins). Parts of Gimp started by `gimp q.jpg&' freeze and cannot continue unless "killall -CONT" or made foreground. Is it a bug? How to reliably start things in a background?

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  • Blending Background for Polar Distortion in GIMP

    - by Chris S
    I followed a tutorial to perform a polar distortion on a panoramic image. The instructions are geared for Photoshop but seem to mostly apply to GIMP as well. The only thing I couldn't really figure out was how they were able to automatically fill in the area around the circle by "extending" the border of the circle. e.g. In GIMP, performing the polar distortion leaves a black white canvas around the circle, not the attractive blended background shown in the tutorial. Is there an easy way to implement this? The only way I found was to reserve half of the "square" as blank canvas and then manually copy the image's top row of pixels over this empty portion. Then, after the polar distortion, I crop out the extra area. Although this achieves the effect, it seems a bit awkward. How do you stretch selections? Ideally, I just want to select the top row and stretch it vertically until it fills in half of the canvas. Instead I had to manaully copy, paste, translate, etc.

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  • z index background issue in IE

    - by Michael
    I have a jQuery tools scroller set up with controls managing two separate divs of info - one images, the other related text that needs to sit over the top of the images with a transparent bg image. I am using z-indexing to achieve this and am aware of IE's issues with this but am unable to sort it (tested in IE6-8). Image of the issue below: http://test.shakingpaper.com.au/not_working.png It seems that the overlayed div is taking on the containers white. Try as I might, I can't resolve this. HTML/CSS code below: <div id="content"> <div id="nav"></div> <div class="s4 slideshow"> <div> <img src="<?php bloginfo('stylesheet_directory'); ?>/images/hero_1_white.jpg" width="770" height="367" /> </div> <div> <img src="<?php bloginfo('stylesheet_directory'); ?>/images/hero_1_white.jpg" width="770" height="367" /> </div> <div> <img src="<?php bloginfo('stylesheet_directory'); ?>/images/hero_1_white.jpg" width="770" height="367" /> </div> </div> <div id="overlay_bg"></div> <div class="s4 information"> <div> <h1>Support</h1> <p>Quisque lacus quam, egestas ac tincidunt a, lacinia vel velit. Aenean facilisis nulla vitae.</p> <p><a href="#">Support Us</a></p> </div> <div> <h1>Events</h1> <p>Quisque lacegestas ac tincidunt a, lacinia vel velit. Aenean facilisis nulla vitae.</p> <p><a href="#">Read More</a></p> </div> <div> <h1>Regional</h1> <p>Quisque lacus quam, egestas ac tincidunt a, lacinia vel velit. Aenean facilisis nulla vitae.</p> <p><a href="#">Support Us</a></p> </div> </div> </div> <!-- end of content --> #content { height: auto; min-height: 300px !important; overflow: hidden; position:relative; margin-left: 27px; width: 770px; padding-bottom: 43px; } #nav { width: 60px; z-index: 10000; position: absolute; top:340px; left: 28px; } .s4 { width: 770px; height: 370px; overflow: hidden; } #nav a { background-color: transparent; background-image: url(images/transition.png); background-position: 0 0; text-indent: -1000em; width: 10px; height: 10px; display: block; float: left; margin-right: 5px; } #nav a.activeSlide { background-position: 0 -10px; } #overlay_bg { background: url(images/soild_block.png) no-repeat; width: 318px; height: 339px; z-index: 5000; position: absolute; top: 28px; } .information { position: absolute; top: 60px; left: 28px; z-index: 16000; width: 290px; height: 260px; color: #FFF; } .information h1 { font-size: 50px; font-style: italic; text-transform: uppercase; } .information p { font-size: 17px; line-height: 27px; margin-top: 37px; } .information a { font-size: 13px; padding-bottom: 2px; border-bottom: 1px solid; color: #FFF; text-transform: uppercase; font-style: italic; } .information a:hover { color: #000; } Any help would be greatly appreciated.

