Circular progress bar with countdown timer in Android - android

I want to show a circular progress bar with countdown timer.And the timer starts from 10 mins to 0.In the Textview i am showing timer and that is working fine.
But it is not reflecting in the progressbar.Progress bar is not at all changing.
Below is the code which i have tried.
public class MainActivity extends AppCompatActivity {
ProgressBar barTimer;
CountDownTimer countDownTimer;
TextView textTimer;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
barTimer = findViewById(R.id.barTimer);
textTimer = findViewById(R.id.textTimer);
barTimer.setProgress(100);
startTimer(10);
}
private void startTimer(final int minuti) {
countDownTimer = new CountDownTimer(60 * minuti * 1000, 500) {
#Override
public void onTick(long leftTimeInMilliseconds) {
long seconds = leftTimeInMilliseconds / 1000;
barTimer.setProgress((int)seconds);
textTimer.setText(String.format("%02d", seconds/60) + ":" + String.format("%02d", seconds%60));
}
#Override
public void onFinish() {
if(textTimer.getText().equals("00:00")){
textTimer.setText("STOP");
}
else{
textTimer.setText("2:00");
barTimer.setProgress(60*minuti);
}
}
}.start();
}
}
xml code
<TextView
android:id="#+id/textTimer"
android:layout_width="match_parent"
android:layout_height="wrap_content" />
<ProgressBar
android:id="#+id/barTimer"
android:layout_below="#+id/textTimer"
style="?android:attr/progressBarStyleHorizontal"
android:layout_width="200dp"
android:layout_height="200dp"
android:layout_centerInParent="true"
android:indeterminate="false"
android:progressDrawable="#drawable/circular_progress"
/>
Can anyone please tell me where it is wrong and how to solve this?

Your scaling factor is not correct and hence your maxProgess and setProgess values are also incorrect.There are two ways to fix this.
1.Set seconds = leftTimeInMilliseconds / 600 and not 1000.
Let's say X% = 1 second then 100% = 60 seconds,then X% = 100/60 seconds but we are calculating in milliseconds
hence X% = 100/(60*1000) = 1/600 milliseconds.
Also we have set 60 seconds for 100% hence multiply your setProgess and setMax by a factor 10.Since 600 seconds is 10 minutes.
barTimer.setProgress(1000);
barTimer.setMax(1000);
long seconds = leftTimeInMilliseconds / 600;
2.Similar to above rather than dividing by 600 divide 6000.
seconds = leftTimeInMilliseconds / 6000;
Let's say X% = 1 second then 100% = 600 seconds(10 mins),then X% = 100/600 seconds but we are calculating in milliseconds
hence X% = 100/(60*1000) = 1/6000 milliseconds.
Now since we are directly calculating for 10 mins no need to multiply your setProgess and setMax by any factor.
barTimer.setProgress(100);
barTimer.setMax(100);
long seconds = leftTimeInMilliseconds / 6000;
Also I would suggest setting countDownInterval to 1 sec rather 0.5 sec.
Hope this helps.
Please mark the answer as accepted if it helps.

So i run your code and found it was the time that you are giving is causing the issue , in reality progressbar is doing its work , but because you are giving the time of 10(minutes) initially the process is too slow that you cannot see it doing work , try changing it to 1 for the testing sake and you will see progress bar moving.
startTimer(10);
To
startTimer(1);

Related

stopwatch using drawables instead of text. How to optimize cpu usage?

