Why can't function "if (counter >10)" work? - android

I'm trying to get an AlertDialog to appear if my counter is above 10.
I have tried using the TextView variable peopleCount in the if statement but it does not work too. I know using TextView will not work but I need to know if there is a workaround.
private TextView peopleCount;
private ImageView plusOne;
private ImageView minusOne;
private ImageView reset;
private int counter;
private View.OnClickListener clickListener = new View.OnClickListener() {
#Override
public void onClick(View v) {
switch(v.getId()) {
case R.id.ivPlusOne :
plusCounter();
break;
case R.id.ivMinusOne :
minusCounter();
break;
case R.id.ivReset :
initCounter();
break;
}
}
};
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_people);
peopleCount = (TextView)findViewById(R.id.tvPeopleCount);
plusOne = (ImageView)findViewById(R.id.ivPlusOne);
plusOne.setOnClickListener(clickListener);
minusOne = (ImageView)findViewById(R.id.ivMinusOne);
minusOne.setOnClickListener(clickListener);
reset = (ImageView)findViewById(R.id.ivReset);
reset.setOnClickListener(clickListener);
initCounter();
if( counter > 10) {
AlertDialog.Builder peopleAlert = new AlertDialog.Builder(PeopleActivity.this);
peopleAlert.setCancelable(false);
peopleAlert.setTitle("People Count High");
peopleAlert.setMessage("Please check and replenish inventory");
peopleAlert.setPositiveButton("OK", new DialogInterface.OnClickListener() {
#Override
public void onClick(DialogInterface dialogPeople, int which) {
dialogPeople.cancel();
}
});
peopleAlert.show();
}
private void initCounter(){
counter = 0;
peopleCount.setText(counter + "");
}
private void plusCounter(){
counter++;
peopleCount.setText(counter + "");
}
private void minusCounter(){
counter--;
peopleCount.setText(counter + "");
}
I expected the AlertDialog to appear when counter reached 11 but nothing happens.

OnCreate only runs once, You need to move the if statement to a function and call it from your plusCounter() and minusCounter() functions.

Related

How to set if else condition on button being clicked or not in android?

I would like to know how to set an if else condition where the next button have to be disabled if none of the buttons are being clicked. Otherwise, they are able to proceed to next question?
private AdvancedQuestion nAdvancedQuestion = new AdvancedQuestion();
private TextView nScoresView;
private TextView nQuestionsView;
private TextView tvTime;
private Button nButtonChoices1;
private Button nButtonChoices2;
private Button nButtonChoices3;
private Button nButtonChoices4;
private String nAnswers;
private int nScores = 0;
private int nQuestionNumbers = 0;
Button btnNextz;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_advanced_quiz);
updateQuestions();
nButtonChoices1.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
if (nButtonChoices1.getText() == nAnswers) {
correctSound.start();
nScores = nScores + 1;
nButtonChoices1.setEnabled(false);
nButtonChoices2.setEnabled(false);
nButtonChoices3.setEnabled(false);
nButtonChoices4.setEnabled(false);
nButtonChoices1.getBackground().setColorFilter(Color.GREEN, PorterDuff.Mode.MULTIPLY);
Toast.makeText(advancedQuiz.this, "correct", Toast.LENGTH_SHORT).show();
} else {
wrongSound.start();
Toast.makeText(advancedQuiz.this, "wrong", Toast.LENGTH_SHORT).show();
nButtonChoices1.setEnabled(false);
nButtonChoices2.setEnabled(false);
nButtonChoices3.setEnabled(false);
nButtonChoices4.setEnabled(false);
}
}
});
btnNextz.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
nextSound.start();
updateQuestions();
nButtonChoices1.setEnabled(true);
nButtonChoices2.setEnabled(true);
nButtonChoices3.setEnabled(true);
nButtonChoices4.setEnabled(true);
nButtonChoices1.getBackground().setColorFilter(Color.WHITE, PorterDuff.Mode.MULTIPLY);
nButtonChoices2.getBackground().setColorFilter(Color.WHITE, PorterDuff.Mode.MULTIPLY);
nButtonChoices3.getBackground().setColorFilter(Color.WHITE, PorterDuff.Mode.MULTIPLY);
nButtonChoices4.getBackground().setColorFilter(Color.WHITE, PorterDuff.Mode.MULTIPLY);
}
private void updateQuestions() {
nQuestionsView.setText(nAdvancedQuestion.getQuestions(nQuestionNumbers));
nButtonChoices1.setText(nAdvancedQuestion.getChoices1(nQuestionNumbers));
nButtonChoices2.setText(nAdvancedQuestion.getChoices2(nQuestionNumbers));
nButtonChoices3.setText(nAdvancedQuestion.getChoices3(nQuestionNumbers));
nButtonChoices4.setText(nAdvancedQuestion.getChoices4(nQuestionNumbers));
nAnswers = nAdvancedQuestion.getCorrectAnswers(nQuestionNumbers);
nQuestionNumbers++;
}
private void updateScore(int points) {
nScoresView.setText("" + nScores);
}
Please note there is 4 possible answers. If none of them are selected, they cannot proceed to the next question until one button is press so they can go to the next question. The updateQuestions() is the part where i believe it will show next question.
This is a simple example on how to disable/enable a button based on an if condition -
int count = 0;
if (count == 0) {
NextButton.setEnabled(false);
}
#Override
public void onClick(View v) {
switch(v.getId()) {
case R.id.otherButtons:
count++;
NextButton.setEnabled(true);
Toast.makeText(this, "Button Disabled", Toast.LENGTH_LONG).show();
break;
case R.id.nextButton:
//Move the user to the next question
break;
}
}
Also check out this link
You will need to add a button element in the view of the activity you want it to appear on, then add an event listener to it either in the activity code or specify which function to call on click in the activities XML layout file.
See: https://developer.android.com/reference/android/widget/Button.html

