I'm trying to get my app to display a sequence of images, 1 second after the other. Currently my java looks like this:
arrow1.setVisibility(View.VISIBLE);
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
arrow1.setVisibility(View.INVISIBLE);
arrow2.setVisibility(View.VISIBLE);
}
}, 1000);
handler.postDelayed(new Runnable() {
public void run() {
arrow2.setVisibility(View.INVISIBLE);
arrow3.setVisibility(View.VISIBLE);
}
}, 1000);
I'm not getting any errors, but it's also not working as I intended. Arrow2 is not displaying at all, the app is going straight from arrow1 to arrow3 with a slight delay. Is my second handler.postDelayed(new Runnable() function being overriden? How should I best go about having a delay in this scenario?
You can try like this,
private static final int TotalLoopCount = 2;
private int count = 0;
private int mCurrentLoopCount = 0;
Handler handler = new Handler();
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Your code
}
#Override
protected void onResume() {
super.onResume();
handler.postDelayed(runnable, 0);
}
#Override
protected void onPause() {
super.onPause();
handler.removeCallbacks(runnable);
}
Runnable runnable = new Runnable() {
#Override
public void run() {
arrow1.setVisibility(View.INVISIBLE);
arrow2.setVisibility(View.INVISIBLE);
arrow3.setVisibility(View.INVISIBLE);
if(count == 0) {
arrow1.setVisibility(View.VISIBLE);
} else if(count == 1) {
arrow2.setVisibility(View.VISIBLE);
} else {
arrow3.setVisibility(View.VISIBLE);
}
count++;
if(count == 3) {
count = 0;
mCurrentLoopCount++;
}
if(mCurrentLoopCount < TotalLoopCount) {
handler.postDelayed(runnable, 3000);
}
}
};
You can also use CountDownTimer as below. See official doc for more details.
Set millisInFuture to countDownInterval*3 for 3 images and set countDownInterval for delay between images.
long countDownInterval = 1000; // 1sec interval
long millisInFuture = countDownInterval*10; // 10sec total time
new CountDownTimer(millisInFuture, countDownInterval) {
public void onTick(long millisUntilFinished) {
arrow1.setVisibility(millisUntilFinished < millisInFuture ? View.VISIBLE:View.INVISIBLE);
arrow2.setVisibility(millisUntilFinished > 0 ? View.VISIBLE:View.INVISIBLE);
mTextField.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
mTextField.setText("done!");
}
}.start();
Related
I'm a newer programmer and this is my first project but I'm having a bit of trouble in making a proper loop with three timers that are supposed to run one after the other. I managed to get the objects to hold the values they are supposed to within the loop but for some reason, the timer isn't displaying in the text field like it should.
startBtn.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
Log.i("mTimer:", String.valueOf(mTimer));
Log.i("mReps:", String.valueOf(mReps));
Log.i("Flexion:", String.valueOf(flexionTimer));
Log.i("Hold:", String.valueOf(holdTimer));
Log.i("Extension:", String.valueOf(extensionTimer));
for (int iter = 0; iter < mReps; iter++) {
Log.i("Loop:", String.valueOf(iter));
final Timer workingFlexionTimer = new Timer();
workingFlexionTimer.schedule(new TimerTask() {
int counter = ((int) flexionTimer / 1000);
#Override
public void run () {
runOnUiThread(new Runnable() {
#Override
public void run() {
mPhase.setText("Flexion");
mCountDownTimer.setText("" + String.format(String.valueOf(counter + 1)));
}
});
if (counter-- == 0) {
workingFlexionTimer.cancel();
}
}
}, 0, 1000);
final Timer workingHoldTimer = new Timer();
workingHoldTimer.schedule(new TimerTask() {
int counter = ((int) holdTimer / 1000);
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
mPhase.setText("Hold!!!");
mCountDownTimer.setText("" + String.format(String.valueOf(counter + 1)));
}
});
if (counter-- == 0) {
workingHoldTimer.cancel();
}
}
}, flexionTimer, 1000);
final Timer workingExtensionTimer = new Timer();
workingExtensionTimer.schedule(new TimerTask() {
int counter = ((int) extensionTimer / 1000);
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
mPhase.setText("Extension");
mCountDownTimer.setText("" + String.format(String.valueOf(counter + 1)));
}
});
if (counter-- == 0) {
workingExtensionTimer.cancel();
}
}
}, (flexionTimer + holdTimer), 1000);
}
I'm kind of at a loss at this point and any suggestion would be appreciated.
