I tried to show a random imageView out of 2(one,two) with this
binding.imageView.setImageResource(oneandtwo[random.nextInt(oneandtwo.size)]) it works fine
and
i wanted to increase score when i clicked on imageView
but score increases independent to that, sometimes increases when i clicked on imageView2 and sometimes imageView, i want to increase score when i only clicked on imageView. i couldnt figure out. Thanks in advance.
var score = 0
val oneandtwo: IntArray = intArrayOf(
R.drawable.ic_baseline_looks_one_24,
R.drawable.ic_baseline_looks_two_24
)
binding.imageView.setOnClickListener{
val random = Random
binding.imageView.setImageResource(oneandtwo[random.nextInt(oneandtwo.size)])
if (oneandtwo[random.nextInt(oneandtwo.size)]==(R.drawable.ic_baseline_looks_one_24)){
score++
binding.textView.text = score.toString()
}
}
The number you gave in the image and the number you checked in the if block may not match and will not give the result you want. If you change code like this. Probably your problem will be solved.
binding.imageView.setOnClickListener{
val random = Random().nextInt(oneandtwo.size)
binding.imageView.setImageResource(oneandtwo[random])
if (oneandtwo[random]==(R.drawable.ic_baseline_looks_one_24)){
score++
binding.textView.text = score.toString()
}
}
What you are doing is checking the resourceId of the newly generated image, not the one you just clicked. That's why it not giving the result you want ,i.e, increment on the click of imageView and not on click of imageView2. Try below code. it should work
var score = 0
val oneandtwo: IntArray = intArrayOf(R.drawable.ic_baseline_looks_one_24,R.drawable.ic_baseline_looks_two_24)
/*Initalize the initial image and tag either here or in xml file*/
val random = Random().nextInt(oneandtwo.size)
binding.imageView.setImageResource(oneandtwo[random])
binding.imageView.Tag = oneandtwo[random]
binding.imageView.setOnClickListener{
val imageTag = binding.imageView.Tag
if (imageTag == (R.drawable.ic_baseline_looks_one_24)) {
score++
binding.textView.text = score.toString()
}
val random = Random().nextInt(oneandtwo.size)
binding.imageView.setImageResource(oneandtwo[random])
binding.imageView.Tag = oneandtwo[random]
}
You've got two problems that both the answers cover - if clicking a particular image is meant to give you points, you have to check the image before you change it. And if you're using random items, you need to pick one and keep a reference to it. This:
binding.imageView.setImageResource(oneandtwo[random.nextInt(oneandtwo.size)])
if (oneandtwo[random.nextInt(oneandtwo.size)]==(R.drawable.ic_baseline_looks_one_24))
picks two completely independent numbers which may not match - and they're supposed to be referencing the same item, right? Get your random thing once, use it twice
RahulK's answer should work but here's another way you could do it, with an explicit listener object so you can throw a state variable in there:
binding.imageView.setOnClickListener(object : View.OnClickListener {
// keep track of whether the current image adds to the score when clicked
var givesPoints = false
override fun onClick(view: View) {
// first, we just got clicked, so add to the score if appropriate
if (givesPoints) score++
// you can just call random() on a collection to get a random element from it
val resId = oneAndTwo.random()
// set the image - might be better to do (view as ImageView).setImageResource
// so it sets it on -whatever was clicked- so it's easier to reuse
binding.imageView.setImageResource(resId)
// now set whether this new image gives points or not
givesPoints = resId == R.drawable.ic_baseline_looks_one_24
}
})
So this way, every time you set a new image, the listener knows whether to give points for it next time it's clicked
I don't know how you have this set up, you're only initialising things when the image is clicked so if you need to set them up beforehand (so you can have an image displayed that you an click for points) you probably want everything in a separate function you can call when clicked and during setup:
/** Assigns a random picture to this ImageView - returns true if it's a point-scoring pic */
fun assignRandomPic(imageView: Imageview): Boolean {
val resId = oneAndTwo.random()
imageView.setImageResource(resId)
return resId == R.drawable.ic_baseline_looks_one_24
}
// set an initial image, storing whether it scores points
val scoreMe = assignRandomPic(binding.imageView)
binding.imageView.setOnClickListener(object : View.OnClickListener {
// initialise this as appropriate for the image we just set up
var givesPoints = scoreMe
override fun onClick(view: View) {
if (givesPoints) score++
// set a new pic and store its point-scoring state
givesPoints = assignRandomPic(view as ImageView)
}
})
or you could just do var givesPoints = assignRandomPic(binding.imageView) and init the image inside the click listener, whatever feels better
Related
I have a simple button in my recyclerview, when clicked the first time it should make the text editable, when clicked the second time, it should confirm the change. The problem I'm having is that I have the two onClickListeners set up, but they refer to each other, and the bottom one can always resolve the top one, but the top one can't resolve the bottom one.