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  • Low framerate on background apps

    - by user1698923
    My problem is that when a game is running in the foreground, in Full Screen mode, any applications on my second monitor (such as youtube videos, videos, not app specific) drop their frame-rate to about 2-3 FPS. It seems like some sort of power management option that I can't track down. As far as I can tell, it's not due to the GPU not being able to keep up. For instance, my PC can play League of Legends at about 280FPS when the framerate is uncapped. If i cap it at 60FPS using the in-game option, it has no affect on the performance of the background app. Summary Operating System Windows 8 Pro 64-bit CPU Intel Core i7 3820 @ 3.60GHz 42 °C Sandy Bridge-E 32nm Technology RAM 12.0GB Triple-Channel DDR3 @ 533MHz (7-7-7-20) Motherboard Gigabyte Technology Co., Ltd. X79-UD3 (SOCKET 0) 37 °C Graphics DELL U2713HM (2560x1440@59Hz) DELL U2713HM (2560x1440@59Hz) 1280MB NVIDIA GeForce GTX 570 (Gigabyte) 58 °C Hard Drives 212GB Volume0 (RAID) 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 36 °C 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 34 °C Optical Drives No optical disk drives detected Audio ASUS Xonar Essence STX Audio Device Operating System Windows 8 Pro 64-bit Computer type: Desktop Graphics Monitor 1 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Secondary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY4\Monitor0 Monitor 2 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Primary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY5\Monitor0 NVIDIA GeForce GTX 570 Manufacturer NVIDIA Model GeForce GTX 570 GPU GF110 Device ID 10DE-1086 Revision A2 Subvendor Gigabyte (1458) Series GeForce GTX 500 Current Performance Level Level 3 Current GPU Clock 845 MHz Current Memory Clock 1900 MHz Current Shader Clock 1690 MHz Voltage 0.988 V Technology 40 nm Die Size 520 mm² Release Date Dec 07, 2010 DirectX Support 11.0 OpenGL Support 5.0 Bus Interface PCI Express x16 Temperature 57 °C Driver version 9.18.13.2018 BIOS Version 70.10.55.00.01 ROPs 40 Shaders 512 unified Memory Type GDDR5 Memory 1280 MB Bus Width 64x5 (320 bit) Filtering Modes 16x Anisotropic Noise Level Moderate Max Power Draw 219 Watts Count of performance levels : 3 Level 1 - "Default" GPU Clock 50 MHz Memory Clock 135 MHz Shader Clock 101 MHz Level 2 - "2D Desktop" GPU Clock 405 MHz Memory Clock 324 MHz Shader Clock 810 MHz Level 3 - "3D Applications" GPU Clock 845 MHz Memory Clock 1900 MHz Shader Clock 1690 MHz Things I've tried: 1) Updating the graphics driver 2) Setting windows power mode to High Performance 3) Reset Nvidia Global Performance settings to default

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  • send sms from background thread in blackberry using j2me

    - by SWATI
    hey i made a lot of search and found some similar types of code. I tried for gsm method 1 gives IllegalArgumentException try { MessageConnection _mc = (MessageConnection)Connector.open("sms://"); TextMessage tm = (TextMessage) _mc.newMessage(MessageConnection.TEXT_MESSAGE); tm.setPayloadText(smsText); tm.setAddress("965xxxxxxx"); _mc.send(tm); _mc.close(); }catch(exception e){} method 2: gives java.lang.error exception try { MessageConnection _mc = (MessageConnection)Connector.open("sms://"); TextMessage tm = (TextMessage) _mc.newMessage(MessageConnection.TEXT_MESSAGE, "//9790XXXXXX"); tm.setPayloadText(text); _mc.send(tm); _mc.close(); }catch(Exception e){} I think the problem is with address i also tried : but no success +91965xxxxxxx , 0091965xxxxxxx , 0965xxxxxxx How my application works---- i have created 2 applications-- 1) Application 1 is a background app that is a System module as well as startup application. 2) Another is a uiapplication the background app runs in background.If there comes an incoming call then a flag value is set in persistent object and after checking that value as true the sms is send to that no from whom call is made.

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  • [iPhone] Background color during flip view animation/transition?

    - by Rob S.
    I have some pretty standing flipping action going on: [UIView beginAnimations:@"swapScreens" context:nil]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.view cache:YES]; [UIView setAnimationDuration:1.0]; [self.view exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [UIView commitAnimations]; To Apple's credit, this style of animation is amazingly easy to work with. Very cool, and I've been able to animate transitions, flips, fades etc. throughout the app very easily. Question: During the flip transition, the background visible 'behind' the two views during the flip is white and I'd like it to be black. I've: Set the background of the containing view (self.view above) - no dice. I really thought that would work. Set the background of each view to black - no dice. I didn't think this would work although you give different things a shot to understand better :) Google'd like crazy; keep landing on Safari-related listings. Thanks in advance!