CountDownTimer switch background of RelativeLayouts (1&2)

I trying to run a timer to switch Backgrounds of two relative layouts in loop if user set or unset it while app is running.
Not enough I tried to work with drawable_image.setAlpha(x) to let the Background vanish slowly while the relative layout 2 behind has an other image (afterwords switch position).
My method private void switchBackground(){} do it right well. BUT it is too much work for the device and I lose a lot of frames (15-39) so that the "slow vanish" by .setAlph(x) sometimes totally fail and not working (the pics switch just by time, like the onTick() method do not exists anymore).
I think one reason for this is the countDownTimer itself and a second that the method is (should) running in the main Activity Class. May be the third reason is the problem that I choose "setBackground" of relative Layouts instead of image showing stuff?!
I tried adding a new Class to do the "switchBackground .."- method outside, but this failed cause of "nullpointerexception" and "non-static / static" problems.
Which classes and methods would be better, so as not to lose too much frames / memory.
//"/---/" short up stuff which isn't important, but still much do there
public class MainActivity extends AppCompatActivity {
//class value
//private static final String TAG = "App";
private RelativeLayout layout_behind;
private RelativeLayout layout_front;
private CountDownTimer myCountdown;
private final int[][] matrix = new int[9][9];
private EditText sumNum;
private MediaPlayer music;
private SoundPool multiTon;
private int whoopId;
private int failId;
private int winId;
private boolean soundOn =WelcomeScreen.soundCheck;
//class MathThing, Welcome_Screen exists too
private final int[][] detected = MathThing.detected;
private final ArrayList<int[][]> returnArr = new ArrayList<>();
private int switch_draw=0;
private boolean switchDraw;
private Drawable image_2;
private Drawable image_1;
private Drawable image_3;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
//Music
multiTon = new SoundPool(1,AudioManager.STREAM_MUSIC,0);
whoopId = multiTon.load(this, R.raw.whoop,1);
failId = multiTon.load(this, R.raw.fail, 1);
winId = multiTon.load(this, R.raw.win,1);
music = MediaPlayer.create(MainActivity.this, R.raw.backgroundmusic);
if(WelcomeScreen.musicCheck) {
music.setVolume(1, 1);
music.setLooping(true);
music.start();
}
//create/initialize some stuff and initialize layouts and images
hideAndCreate();
//switch Background
switchBackground(); switchDraw=true;
}
#Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.menu_main, menu);
return true;
}
#Override
public boolean onOptionsItemSelected(MenuItem item) {
// . . . settings in Toolbar
int id = item.getItemId();
switch(id){
case R.id.bla: //just cut some here to do it shorter
break;// /.../
}
return super.onOptionsItemSelected(item);
}
private void hideAndCreate(){
// /----/ create a lot of edittexts / textviews/ buttons
//initialize layouts / images
}
protected void onPause(){
super.onPause();