Recyclerview: bindIngredient
fun bindIngredient(ingredient: ListIngredientsQuery.Item, clickListener: RecyclerViewClickListener) {
val ocl1 = View.OnClickListener{
//Text Editable
view.ingEditText.setText(view.ingNameTV.text.toString())
view.ingNameTV.visibility = View.GONE
view.ingEditText.visibility = View.VISIBLE
view.ingEditButton.text = "Confirm"
view.ingEditButton.setOnClickListener(ocl2)
}
var ocl2 = View.OnClickListener {
//Text Not Editable
view.ingNameTV.text = view.ingEditText.text
view.ingEditText.visibility = View.GONE
view.ingNameTV.visibility = View.VISIBLE
view.ingEditButton.setOnClickListener(ocl1)
clickListener.onConfirmSelect(ingredient)
}
this.ingredient = ingredient
view.ingNameTV.text = ingredient.name()
view.ingEditButton.setOnClickListener(ocl1)
view.veganSpinner.setSelection(Vegan.valueOf(ingredient.vegan().toString()).ordinal, false)
view.gfSpinner.setSelection(GlutenFree.valueOf(ingredient.glutenfree().toString()).ordinal, false)
}
In this example the line
view.ingEditButton.setOnClickListener(ocl2)
errors because ocl2 is unresolved. If I switch the order of the two onClickListeners being declared and initialized, the line
view.ingEditButton.setOnClickListener(ocl1)
errors because ocl1 is resolved. I take this to mean that it won't look further down to find what it needs, it'll only rely on objects that have already been initialized.
Is there a way to fix this? Is there a better way to do this? I'm tempted to just put two buttons in the same spot, give them each their own onclicklistener and swap their visibility, but this seems like a waste of resources.
You need to declare your objects before you use them.
fun bindIngredient(ingredient: ListIngredientsQuery.Item, clickListener: RecyclerViewClickListener) {
val ocl1: View.OnClickListener
val ocl2: View.OnClickListener
ocl1 = View.OnClickListener{
//Text Editable
view.ingEditText.setText(view.ingNameTV.text.toString())
view.ingNameTV.visibility = View.GONE
view.ingEditText.visibility = View.VISIBLE
view.ingEditButton.text = "Confirm"
view.ingEditButton.setOnClickListener(ocl2)
}
ocl2 = View.OnClickListener {
//Text Not Editable
view.ingNameTV.text = view.ingEditText.text
view.ingEditText.visibility = View.GONE
view.ingNameTV.visibility = View.VISIBLE
view.ingEditButton.setOnClickListener(ocl1)
clickListener.onConfirmSelect(ingredient)
}
this.ingredient = ingredient
view.ingNameTV.text = ingredient.name()
view.ingEditButton.setOnClickListener(ocl1)
view.veganSpinner.setSelection(Vegan.valueOf(ingredient.vegan().toString()).ordinal, false)
view.gfSpinner.setSelection(GlutenFree.valueOf(ingredient.glutenfree().toString()).ordinal, false)
}
However, it would be better if you just used one OnClickListener. You can simply save which state you are in, and when the button is clicked, you just check which state you are in, perform your action, and then change the state. This way you don't have to worry about switching your listeners, which can get messy.