Use handler
private void Timer() {
handler = new Handler();
Run =new Runnable() {
#Override
public void run() { //Do something after 10 sec
Toast.makeText(getActivity(), "Timer called!",Toast.LENGTH_LONG).show();
Timer(); // Do again
}};
handler.postDelayed(Run , 10000); // 10 sec
}
UPDATE
For timers I always do:
final TextView textView = (TextView)findViewById(R.id.textView);
Timer timer = new Timer();
timer.schedule(new TimerTask() {
int counter = 10;
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
textView.setText(""+counter);
}
});
if (counter-- == 0){
timer.cancel();
}
}
}, 0, 1000);
timer.schedule(new TimerTask() {
int counter = 10;
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
textView.setText(""+counter);
}
});
if (counter-- == 0){
timer.cancel();
}
}
}, 10000, 1000);
timer.schedule(new TimerTask() {
int counter = 10;
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
textView.setText(""+counter);
}
});
if (counter-- == 0){
timer.cancel();
}
}
}, 20000, 1000);
For more info check this
In the link...
public void schedule(TimerTask task, long delay, long period)
The above code. Start the run() without delay.
long delay = 0;// in ms
long period = 1000;// in ms
So every 1000ms call the run() and counter--. When counter = 0 cancel.
If you want to run, the one after the other, put delay.
UPDATE
Now the first will run immediately, the second will wait 10000ms (10s) and will run, finaly the third will wait 20000ms (20s) and then run.
The first timer flexionCountDownTimer was started in a loop, which means it will be started more than one time if mReps is greater than 1. This might leads to 2nd run of flexionCountDownTimer before the 1st run finished. Is this your expected behavior?
I made a Timer and I want to stop it when it reaches to 60 seconds(1 min).
here's the code:
Timer t = new Timer();
t.scheduleAtFixedRate(new TimerTask() {
public void run() {
runOnUiThread(new Runnable() {
public void run() {
myTextView.setText("timer=" + String.valueOf(TimeCounter));
TimeCounter++;
}
});
}
}, 0, 1000);
int I=60;
if (TimeCounter == I) {
-------------- stop the timer here ----------------
}
}
how can I do it?
you will probably need to move the stopping condition inside your task... so it looks more less like this:
final Timer t = new Timer();
t.scheduleAtFixedRate(new TimerTask() {
public void run() {
runOnUiThread(new Runnable() {
public void run() {
if (TimeCounter == I) {
t.cancel();
return;
}
myTextView.setText("timer=" + String.valueOf(TimeCounter));
TimeCounter++;
}
});
}
}, 0, 1000);
Remember to define earlier:
int I=60;
Also, you would probably need to mark Timer as final (just as I did in code).
try below code to stop timer :-
if (TimeCounter == I) {
t.cancel();
}
also see below link:-
How to stop immediately the task scheduled in Java.util.Timer class
You can use CountDownTimer, maybe this is a simpler solution:
int Time = 0;
public class OneMinuteCountDownTimer extends CountDownTimer {
public OneMinuteCountDownTimer (long startTime, long interval) {
super(startTime, interval);
}
#Override
public void onFinish() {
myTextView.setText("timer="+Time+" time finished");
Time=0;
}
#Override
public void onTick(long millisUntilFinished) {
Time++;
myTextView.setText("timer="+Time);
}
}
}
Make the CountDownTimer global and call it when You want to start the CountDownTimer:
private OneMinuteCountDownTimer countDownTimer;
private final long startTime = 60 * 1000;
private final long interval = 1 * 1000;
inside onCreate (EDIT):
countDownTimer = new OneMinuteCountDownTimer(startTime,interval);
countDownTimer.start();
and cancel it, if You want to cancel it before one minute:
countDownTimer.cancel();
Here is a code which I want to repeat 50 times after every 3 seconds. if I am calling this function with 'for' loop or 'while' loop it is not working properly Please give me suggestion.
for (int i = 0; i < 50; i++) {
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
Generate_Ballon();
}
}, delay);
}
You can use CountDownTimer
See Example,
new CountDownTimer(150000, 3000)
{
public void onTick(long millisUntilFinished)
{
// You can do your for loop work here
}
public void onFinish() {
mTextField.setText("done!");
}
}.start();
Here onTick() method will get executed on every 3 seconds.