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  • Odd background image resizing on animating UIView

    - by Woody
    I have a UIView in the middle of a view that I am using as a game playing area (in a 2d cocoa view). This image has a background image of the same size as the view. Resizing the view I use animation to make it look smooth (and that works fine). However, when the animation starts, the background image immediately changes size, tiling or being clipped to a size that when the animation finishes, the background image is physically the same size. I don't want this, I want the image to always fit the view, regardless of the view size. UIImage *bgImage = [UIImage imageNamed:@"head.png"]; ... // resize the image returning another image self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:resizedImage]; [UIView beginAnimations:@"resizeView" context:nil]; [UIView setAnimationDuration:.5]; int localViewSize = ... // work out view sizes self.view.frame = CGRectMake(... ,localViewSize,localViewSize); [UIView commitAnimations]; It looks very odd as it jumps to a different size, then animates to the original size. I am guessing that maybe I would have to make a separate view underneath my main view but is that the only way?

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  • java TrayIcon using image with transparent background

    - by Jack
    I am using the following code to set a tray icon in Windows and Linux. It works wonderful in Windows and works okay in Linux. In Linux (Ubuntu) I have my panel set to be (somewhat) transparent and when I add a GIF (with a transparent background) the background of the icon shows up all grey and ugly (see image, green diamond "!")....Any ideas on how to make the GIF image I am adding "keep" its transparent background? and the image I am using, if you'd like to test: import java.awt.*; import java.awt.event.*; public class TrayFun { static class ShowMessageListener implements ActionListener { TrayIcon trayIcon; String title; String message; TrayIcon.MessageType messageType; ShowMessageListener( TrayIcon trayIcon, String title, String message, TrayIcon.MessageType messageType) { this.trayIcon = trayIcon; this.title = title; this.message = message; this.messageType = messageType; } public void actionPerformed(ActionEvent e) { trayIcon.displayMessage(title, message, messageType); } } public static void main(String args[]) { Runnable runner = new Runnable() { public void run() { if (SystemTray.isSupported()) { final SystemTray tray = SystemTray.getSystemTray(); Image image = Toolkit.getDefaultToolkit().getImage("green_info.png"); PopupMenu popup = new PopupMenu(); final TrayIcon trayIcon = new TrayIcon(image, "The Tip Text", popup); trayIcon.setImageAutoSize(true); MenuItem item = new MenuItem("Close"); item.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { tray.remove(trayIcon); } }); popup.add(item); try { tray.add(trayIcon); } catch (AWTException e) { System.err.println("Can't add to tray"); } } else { System.err.println("Tray unavailable"); } } }; EventQueue.invokeLater(runner); } }

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  • Change UIButton Background Image more than once per second

    - by beta.services
    I am currently working with the iPhone SDK. I have a NSTimer that changes the background image of a UIButton. Once this is complete, it will trigger the same action again (reset the NSTimer) for a predetermined number of times. My problem is that if my NSTimer is set to execute more than once per second. (0.75, say) The background image wont change. I am using NSLog to check that the event fires. But the button image will just remain in its original state. Is there any way to change the background image more often than once per second? This is my timer : [NSTimer scheduledTimerWithTimeInterval: tmpLvlSpeed target: self selector: @selector(simPressRed:) userInfo: nil repeats: NO]; And the code to change the image: [btnRed setImage:[UIImage imageNamed:@"btn_red.png"] forState:UIControlStateNormal]; if tmpLvlSpeed is less than 1.0, the button image will never change. Even though the simPressRed function will still fire. Any clues? Is there an update cycle I can modify?

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  • CSS opacity and child elements

    - by Rob
    <style type="text/css"> div#foo { background: #0000ff; width: 200px; height: 200px; opacity: 0.30; filter: alpha(opacity = 30); } div#foo>div { color: black; opacity:1; filter: alpha(opacity = 100); } </style> <div id="foo"> <div>Lorem</div> <div>ipsum</div> <div>dolor</div> </div> In the above example, the opacity of div#foo is inherited by child elements, causing the text to become nearly unreadable. I suppose it's wrong to say it is inherited, the opacity is applied to the parent div and the children are part of that, so attempting to override it for the child elements doesn't work because technically they are opaque. I typically just use an alpha png background image in such cases, but today i'm wondering if there's a better way to make a background of a div semi-transparent without affecting the contents.

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  • Flex redrawing background when Scrolling, degrafa: How ?.