if(switchDraw){
myCountdown.cancel();}
music.release();
finish();
}
//method with CountDownTimer
private void switchBackground(){
//Layout Background
switch_draw=0;
layout_behind.setBackground(image_2);
int duration=15000;
int tick=250;
myCountdown = new CountDownTimer(duration, tick){
int a = 255;
public void onTick(long millisUntilFinished) {
if(switch_draw==0){
image_1.setAlpha(a);
layout_front.setBackground(image_1);
if(a>=4){a=a-4;}
}else if(switch_draw==1){
image_2.setAlpha(a);
layout_front.setBackground(image_2);
if(a>=4){a=a-4;}
}else{
image_3.setAlpha(a);
layout_front.setBackground(image_3);
if(a>=4){a=a-4;}
}
}
public void onFinish() {
if(switch_draw==0){
image_2.setAlpha(255);
layout_front.setBackground(image_2);
image_3.setAlpha(255);
layout_behind.setBackground(image_3);
switch_draw=1;
}else if(switch_draw==1){
image_3.setAlpha(255);
layout_front.setBackground(image_3);
image_1.setAlpha(255);
layout_behind.setBackground(image_1);
switch_draw=2;
}else{
image_1.setAlpha(255);
layout_front.setBackground(image_1);
image_2.setAlpha(255);
layout_behind.setBackground(image_2);
switch_draw=0;
}
a=255;
start();//loop stuff
}
}.start();
}
public void StartOnClick(View v){
//do something when the button is clicked
if(v.getId()==R.id.button1){
/---/
}else if(v.getId()==R.id.button2){
/---/
}else if(v.getId()==R.id.buttonw1){
/---/
}else if(v.getId()==R.id.buttonw2){
/---/
}else if(v.getId()==R.id.buttonw3){
/---/
}
}
private void setReset(){
/---/ //clear all
}
private void againRestart(){
/---/ //reset entries only
}
// main Method
private void numInput(){
int[][]found;
int n = 81;
int mini=1;
while(mini==1 && n>0){
TextView text;
Button but1;
int[][]nul=new int[2][81];
int[][]value=new int[3][81];
int i=-1;
int j=-1;
int a=0;
int b=0;
for(int idN=0; idN<81; idN++) {
int iDn=idN +1;
String editTextId = "editText" + iDn;
int resID = getResources().getIdentifier(editTextId, "id",
getPackageName());
sumNum=((EditText)findViewById(resID) );
if(idN%9 == 0){
i=i+1;
j=0;
}else{
j=j+1;
}if(!TextUtils.isDigitsOnly(sumNum.getText()) ||
sumNum.getText ().toString().equals("0") ){
sumNum.setText("");
}
if(sumNum.getText().toString().trim().length()==0){
matrix[i][j]= 0;
nul[0][a]=i;
nul[1][a]=j;
a=a+1;
}else {
matrix[i][j] = Integer.parseInt(sumNum.getText().toString());
value[0][b]=i;
value[1][b]=j;
value[2][b]=matrix[i][j];
b=b+1;
}
}
//copy array
int[][]nuL=new int[2][a];
int[][]val=new int[3][b];
for(int u=0;u<b;u++){
val[0][u]=value[0][u];
val[1][u]=value[1][u];
val[2][u]=value[2][u];
}
for(int nu=0;nu<a;nu++){
nuL[0][nu]=nul[0][nu];
nuL[1][nu]=nul[1][nu];
}
n = nuL[0].length;
// matrix check
if(MathThing.matrixIsGood(val) && n>0){
//method matrixCheck
found = MathThing.matrixCheck(matrix, nuL);
//cut method
found = MathThing.zeroCut(found, n);
// method
int[] min = MathThing.minSearch(found);
mini = min[0];
if(min[0]==1 && n>0) {
/---/
}else if(min[0]==2 && n>0 ){
/---/
}else if(min[0]>2 && n>0 || n==81){
/---/
}else if(min[0]==0 && n>0) {
/---/
}}else if(n!=0){
/---/
}
if(n==0){
/---/
}
}
}