You should use Handler's postDelayed function for this purpose. It will run your code with specified delay on the main UI thread, so you will be able to update UI controls.
private int mInterval = 5000; // 5 seconds by default, can be changed later
private Handler mHandler;
#Override
protected void onCreate(Bundle bundle) {
...
mHandler = new Handler();
}
Runnable mStatusChecker = new Runnable() {
#Override
public void run() {
updateStatus(); //this function can change value of mInterval.
mHandler.postDelayed(mStatusChecker, mInterval);
}
};
void startRepeatingTask() {
mStatusChecker.run();
}
void stopRepeatingTask() {
mHandler.removeCallbacks(mStatusChecker);
}
private int count = 50;
private Handler handler = new Handler();
private Runnable r = new Runnable() {
public void run() {
Generate_Ballon();
if (--count > 0) {
handler.postDelayed(r, delay);
}
}
};
handler.postDelayed(r, delay);
I want to do countdown timer with pause and restart.Now i am displaying countdown timer By implenting ontick() and onfinish().please help me out.HEre is th code for countdown timer
final CountDownTimer Counter1 = new CountDownTimer(timervalue1 , 1000)
{
public void onTick(long millisUntilFinished)
{
System.out.println("onTick method!"(String.valueOf(millisUntilFinished/1000)));long s1=millisUntilFinished;
}
public void onFinish()
{
System.out.println("Finished!");
}
}
in onTick method..save the milliseconds left
long s1=millisUntilFinished;
when you want to pause the timer use..
Counter.cancel();
when you want to resume create a new countdowntimer with left milliseconds..
timervalue=s1
counter= new Counter1();
counter.start();
See this link
I would add something to the onTick handler to save the progress of the timer in your class (number of milliseconds left).
In the onPause() method for the activity call cancel() on the timer.
In the onResume() method for the activity create a new timer with the saved number of milliseconds left.
Refer the below links
LINK
LINK
My first answer on stackOverFlow, hope it should help :) ...
This is how I solved the problem, control timer from Fragment, Bottomsheet, Service, Dialog as per your requirement, keep a static boolean variable to control.
declare in your Activity:
long presetTime, runningTime;
Handler mHandler =new Handler();
Runnable countDownRunnable;
Toast toastObj;
public static boolean shouldTimerRun = true;
TextView counterTv;
In onCreate:
presetTime =60000L;
runningTime= presetTime;
//setting up Timer
countDownRunnable=new Runnable() {
#Override
public void run() {
if (shouldTimerRun) //if false, it runs but skips counting
{
counterTv.setText(simplifyTimeInMillis(runningTime));
if (runningTime==0) {
deployToast("Task Completed"); //show toast on task completion
}
runningTime -= 1000;
presetTime = runningTime; //to resume the timer from last position
}
mHandler.postDelayed(countDownRunnable,1000); //simulating on-tick
}
};
mHandler.post(countDownRunnable); // Start our CountdownTimer
Now, whenever you want to pause the timer change the value of shouldTimerRun false and to resume make it true.
#Override
public void onResume() {
super.onResume();
shouldTimerRun=true;
}
#Override
public void onPause() {
super.onPause();
shouldTimerRun=false;
deployToast("Timer is paused !!");
}
Helping methods: (can be skipped)
public static String simplifyTimeInMillis(long time) {
String result="";
long difference = time;
long secondsInMilli = 1000;
long minutesInMilli = secondsInMilli * 60;
long hoursInMilli = minutesInMilli * 60;
if (difference<1000){
return "0";
}
if (difference>=3600000) {
result = result + String.valueOf(difference / hoursInMilli) + "hr ";
difference = difference % hoursInMilli;
}
if (difference>=60000) {
result = result + String.valueOf(difference / minutesInMilli) + "m ";
difference = difference % minutesInMilli;
}
if (difference>=1000){
result = result + String.valueOf(difference / secondsInMilli) + "s";
}
return result;
}
public void deployToast(String msg){
if (toastObj!=null)
toastObj.cancel();
toastObj = Toast.makeText(mContext,msg,Toast.LENGTH_SHORT);
toastObj.show();
}
I'm using two private vars in this case:
private long startPauseTime;
private long pauseTime = 0L;
public void pause() {
startPauseTime = System.currentTimeMillis();
}
public void resumen(){
pauseTime += System.currentTimeMillis() - startPauseTime;
}
I am afraid that it is not possible to pause or stop CountDownTimer and pausing or stopping in onTick has no effect whatsoever user TimerTask instead.