How can i optimize my stopwatch in my app to use less cpu?
I am running a stopwatch using an asynctask class in the mainActivity. The doInBackground() method increments the values for the hours, minutes, seconds and centiseconds(10th of a second). The onProgressUpdate() method is responsible for updating 4 imageViews that display the hrs, mins, sec, centisec.
The problem i have is that the stopwatch uses about on average 50%+ cpu usage according to android studio(50% user and 30% kernel usage) and a cpu monitoring app that i installed on the device (2013 HTC one m7). The default android operating system stopwatch uses only about 10% cpu usage. If i use textViews instead of image views the cpu usage drop to half (less than 25%). But it is still more than 10% and i also i want to keep the style of digits im using.
Would caching the images help in anyway? source
I have also considered using XML drawables for the digits instead of bitmaps, but i don't know how effective this will be or if its even possible to create xml drawables of the digits
Lend me your knowledge stackoverflow
main XML
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#763768"
app:layout_behavior="#string/appbar_scrolling_view_behavior"
tools:context="com.example.aroboius.stopwatch.MainActivity"
tools:showIn="#layout/activity_main">
<ImageView
android:layout_width="50dp"
android:layout_height="50dp"
android:id="#+id/hoursImage"
android:layout_marginRight="20dp"
android:src="#drawable/digit00" />
<ImageView
android:layout_width="50dp"
android:layout_height="50dp"
android:id="#+id/minutesImage"
android:layout_marginRight="20dp"
android:src="#drawable/digit00" />
<ImageView
android:layout_width="50dp"
android:layout_height="50dp"
android:id="#+id/secondsImage"
android:layout_marginRight="20dp"
android:src="#drawable/digit00" />
<ImageView
android:layout_width="50dp"
android:layout_height="50dp"
android:id="#+id/centiSecondsImage"
android:src="#drawable/digit00" />
</LinearLayout>
MainActivity
public class MainActivity extends AppCompatActivity {
ImageView hoursIMG, minutesIMG, secondsIMG, centiSecondsIMG;
TextView hoursText, minutesText, secondsText, centicsecondsText;
int centiseconds, seconds, minutes, hours ;
long startMS , endMS , elapsed ;
boolean timerRunning;
String [] digit = {"digit00","digit01","digit02","digit03","digit04","digit05","digit06","digit07","digit08","digit09", "digit10", "digit11","digit12","digit13","digit14","digit15","digit16","digit17","digit18","digit19","digit20", "digit21","digit22","digit23","digit24","digit25","digit26","digit27","digit28","digit29","digit30","digit31",
"digit32","digit33","digit34","digit35","digit36","digit37","digit38","digit39","digit40","digit41","digit42","digit43","digit44","digit45","digit46","digit47","digit48","digit49","digit50","digit51","digit52","digit53",
"digit54","digit55","digit56","digit57","digit58","digit59","digit60","digit61","digit62","digit63","digit64","digit65","digit66","digit67","digit68","digit69","digit70","digit71","digit72","digit73","digit74","digit75",
"digit76","digit77","digit78","digit79","digit80","digit81","digit82","digit83","digit84","digit85","digit86","digit87","digit88","digit89", "digit90","digit91","digit92","digit93","digit94","digit95","digit96","digit97","digit98","digit99"} ;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Toolbar toolbar = (Toolbar) findViewById(R.id.toolbar);
setSupportActionBar(toolbar);
//initializing values
centiseconds = 0; seconds = 0; minutes = 0; hours = 0;
startMS = 0; endMS = 0; elapsed = 0;
hoursIMG = (ImageView) findViewById(R.id.hoursImage);
minutesIMG = (ImageView) findViewById(R.id.minutesImage);
secondsIMG = (ImageView) findViewById(R.id.secondsImage);
centiSecondsIMG = (ImageView) findViewById(R.id.centiSecondsImage);
//start asynctask/stopwatch
timerRunning = true; new asyncTask().execute();
}
class asyncTask extends AsyncTask<Void, Void, Void> {
//initialize a variable to the current system time
#Override
protected void onPreExecute() {
startMS = System.currentTimeMillis();
}
#Override
protected Void doInBackground(Void... params) {
//timerRunning a varible to stop/start the timer
while (timerRunning) {
//initialize a 2nd variable to the current system time
endMS = System.currentTimeMillis();
//get the difference between the 2 time variables
elapsed = endMS - startMS;
//once it is greater than or equal to 100ms increment the centis, mins, secs, hrs
if (elapsed >= 100) {
//reset the starting variable to repeat the process. it also compensating if elapses is greater than 100ms
startMS = endMS - (elapsed - 100);
centiseconds++;
if (centiseconds > 9) {
centiseconds = 0;
seconds++;
if (seconds > 59) {
seconds = 0;