I'm working on a quiz app for my project at university, and I'm trying to save button and boolean that states if the answer is correct or not in data class and save all buttons in a temporary list so I can add onclick listener for all of them later. But when I'm trying to access boolean value, it just turns into number 904. Here's my code regarding these buttons.
val ansBtnList: MutableList<ButtonDataClass> = mutableListOf()
--------------------------------------------------------------
val ans = ButtonDataClass(Button(this), quizToShow.getValue(planets[0]).answers[i].isRight)
--------------------------------------------------------------
ansBtnList.add(ans)
--------------------------------------------------------------
for (i in 0..3) {
ansBtnList[i].btn.setOnClickListener { Log.d(null, ansBtnList[i].btn.right.toString()) }
}
Thanks in advance!
EDIT: ButtonDataClass code:
data class ButtonDataClass (var btn: Button, var right: Boolean)
It's not the right that you think it is. btn is the button. The button has a right field that is related to its coordinate on screen. You should try ansBtnList[i].right.toString() instead.
btn.right refers to right variable of Button class, not to the one present in the ButtonDataClass
replace: ansBtnList[i].btn.setOnClickListener { Log.d(null, ansBtnList[i].btn.right.toString()) }
with: ansBtnList[i].btn.setOnClickListener { Log.d("your_tag_id", ansBtnList[i].right) }
Of course you are not accessing the right field. ansBtnList[i].btn.right gives you the right position of your button in pixels.
Rather do ansBtnList[i].right
I have list of users with circle foreground on their avatar. If user is online circle is green, otherwise it is red. The problem is, whole list is red (for example) until I scroll under the user which is supposed to be green.
After that when I scroll back upwards whole list has green circles until I reach offline user which will change whole list back to red.
My bind function looks like this:
fun bind(userInfo: UserInfo) {
val foreground = ContextCompat.getDrawable(itemView.context, R.drawable.ic_online)
foreground?.colorFilter = PorterDuffColorFilter(ContextCompat.getColor(
itemView.context, when {
userInfo.status == Status.OFFLINE -> R.color.offline_red
else -> R.color.colorAccent
}), PorterDuff.Mode.SRC_ATOP)
itemView.profilePictureImageView.foreground = foreground
val options = RequestOptions()
options.placeholder(R.drawable.ic_default_avatar)
options.circleCrop()
Glide.with(itemView.context)
.load("http://scdb.abradio.cz/uploads/interprets/r/radek-rettegy.jpg")
.apply(options)
.into(itemView.profilePictureImageView)
}
You need to call mutate on the drawable otherwise you're changing the shared instance:
val foreground = ContextCompat.getDrawable(itemView.context, R.drawable.ic_online)
.mutate()
I need to know how to check how to compare or check for an image resource on an image button
First I setup the button.
button1 = (ImageButton) findViewById(R.id.ib1);
button1.setImageResource(R.drawable.smiley);
if( currentTime%2==0 ) {
button1.setImageResource(R.drawable.smiley);
}
else {
button1.setImageResource(R.drawable.smileyhit);
}
Later at some point I need to check if the image resource of the button is the smiley drawable and increase the score.
something like
if( button1.getImageResource() == R.drawable.smiley ) {
score = score + 1;
}
What should I do to compare that? I do not want to use tags. Please help me out!
Use ImageButton.setTag and ImageButton.getTag to identify which image is currently in ImageButton background as:
if( currentTime%2==0 ) {
button1.setImageResource(R.drawable.smiley);
button1.setTag(R.drawable.smiley);
}
else {
button1.setImageResource(R.drawable.smileyhit);
button1.setTag(R.drawable.smileyhit);
}
use button1.getTag to check current image:
if(Integer.parseInt(button1.getTag().toString()) == R.drawable.smiley ) {
score = score + 1;
}
using setTag and getTag you can easily differentiate images.
if( currentTime%2==0 ) {
button1.setImageResource(R.drawable.smiley);
button1.setTag("smiley");
}
else {
button1.setImageResource(R.drawable.smileyhit);
button1.setTag("smileyhit");
}
if(button1.getTag().toString().equalsIgnoreCase("smiley")){
score = score + 1;
}
Maintain an array with currentTime%2==0 in it for each button. One should not depend on the UI to retrieve the state of the app since the UI is recreated at several different points in the life-cycle of an app. All your data which determines the state of the app should be seperated from the UI.