Android: Adding functionality that activty changes when game is complete

I wish to add the following functionality to my game:
-When the game is complete (no more cards are visible on screen) then move to a new activity
I am aware how to move to another activty using intents but I am not sure how to implement the functionality in this case.
I.e. what variable/info can I use to ensure the game is complete when I move before moving to the next activity?
For reference, The game is based off this open source game Images of the game are shown here to give an idea.
Current code:
public class Manager extends Activity {
private static int ROW_COUNT = -1;
private static int COL_COUNT = -1;
private Context context;
private Drawable backImage;
private int [] [] cards;
private List<Drawable> images;
private Card firstCard;
private Card seconedCard;
private ButtonListener buttonListener;
private static Object lock = new Object();
int turns;
private TableLayout mainTable;
private UpdateCardsHandler handler;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
handler = new UpdateCardsHandler();
loadImages();
setContentView(R.layout.main);
TextView url = ((TextView)findViewById(R.id.myWebSite));
Linkify.addLinks(url, Linkify.WEB_URLS);
backImage = getResources().getDrawable(R.drawable.icon);
/*
((Button)findViewById(R.id.ButtonNew)).setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
newGame();
}
});*/
buttonListener = new ButtonListener();
mainTable = (TableLayout)findViewById(R.id.TableLayout03);
context = mainTable.getContext();
Spinner s = (Spinner) findViewById(R.id.Spinner01);
ArrayAdapter adapter = ArrayAdapter.createFromResource(
this, R.array.type, android.R.layout.simple_spinner_item);
adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item);
s.setAdapter(adapter);
s.setOnItemSelectedListener(new OnItemSelectedListener(){
#Override
public void onItemSelected(
android.widget.AdapterView<?> arg0,
View arg1, int pos, long arg3){
((Spinner) findViewById(R.id.Spinner01)).setSelection(0);
int x,y;
switch (pos) {
case 1:
x=4;y=4;
break;
case 2:
x=4;y=5;
break;
case 3:
x=4;y=6;
break;
case 4:
x=5;y=6;
break;
case 5:
x=6;y=6;
break;
default:
return;
}
newGame(x,y);
}
#Override
public void onNothingSelected(AdapterView<?> arg0) {
// TODO Auto-generated method stub
}
});
}
private void newGame(int c, int r) {
ROW_COUNT = r;
COL_COUNT = c;
cards = new int [COL_COUNT] [ROW_COUNT];
mainTable.removeView(findViewById(R.id.TableRow01));
mainTable.removeView(findViewById(R.id.TableRow02));
TableRow tr = ((TableRow)findViewById(R.id.TableRow03));
tr.removeAllViews();
mainTable = new TableLayout(context);
tr.addView(mainTable);
for (int y = 0; y < ROW_COUNT; y++) {
mainTable.addView(createRow(y));
}
firstCard=null;
loadCards();
turns=0;
((TextView)findViewById(R.id.tv1)).setText("Tries: "+turns);
}
private void loadImages() {
images = new ArrayList<Drawable>();
images.add(getResources().getDrawable(R.drawable.card1));
images.add(getResources().getDrawable(R.drawable.card2));
images.add(getResources().getDrawable(R.drawable.card3));
images.add(getResources().getDrawable(R.drawable.card4));
images.add(getResources().getDrawable(R.drawable.card5));
images.add(getResources().getDrawable(R.drawable.card6));
images.add(getResources().getDrawable(R.drawable.card7));
images.add(getResources().getDrawable(R.drawable.card8));
images.add(getResources().getDrawable(R.drawable.card9));
images.add(getResources().getDrawable(R.drawable.card10));
images.add(getResources().getDrawable(R.drawable.card11));
images.add(getResources().getDrawable(R.drawable.card12));
images.add(getResources().getDrawable(R.drawable.card13));
images.add(getResources().getDrawable(R.drawable.card14));