minutes++;
if (minutes > 59) {
minutes = 0;
hours++;
}
}
}
//call method to update the images
publishProgress();
}
}
return null;
}
#Override
protected void onProgressUpdate(Void... values) {
//get resource IDs for images that represent the values of hrs, mins, secs using the string array created earlier
int hourResID = getResources().getIdentifier(digit[hours], "drawable", getPackageName());
int minResID= getResources().getIdentifier(digit[minutes], "drawable", getPackageName());
int secResID= getResources().getIdentifier(digit [seconds], "drawable", getPackageName());
int csecResID= getResources().getIdentifier(digit[centiseconds], "drawable", getPackageName());
//set images of imageViews
centiSecondsIMG.setImageResource(csecResID);
secondsIMG.setImageResource(secResID);
minutesIMG.setImageResource(minResID);
hoursIMG.setImageResource(hourResID);
}
}
}
1:
Instead of burning your CPU and battery with a loop, you should use a CountDownTimer
new CountDownTimer(30000, 1000) { // 30sec, tick each second
public void onTick(long millisUntilFinished) {
publishProgress();
// mTextField.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
mTextField.setText("done!");
}
}.start();
Or you can use a Runnable that you delay every time by the desired amount of time, let's say 200ms:
final static long REFRESH_RATE = 200L;
Handler mHandler = new Handler();
private final Runnable mRunnable = new Runnable() {
#Override
public void run() {
if (mStarted) {
long seconds = (System.currentTimeMillis() - t) / 1000;
statusBar.setText(String.format("%02d:%02d", seconds / 60, seconds % 60));
// cancel previous messages if they exist
handler.removeCallbacks(mRunnable);
handler.postDelayed(runnable, REFRESH_RATE);
}
}
};
start it:
mHandler.postDealyed(runnable, 0);
You can use a Timer with fixed rate:
new Timer().scheduleAtFixedRate(new TimerTask(){
#Override
public void run(){
publishProgress();
}
},0,1000);
Or you can use a ScheduledExecutorService, that will fix most of the problems you mentioned. See here and here.
ScheduledExecutorService scheduledExecutorService =
Executors.newScheduledThreadPool(1);
long lastSecondDisplayed = 0;
ScheduledFuture scheduledFuture =
scheduledExecutorService.schedule(new Callable() {
public Object call() throws Exception {
long now = System.currentTimeMillis() / 1000;
// add this optimisation, so you don't calculate and
// for sure don't refresh your UI (even slower)
// if it's not needed:
if (lastSecondDisplayed != now) {
lastSecondDisplayed = now;
// calculate whatever you want
publishProgress();
}
return "Called!";
}
}, 1, TimeUnit.SECONDS);
Optimisations:
move the 4 getResources().getIdentifier(... lines out of onProgressUpdate and prepare the 10 digits only once in onCreate.
It is always good to reuse resources in java, because when you're creating and disposing them frequently, like here, you'll finish your memory quite fast and the GC will have to free some memory for you. Both creating the objects, and especially garbage-collecting them takes a fair amount of time. By creating them only once and reusing them you keep yourself far from all this trouble.
It seems it was a problem with continuously resetting the imageViews to different drawables. The getResources().getIdentifier() function calls also somewhat contributed to extra cpu usage and GarbageCleaner(GC) problems.
Instead of creating an image resource array I created a drawable array that I can continually reference. I created it in onCreate().
final Drawable[] drawable = {ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit00),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit01),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit02),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit03),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit04),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit05),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit06),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit07),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit08),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit09),
ContextCompat.getDrawable(getApplicationContext(), R.drawable.digit10)}
Then I set the images on the imageViews using the Drawable
MainActivity.this.runOnUiThread(new Runnable() {
#Override
public void run() {
centiSecondsIMG.setImageDrawable(drawable[centiseconds]);
secondsIMG.setImageDrawable(drawable[seconds]);
minutesIMG.setImageDrawable(drawable[minutes]);
hoursIMG.setImageDrawable(drawable[hours]);
}
});
Memory and cpu are now all perfectly fine and working normally.
i sitll dont know why changing the imageViews images rapidly using setImageResource() caused problems with cpu,memory and GC.