Set up the 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));
}
}
if(startTime == 0L) {
startTime = evt.getWhen();
timer = new Timer();
timer.schedule(new UpdateTimeTask(), 100, 200);
}
You can add event listener's like this..
private Handler mHandler = new Handler();
...
OnClickListener mStartListener = new OnClickListener() {
public void onClick(View v) {
if (mStartTime == 0L) {
mStartTime = System.currentTimeMillis();
mHandler.removeCallbacks(mUpdateTimeTask);
mHandler.postDelayed(mUpdateTimeTask, 100);
}
}
};
OnClickListener mStopListener = new OnClickListener() {
public void onClick(View v) {
mHandler.removeCallbacks(mUpdateTimeTask);
}
};
For more refer to Android Documentation.
//This timer will show min:sec format and can be paused and resumed
public class YourClass extends Activity{
TextView timer;
CountDownTimer ct;
long c = 150000; // 2min:30sec Timer
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.YourXmlLayout);
timer = (TextView)findViewById(R.id.Yourtimer)
startTimer(); // it will start the timer
}
public void startTimer(){
ct = new CountDownTimer(c,1000) {
#Override
public void onTick(long millisUntilFinished) {
// Code to show the timer in min:sec form
// Here timer is a TextView so
timer.setText(""+String.format("%02d:%02d",millisUntilFinished/60000,(millisUntilFinished/1000)%60));
c = millisUntilFinished; // it will store millisLeft
}
#Override
public void onFinish() {
//your code here
}
};
ct.start();
}
/*===========================================================
*after creating this you can pause this by typing ct.cancel()
*and resume by typing startTimer()*/
public class MainActivity extends AppCompatActivity {
TextView textView;
CountDownTimer ctimer;
boolean runCountDown;
private long leftTime;
private static final long MILL_IN_FUTURE = 6000;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
textView = findViewById(R.id.text_view);
textView.setText("Click to start");
textView.setOnClickListener(this::clickStartAndPauseAndResume);
leftTime = MILL_IN_FUTURE;
}
public void clickStartAndPauseAndResume(View view) {
if (!runCountDown) {
long time = (leftTime == 0 || leftTime == MILL_IN_FUTURE) ? MILL_IN_FUTURE : leftTime;
ctimer = new CountDownTimer(time, 1) {
#Override
public void onTick(long l) {
leftTime = l;
textView.setText(l + "ms");
}
#Override
public void onFinish() {
textView.setText("Done");
leftTime = 0;
runCountDown = false;
textView.postDelayed(new Runnable() {
#Override
public void run() {
textView.setText("Click to start");
}
}, 1000);
}
}.start();
runCountDown = true;
} else {
ctimer.cancel();
textView.setText(textView.getText() + "\n Click to resume");
runCountDown = false;
}
}
}
A nice and simple way to create a Pause/Resume for your CountDownTimer is to create a separate method for your timer start, pause and resume as follows:
public void timerStart(long timeLengthMilli) {
timer = new CountDownTimer(timeLengthMilli, 1000) {
#Override
public void onTick(long milliTillFinish) {
milliLeft=milliTillFinish;
min = (milliTillFinish/(1000*60));
sec = ((milliTillFinish/1000)-min*60);
clock.setText(Long.toString(min)+":"+Long.toString(sec));
Log.i("Tick", "Tock");
}
The timerStart has a long parameter as it will be reused by the resume() method below. Remember to store your milliTillFinished (above as milliLeft) so that you may send it through in your resume() method. Pause and resume methods below respectively:
public void timerPause() {
timer.cancel();
}
private void timerResume() {
Log.i("min", Long.toString(min));
Log.i("Sec", Long.toString(sec));
timerStart(milliLeft);
}
Here is the code for the button FYI:
startPause.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
if(startPause.getText().equals("Start")){
Log.i("Started", startPause.getText().toString());
startPause.setText("Pause");
timerStart(15*1000);
} else if (startPause.getText().equals("Pause")){
Log.i("Paused", startPause.getText().toString());
startPause.setText("Resume");
timerPause();
} else if (startPause.getText().equals("Resume")){
startPause.setText("Pause");
timerResume();
}
Ok,I need to create an infinite loop on a countdown. My code is:
public void countdown() {
if (x != null) {
x.cancel();
}
x = new CountDownTimer(20000, 1000) {
public void onTick(long millisUntilFinished) {
}
public void onFinish() {
showNotification();
}
};
x.start();
}
x is just a static countdowntimer variable. The problem is that I tried many methods to make the above code work,I mean when the countdown ends,and it displays that notification,it should start again and so on....but I can't find a way to do it.