images.add(getResources().getDrawable(R.drawable.card15));
images.add(getResources().getDrawable(R.drawable.card16));
images.add(getResources().getDrawable(R.drawable.card17));
images.add(getResources().getDrawable(R.drawable.card18));
images.add(getResources().getDrawable(R.drawable.card19));
images.add(getResources().getDrawable(R.drawable.card20));
images.add(getResources().getDrawable(R.drawable.card21));
}
private void loadCards(){
try{
int size = ROW_COUNT*COL_COUNT;
Log.i("loadCards()","size=" + size);
ArrayList<Integer> list = new ArrayList<Integer>();
for(int i=0;i<size;i++){
list.add(new Integer(i));
}
Random r = new Random();
for(int i=size-1;i>=0;i--){
int t=0;
if(i>0){
t = r.nextInt(i);
}
t=list.remove(t).intValue();
cards[i%COL_COUNT][i/COL_COUNT]=t%(size/2);
Log.i("loadCards()", "card["+(i%COL_COUNT)+
"]["+(i/COL_COUNT)+"]=" + cards[i%COL_COUNT][i/COL_COUNT]);
}
}
catch (Exception e) {
Log.e("loadCards()", e+"");
}
}
private TableRow createRow(int y){
TableRow row = new TableRow(context);
row.setHorizontalGravity(Gravity.CENTER);
for (int x = 0; x < COL_COUNT; x++) {
row.addView(createImageButton(x,y));
}
return row;
}
private View createImageButton(int x, int y){
Button button = new Button(context);
button.setBackgroundDrawable(backImage);
button.setId(100*x+y);
button.setOnClickListener(buttonListener);
return button;
}
class ButtonListener implements OnClickListener {
#Override
public void onClick(View v) {
synchronized (lock) {
if(firstCard!=null && seconedCard != null){
return;
}
int id = v.getId();
int x = id/100;
int y = id%100;
turnCard((Button)v,x,y);
}
}
private void turnCard(Button button,int x, int y) {
button.setBackgroundDrawable(images.get(cards[x][y]));
if(firstCard==null){
firstCard = new Card(button,x,y);
}
else{
if(firstCard.x == x && firstCard.y == y){
return; //the user pressed the same card
}
seconedCard = new Card(button,x,y);
turns++;
((TextView)findViewById(R.id.tv1)).setText("Tries: "+turns);
TimerTask tt = new TimerTask() {
#Override
public void run() {
try{
synchronized (lock) {
handler.sendEmptyMessage(0);
}
}
catch (Exception e) {
Log.e("E1", e.getMessage());
}
}
};
Timer t = new Timer(false);
t.schedule(tt, 1300);
}
}
}
class UpdateCardsHandler extends Handler{
#Override
public void handleMessage(Message msg) {
synchronized (lock) {
checkCards();
}
}
public void checkCards(){
if(cards[seconedCard.x][seconedCard.y] == cards[firstCard.x][firstCard.y]){
firstCard.button.setVisibility(View.INVISIBLE);
seconedCard.button.setVisibility(View.INVISIBLE);
}
else {
seconedCard.button.setBackgroundDrawable(backImage);
firstCard.button.setBackgroundDrawable(backImage);
}
firstCard=null;
seconedCard=null;
}
}
}
The easiest way to do this would be to check win conditions with an if statement. This should be done in the method when a turn is actually taken which I assume happens in the turnCard() method.
if (winConditionMet) {
displayWinningScreen();
} else if (lossConditionMet) {
displayLosingScreen();
}
If conditions have been met, then call a method which handles wrapping up that screen, and then launching a new activity. For instance you could add a button to the screen with whatever text you wanted, that when pushed, would take the user to the next screen, be it your score screen, replay screen, main menu, or what have you.
Edit: Okay, since this is a game of memory, you could iterate through the cards at the end of every turn taken and check if any card still has its image set to backImage. If there are none left that are set to backImage, you can then end the game with your code inside of the if statement.
Or, instead of using an ArrayList, you could use some form of Map to keep track of if each card has been permanently turned up or not with the boolean value.