how to use timer in minutes and seconds

I am using a Timer in my android app.
This is what i am using,
Timer t = new Timer();
//Set the schedule function and rate
t.scheduleAtFixedRate(new TimerTask() {
public void run()
{
//Called each time when 1000 milliseconds (1 second) (the period parameter)
runOnUiThread(new Runnable() {
public void run()
{
TextView tv = (TextView) findViewById(R.id.timer);
tv.setText(String.valueOf(time));
time += 1;
}
});
}
},
//Set how long before to start calling the TimerTask (in milliseconds)
0,
//Set the amount of time between each execution (in milliseconds)
1000);
In my code, there's only seconds as you can see But I want it in Minutes and seconds like 00:01.
So, how to do it. Please help me.
Thanks in Advance.
An approach to obtain the String you're looking for, would look like.-
int seconds = time % 60;
int minutes = time / 60;
String stringTime = String.format("%02d:%02d", minutes, seconds);
tv.setText(stringTime);
If you need to show the results only in your second Activity, I'd recommend passing time value into args bundle, and generate the String from the activity which will display it.

Starting Two (or More) Functions Simultaneously in Android

I'm in the process of designing a chronometer / countdown timer app for Android 2.2 and would like one button press to start both the chronometer and the timer simultaneously. So, ideally, I'd like the seconds (time) on both the chronometer and timer to change at the same instance. (The timer will be counting down even as the chronometer is counting up). Since I'm using the chronometer and timer functionality provided by Android, I wrote the following piece of code when the user presses the 'Start' button
private boolean mStartPressedOnce = false;
long mTimeWhenStopped = 0;
Chronometer mChronometer;
MyCounter mCounter;
...
#Override
public void onClick(View v) {
switch (v.getId()) {
case R.id.StartButton:
// Perform some initialization for the chronometer depending
// on the button press
if (mStartPressedOnce == false) {
mChronometer.setBase(SystemClock.elapsedRealtime());
} else {
mChronometer.setBase(SystemClock.elapsedRealtime() + mTimeWhenStopped);
}
// Perform the initialization for the timer
mCounter = new MyCount(45000, 1000);
// Fire up the chronometer
mChronometer.start();
// Fire up the timer
mCounter.start();
break;
case R.id.ResetButton:
// Reset the chronometer
mChronometer.setBase(SystemClock.elapsedRealtime());
mTimeWhenStopped = 0;
break;
case case R.id.StopButton:
mStartPressedOnce = true;
// Stop the chronometer
mTimeWhenStopped = mChronometer.getBase() - SystemClock.elapsedRealtime();
mChronometer.stop();
break;
}
...
public class MyCounter extends CountDownTimer {
#Override
public MyCount(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
#Override
public void onFinish() {
// Nothing to do here
}
#Override
public void onTick(long millisUntilFinished) {
long seconds = (long) (millisUntilFinished / 1000);
long minutes = (long) ((millisUntilFinished / 1000) / 60);
long hours = (long) (((millisUntilFinished / 1000) / 60) / 60);
// Do some formatting to make seconds, minutes and hours look pretty
// Update the timer TextView
(TextView) findViewById(R.id.CountDownTimerTextView))
.setText(hours + ":" + minutes + ":" + seconds);
}
}
Though it looks like the seconds on the chronometer and timer are in sync initially, after a short time, they seem to go off and the second updates for both occur at different times.
Was wondering what I could do to fix this. I did come across - and read this thread
Running multiple AsyncTasks at the same time -- not possible?
I realize that there may be a design change needed but I'm not sure exactly what needs to be done.
Edit: Included types for chronometer and timer and method for calculating time using Chronometer - per jolivier and njzk2's suggestions
You can retrieve the current time with System.currentTimeMillis(), store it into a variable and forward it to both mChronometer and mCounter, so that they use the same time reference although their task started at different time.
Edit: with the given types, the android documentation about Chronometer will tell you that you can use elapsedRealTime to achieve what I said.