Hope this will help you.
public void countdown(){
if (x != null) {
x.cancel();
}
x = new CountDownTimer(20000, 1000) {
public void onTick(long millisUntilFinished) {
}
public void onFinish() {
showNotification();
x.start();
}
};
}
For the record CountDownTimer(long millisInFuture, long countDownInterval)
// A not so infinite but close to infinte interval for each second
CountDownTimer cdt=new CountDownTimer(Long.MAX_VALUE, 1000) { .... }
Where Long.MAX_VALUE = 9223372036854775807 miliseconds or around 292 million of years (seconds more or less)
Its not infinite but its incredibly long.
is to restart your timer when his has finished :)
like this :
x = new CountDownTimer(20000, 1000) {
public void onTick(long millisUntilFinished) {
}
public void onFinish() {
showNotification();
start();// here, when your CountDownTimer has finished , we start it again :)
}
};
x.start();
Simple way to create an infinite loop:
Every one secod call method
new CountDownTimer(1000, 1000)
{
public void onTick(long l) {}
public void onFinish()
{
//Code hear
start();
}
}.start();
Why not just use a regular Timer? It will repeat on a specified interval until you call cancel(), something like:
public void countdown() {
if (x != null) {
x.cancel();
}
x = new Timer("timerName");
x.schedule(_timerTask, 0, 20000);
}
private static final TimerTask _timerTask = new TimerTask() {
#Override
public void run() {
showNotification();
}
};
You can just use a while loop:
while (true) {
// do stuff
}
When it has done "the stuff" it wil start again, infinite!
to keep your timer working just put
<countdowntime>.start();
in the onfinish block
Well, I have implemented an indefinite timer that takes multiple listeners and calls them simultaneously on a specific interval.
import android.os.CountDownTimer;
import java.util.Arrays;
public class InfiniteCounter extends CountDownTimer {
private static final int MAX_LISTENERS = 100;
private static InfiniteCounter timer;
private static InfiniteCounterListener[] listenerList = new InfiniteCounterListener[MAX_LISTENERS];
private InfiniteCounter(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
//Milliseconds Intervals in which the counter should call its listeners
public static InfiniteCounter initInstance(int intervalMillis) {
removeAllListeners();
if (timer == null) {
timer = new InfiniteCounter(60 * 60 * 1000, intervalMillis);
timer.start();
}
return timer;
}
public static void attachListener(InfiniteCounterListener listener) {
for (int i = 0; i < MAX_LISTENERS; i++) {
if (listenerList[i] == null) {
listenerList[i] = listener;
break;
}
}
}
public static void removeListener(InfiniteCounterListener listener) {
for (int i = 0; i < MAX_LISTENERS; i++) {
if (listenerList[i] == listener) {
listenerList[i] = null;
break;
}
}
}
private static void removeAllListeners() {
Arrays.fill(listenerList, null);
}
public static void stopTimer() {
removeAllListeners();
if (timer != null) timer.cancel();
timer = null;
}
#Override
public void onTick(long l) {
for (int i = 0; i < MAX_LISTENERS; i++) {
if (listenerList[i] != null) listenerList[i].onTick();
}
}
#Override
public void onFinish() {
timer.start();
}
public interface InfiniteCounterListener {
void onTick();
}
}
Just Attach listeners to this class and with single timer, it can call multiple listeners -- which makes is very performance optimised.