Confuse about android check list box

I would like to implement products list with checklistbox after select radio button.
And I would like to show chekclistbox as dialog box. My product list data come from sqllite.
It is need to implement adapter class to show data for checklistbox or can I directly implement for checklistbox data in alertDialog . Please clear for me.
In mainActivity
public RadioGroup.OnCheckedChangeListener setOnCheckedChangeListener = new OnCheckedChangeListener() {
#Override
public void onCheckedChanged(RadioGroup group, int checkedId) {
rdoPCode = (RadioButton) findViewById(checkedId);
switch (checkedId) {
case R.id.rdoAll:
Toast.makeText(context, rdoPCode.getText(), Toast.LENGTH_SHORT)
.show();
break;
case R.id.rdoCustom:
Intent localIntent = new Intent(MainActivity.context,
ProductListChkActivity.class);
MainActivity.context.startActivity(localIntent);
break;
}
}
};
In ProductListChkActivity
public class ProductListChkActivity extends Activity {
private static Button button_selectall;
private static Button button_unselectall;
private static CheckBox chkProductCode;
private static CashSaleProductLogic _sellProductLogic;
public static List<CashSaleProductInfo> _SaleProductInfo;
public static ListView lvlchkPrdlist;
private Button btnSelectAll, btnUnSelectAll;
// For chk productcode
private static ProductListChkAdapter _ProductListChkAdapter;
Context context;
#Override
protected void onCreate(Bundle paramBundle) {
super.onCreate(paramBundle);
setContentView(R.layout.productinofchk);
context = this;
init();
ProductCodeChk();
}
private void init() {
button_selectall = (Button) this.findViewById(R.id.button_selectall);
button_unselectall = (Button) this
.findViewById(R.id.button_unselectall);
chkProductCode = (CheckBox) this.findViewById(R.id.chkProductCode);
lvlchkPrdlist = (ListView) this.findViewById(R.id.lvlchkPrdlist);
_sellProductLogic = new CashSaleProductLogic(this);
_SaleProductInfo = _sellProductLogic.getAllsellProductDataLogic();
}
protected void ProductCodeChk() {
try {
_ProductListChkAdapter = new ProductListChkAdapter(context,
_SaleProductInfo, 1);
this.lvlchkPrdlist.setAdapter(_ProductListChkAdapter);
} catch (Exception e) {
e.printStackTrace();
return;
}
}
public void OnClickbillbtncancel(View paramView) {
MainActivity.textClear();
Intent localIntent = new Intent(ProductListChkActivity.this,
MainActivity.class);
ProductListChkActivity.this.startActivity(localIntent);
}
}
I would like to show productinofchk layout as dialogbox
You need to go through floating dialogs in android. check out this documentation :
link

How to change object button to integer

I have 6 object button
kartu1 = (Button)findViewById(R.id.kartu1);
kartu2 = (Button)findViewById(R.id.kartu2);
kartu3 = (Button)findViewById(R.id.kartu3);
kartu4 = (Button)findViewById(R.id.kartu4);
kartu5 = (Button)findViewById(R.id.kartu5);
kartu6 = (Button)findViewById(R.id.kartu6);
All this object set to OnclickListener
kartu1.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
r = new Random();
int i = r.nextInt(gamb.size());
v.setBackgroundDrawable(gamb.get(i));
}
});
I want to make all the object as an integer, cause there is a condition to count all the object. I have a condition.
if (kartu1 >= 5){
}
How to change kartu1 to integer?
try this
int[] ids={R.id.kartu1 ,R.id.kartu2, R.id.kartu3, R.id.kartu4, R.id.kartu5,R.id.kartu6 };
int clicks=0;
for(int i=0;i<ids.length;i++)
{
Button b=(Button)findViewById(R.id.kartu1);
b.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
r = new Random();
int i = r.nextInt(gamb.size());
v.setBackgroundDrawable(gamb.get(i));
// set the click count in variable
clicks+=1;
if(clicks>=5){
// do stuff here
}
}
});
}
Second Case.
Above assumes that Total clicks on all images 5
if you want to set individual button click count of 5 do like this
public void onClick(View v) {
r = new Random();
int i = r.nextInt(gamb.size());
v.setBackgroundDrawable(gamb.get(i));
// set the click count in variable
String count=b.getContentDescription();
if(count!=null && count.length()!=0)
{
int cnt=Integer.parseInt(count);
cnt+=1;
button.setContentDescription(String.valueOf(cnt));
if(cnt>=5)
{
// do stuff here
}
}
else
{
button.setContentDescription(String.valueOf(1));
}
}

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