CountDownTimer does not have this and its start method is final so you may want to use another implementation, a better view of your use case might help us.
Basically, wanting two threads to perform an action at the same millisecond is never a good idea, one of them will serve as the clock and the other one must be a slave and listen to the clock.
So, after mulling over this for some time and going off of the suggestion jolivier so generously shared with us, I realized that there exists a method called onChronometerTick which is called every time there is chronometer tick (every second, in this case). So, I thought of subtracting 1000 milliseconds from the counter every time the method is called and update the timer display accordingly. I got rid of the Android timer piece (CountDownTimer) completely. I figured this would be a nice way to have both displays update at the same time. It's also a simple implementation of a timer.
I'm happy to report that it seems to work well. Both the timer and chronometer displays indeed update at the same time. So, the original question looks like it's answered. Unfortunately, I ran into an off-by-two error on the timer front that I fixed with an ugly hack. I'm posting what I have so far. Any suggestions on how to fix the hack or improve the code are welcome. Note that I have commented the code to try to make it easy to understand what's been done.
Edit for bug: One more thing I noticed is that after around 10 minutes or so the chronometer and timer are off by one second. More precisely, the timer is behind the chronometer by one second. Not yet sure why this happens.
private boolean mStartPressedOnce = false;
long mTimeWhenStopped = 0;
Chronometer mChronometer;
long millisUntilFinished = 0;
boolean firstPassOver = false;
int counter = 0;
...
#Override
public void onClick(View v) {
switch (v.getId()) {
case R.id.StartButton:
// Perform some initialization for the chronometer depending
// on the button press
if (mStartPressedOnce == false) {
mChronometer.setBase(SystemClock.elapsedRealtime());
} else {
mChronometer.setBase(SystemClock.elapsedRealtime() + mTimeWhenStopped);
}
// Fire up the chronometer
mChronometer.start();
break;
case R.id.ResetButton:
// Reset the chronometer
mChronometer.setBase(SystemClock.elapsedRealtime());
mTimeWhenStopped = 0;
break;
case case R.id.StopButton:
mStartPressedOnce = true;
// Stop the chronometer
mTimeWhenStopped = mChronometer.getBase() - SystemClock.elapsedRealtime();
mChronometer.stop();
break;
}
...
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.stop_watch);
mChronometer = (Chronometer) findViewById(R.id.StopWatchTextView);
// Initialize the number of milliseconds before the timer expires (
// set the timer) - in this case to 46 seconds
millisUntilFinished = 46000;
// Display how many seconds remain before the timer expires
((TextView) findViewById(R.id.CountDownTimerTextView)).setText(hours
+ ":" + minutes + ":" + millisUntilFinished / 1000);
// In line with the suggestion provided by jolivier - make the timer
// the slave and update its display every time the chronometer
// ticks
mChronometer
.setOnChronometerTickListener(new Chronometer.OnChronometerTickListener() {
#Override
public void onChronometerTick(Chronometer chronometer) {
// Update the display for the chronometer
CharSequence text = chronometer.getText();
chronometer.setText(text);
// Update the display for the timer
// !!! BUG !!!
// Looks like onChronometerTick is called at the 0th second
// and this causes an off by two error if a count down timer
// is being implemented. Fixed it with this hack. There's gotta
// be a more elegant solution, though.
if(counter >= 2) {
millisUntilFinished1 = millisUntilFinished1 - 1000;
counter = 2;
}
counter++;
if (millisUntilFinished >= 0) {
long seconds = (long) (millisUntilFinished / 1000);
long minutes = (long) ((millisUntilFinished / 1000) / 60);
long hours = (long) (((millisUntilFinished / 1000) / 60) / 60);
// Do some formatting to make seconds, minutes and hours look pretty
// Update the timer TextView
((TextView) findViewById(R.id.CountDownTimerTextView))
.setText(hours + ":" + minutes + ":"
+ seconds);
}
}
});
// Other code
...
}

How to make an horizontal progress bar depend on seconds in Android?