EDIT
Okie.. as you say you have more images, i still would go through array or list rather than depending on UI to get the data.My method would be as follows,
Create constants for each Image resource with an Int value
eg: public static final int image1=1;
create the int array for the number of images and maintain them with initial values.
Each time to you change the image change the corresponding array element accordingly.
To find out which resource is used, check the corresponding array element.
While restoring UI(like onResume) use the array to set the corresponding draw able resource.
I have a spinner with a few values and I fill it from my webservice.
Filling the spinner
int i = 0;
var dropItems = new List<SpinItem2>();
DataRow[] result = myOPTvalues.Tables[0].Select("FieldValue=" + item.FieldValue);
foreach (DataRow row in result)
{
var optItem = new PrevzemSpin();
optItem.FieldValue = row["FieldValue"].ToString();
if (optItem.FieldValue.Equals(""))
optItem.FieldValue = null;
optItem.FieldTextValue = row["FieldTextValue"].ToString();
if (optItem.FieldTextValue.Equals(""))
optItem.FieldTextValue = null;
dropItems.Add(new SpinItem2(i, optItem.FieldValue.ToString(), optItem.FieldTextValue.ToString()));
}
i = 1;
foreach (DataRow row in myOPTvalues.Tables[0].Rows)
{
var optItem = new PrevzemSpin();
optItem.FieldValue = row["FieldValue"].ToString();
if (optItem.FieldValue.Equals(""))
optItem.FieldValue = null;
optItem.FieldTextValue = row["FieldTextValue"].ToString();
if (optItem.FieldTextValue.Equals(""))
optItem.FieldTextValue = null;
if (optItem.FieldValue != item.FieldValue)
{
dropItems.Add(new SpinItem2(i, optItem.FieldValue.ToString(), optItem.FieldTextValue.ToString()));
}
++i;
}
For some reason it acts like the item that was inserted first is "selected" on default and then triggers the ItemSelected event which I use to send the selected but I don't want that.
Since there's quite a number of these spinners on my screen it really slows down the activity plus it also sends the incorrect values to the field and since I use the ItemSelect to detect if everything went OK (let's say the service fell or the values themselves changed on server (someone added a new field on the server application) while the user is completing the form etc.)
Is there someway to tell the app not to trigger that on activity load but on actual user interaction?
I can't speak for Android specifically, but I have encountered this many times with Windows.
The solution I usually use is to simply add a boolean loading variable. Set it to true at the beginning of your initialisation and then clear it at the end.
In your event handlers like ItemSelected you can simply check if this is being triggered as the result of the initial load.
private void onItemSelected(....)
{
if(loading)
{
return; //Ignore as form is still loading
}
//Normal event handling logic goes here
....
}
Before I declared GetView:
int LastSpinnerSelectedPosition;
Inside my spinner definition:
LastSpinnerSelectedPosition = 0;
My spinner ItemSelected event:
var CurrentSelectedIndex = SpinnerValue.SelectedItemPosition;
if (CurrentSelectedIndex != LastSpinnerSelectedPosition)
{
// WHATEVER I WANTED TO DO ON ITEM SELECT ANYWAY
// Fix the LastSpinnerSelectedPosition ;)
LastSpinnerSelectedPosition = CurrentSelectedIndex;
}
Simple ;D
Just for clarification, the event fires when an item is selected. The semantics are obviously flawed, but technically the item IS selected when it initially loads since you can then immediately ask the spinner for which item is selected, so as the other answers say, just ignore the first time it is selected since it's guaranteed to be the loading select, and then proceed as normal after that.