    - by coulix
    Hi Everyone, I am using a canvas which has a degrafa background, so far so good. However when scrolling apears the background (degrafa grid) does not get redrawn. In the code the bg strokes are linked to the container height. The thing is container.height does not change even when scrolling. How do i get the heigh of the whole area so i can set the new height to my degrafa background ? it looks like this. <mx:Canvas id="blackBoard" width="100%" height="100%" x="0" y="0" backgroundColor="#444444" clipContent="true"> <!-- Degrafa Surface --> <degrafa:Surface id="boardSurfaceContainer"> <degrafa:strokes> <degrafa:SolidStroke id="whiteStroke" color="#EEE" weight="1" alpha=".2"/> </degrafa:strokes> <!-- Grid drawing --> <degrafa:GeometryGroup id="grid"> <degrafa:VerticalLineRepeater count="{blackBoard.width / ApplicationFacade.settings.GRID_SIZE}" stroke="{whiteStroke}" x="0" y="0" y1="{blackBoard.height}" offsetX="0" offsetY="0" moveOffsetX="{ApplicationFacade.settings.GRID_SIZE}" moveOffsetY="0"/> <degrafa:HorizontalLineRepeater count="{blackBoard.height / ApplicationFacade.settings.GRID_SIZE}" stroke="{whiteStroke}" x="0" y="0" x1="{blackBoard.width}" offsetX="0" offsetY="0" moveOffsetX="0" moveOffsetY="{ApplicationFacade.settings.GRID_SIZE}"/> </degrafa:GeometryGroup> </degrafa:Surface>

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  • Put together tiles in android sdk and use as background

    - by Jon
    In a feeble attempt to learn some Android development am I stuck at graphics. My aim here is pretty simple: Take n small images and build a random image, larger than the screen with possibility to scroll around. Have an animated object move around on it I have looked at the SDK examples, Lunar Lander especially but there are a few things I utterly fail to wrap my head around. I've got a birds view plan (which in my head seems reasonably sane): How do I merge the tiles into one large image? The background is static so I figure I should do like this: Make a 2d array with refs to the tiles Make a large Drawable and draw the tiles on it At init draw this big image as the background At each onDraw redraw the background of the previous spot of the moving object, and the moving object at its new location The problem is the hands on things. I load the small images with "Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1)", but then what? Should I make a canvas and draw the images on it with "canvas.drawBitmap (img1, x, y, null);"? If so how to get a Drawable/Bitmap from that? I'm totally lost here, and would really appreciate some hands on help (I would of course be grateful for general hints as well, but I'm primarily trying to understand the Graphics objects). To make you, dear reader, see my level of confusion will I add my last desperate try: Drawable drawable; Canvas canvas = new Canvas (); Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1); // 50 x 100 px image Bitmap img2 = BitmapFactory.decodeResource (res, R.drawable.img2); // 50 x 100 px image canvas.drawBitmap (img1, 0, 0, null); canvas.drawBitmap (img2, 50, 0, null); drawable.draw (canvas); // obviously wrong as draw == null this.setBackground (drawable); Thanks in advance

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  • how to update UI controls in cocoa application from background thread

    - by AmitSri
    following is .m code: #import "ThreadLabAppDelegate.h" @interface ThreadLabAppDelegate() - (void)processStart; - (void)processCompleted; @end @implementation ThreadLabAppDelegate @synthesize isProcessStarted; - (void)awakeFromNib { //Set levelindicator's maximum value [levelIndicator setMaxValue:1000]; } - (void)dealloc { //Never called while debugging ???? [super dealloc]; } - (IBAction)startProcess:(id)sender { //Set process flag to true self.isProcessStarted=YES; //Start Animation [spinIndicator startAnimation:nil]; //perform selector in background thread [self performSelectorInBackground:@selector(processStart) withObject:nil]; } - (IBAction)stopProcess:(id)sender { //Stop Animation [spinIndicator stopAnimation:nil]; //set process flag to false self.isProcessStarted=NO; } - (void)processStart { int counter = 0; while (counter != 1000) { NSLog(@"Counter : %d",counter); //Sleep background thread to reduce CPU usage [NSThread sleepForTimeInterval:0.01]; //set the level indicator value to showing progress [levelIndicator setIntValue:counter]; //increment counter counter++; } //Notify main thread for process completed [self performSelectorOnMainThread:@selector(processCompleted) withObject:nil waitUntilDone:NO]; } - (void)processCompleted { //Stop Animation [spinIndicator stopAnimation:nil]; //set process flag to false self.isProcessStarted=NO; } @end I need to clear following things as per the above code. How to interrupt/cancel processStart while loop from UI control? I also need to show the counter value in main UI, which i suppose to do with performSelectorOnMainThread and passing argument. Just want to know, is there anyother way to do that? When my app started it is showing 1 thread in Activity Monitor, but when i started the processStart() in background thread its creating two new thread,which makes the total 3 thread until or unless loop get finished.After completing the loop i can see 2 threads. So, my understanding is that, 2 thread created when i called performSelectorInBackground, but what about the thrid thread, from where it got created? What if thread counts get increases on every call of selector.How to control that or my implementation is bad for such kind of requirements? Thanks

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