I want to know how to make an horizontal progress bar depend on seconds. For example, what code I have to write to the progress bar start in 0% at 0 seconds and reach 100% after 60 seconds?
Resuming I want to make an horizontal progress bar that only depends on seconds and nothing else.
bar = (ProgressBar) findViewById(R.id.progress);
bar.setProgress(total);
int oneMin= 1 * 60 * 1000; // 1 minute in milli seconds
/** CountDownTimer starts with 1 minutes and every onTick is 1 second */
cdt = new CountDownTimer(oneMin, 1000) {
public void onTick(long millisUntilFinished) {
total = (int) ((timePassed/ 60) * 100);
bar.setProgress(total);
}
public void onFinish() {
// DO something when 1 minute is up
}
}.start();
i have edited the code. see it now. so how this works. first you set a total on the progress bar which in your case will be 60. then you need to calculate the percentage of how much time has passed since the start and that you get with timePassed/60*100 and casting it to int. so on every tick you increase the progress by 1/100 of the total size.
Hope this makes it more clear.
This answer is modified from above answer.
progressBar = (ProgressBar) findViewById(R.id.progressbar);
// timer for seekbar
final int oneMin = 1 * 60 * 1000; // 1 minute in milli seconds
/** CountDownTimer starts with 1 minutes and every onTick is 1 second */
new CountDownTimer(oneMin, 1000) {
public void onTick(long millisUntilFinished) {
//forward progress
long finishedSeconds = oneMin - millisUntilFinished;
int total = (int) (((float)finishedSeconds / (float)oneMin) * 100.0);
progressBar.setProgress(total);
// //backward progress
// int total = (int) (((float) millisUntilFinished / (float) oneMin) * 100.0);
// progressBar.setProgress(total);
}
public void onFinish() {
// DO something when 1 minute is up
}
}.start();
I'm assuming you have some code that is counting to 60 already. Based on that:
int time; // 0-60 seconds
ProgressBar bar = (ProgressBar) findViewById(R.id.progressBar);
bar.setProgress((time / 60.0) * 100);

Short, varying interval timer in Android

I am trying to create a kind of a metronome for Android. It shall play some audible beeps at certain intervals to give people a rhythm. Hence, timing is quite critical. Essentially it shall do the following
(start)
Play beep type 1 (about 0.1s long)
Wait for x milliseconds (between 500 and 1000)
Play beep type 2 (about 0.1s long)
Wait for y milliseconds (between 500 and 1000)
Play beep type 3 (about 0.1s long)
Wait for y milliseconds (between 500 and 1000)
Go back to start
The UI activity will have some buttons to adjust the wait intervals.
From reading all the various blogs, tutorials and discussions it seems that I should be using a postdelayed() Runnable and set the delay to my desired wait time x or y. After that I should start playing the sound. This should allow me to not take the length of the wav sound file into account.
Am I roughly on the right track? I realise that the timing will not be perfect as there are other services running which might delay the execution of my timers. In order to improve that I'd be happy to use the phone in flight mode or turn of some other services as I don't need anything else when using this app.
Are there any full examples for such code out there? I am a beginner when it comes to Android. My eyperience is more with straight C embedded systems. Putting all the classes and their functions together is quite daunting.
Any help appreciated,
Michael
An idea that just came to my mind regarding the waiting between the beeps would be to launch a separate Java thread where you enter in an infinite loop and call Thread.sleep(interval) like
public MyLooper extends Runnable{
private boolean shouldRun = true;
private int interval = 1; //ms
#Override
public void run(){
while(shouldRun){
//play the beep
Thread.sleep(interval);
}
}
public void stop(){
this.shouldRun = false;
}
public void setInterval(int interval){
this.interval = interval;
}
}
When you launch your activity (depending on your needs) usually in the onResume event, you'd create the Java thread. Inside the button clicks you could then adjust the interval by calling the setInterval(...) method.
Could be a possible solution...
This is what you need:
Updating the UI from a Timer
EDIT: That tutorial is specifically targeting a UI-update scenario, but it gives a simple description of what you really want: a TimerTask
class UpdateTimeTask extends TimerTask {
public void run() {
long millis = System.currentTimeMillis() - startTime;
int seconds = (int) (millis / 1000);
int minutes = seconds / 60;
seconds = seconds % 60;
timeLabel.setText(String.format("%d:%02d", minutes, seconds));
}
}
and
if(startTime == 0L) {
startTime = evt.getWhen();
timer = new Timer();
timer.schedule(new UpdateTimeTask(), 100, 200);
}

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