Sum Of Total Time Taken Of Timer - android

I am making a game.
Lets say that it has 2 levels.
I have a TIMER in both which works properly. The code for timer:
public Timer t;
public int TimeCounter = 0;
t = new Timer();
t.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
// TODO Auto-generated method stub
runOnUiThread(new Runnable() {
public void run() {
TextView t = (TextView)findViewById(R.id.txtcount);
t.setText(String.valueOf(TimeCounter));
TimeCounter++;
}
});
}
}, 1000, 1000);
Now in my 3rd activity i want the total time (Adding the first activity's and second activity's time taken) to be shown.
Also, I want to save the time the user took as the high score. And then when the user takes less time than the highest score, the previous will get deleted and the new will be saved
I would appreciate your help.Thanks

Make TimeCounter static
public static int TimeCounter = 0;
Now you can increment it in both of your activities like (in second activity it will retain values from first activity)
ActivityOne.TimeCounter++;
Wherever you want to get its value you can get it easily.

Related

How can I control a timer in android?

I want to make an application about mini game.
Detail : In 2 seconds you must to answer a question if you don't answer or the answer is wrong -> Game Over . But if your answer is true the Timer will reset become 0 and countdown again with diffirent question.
I have already seen many code about timer in website but I don't understand clearly about it :(
So I want to ask : How can i set up a timer run only 2 seconds and how can i reset it and continue with a new question ?
Please help me.
you can use CountDownTimer in android like this:
public class Myclass {
myTimer timer =new myTimer(2000,1000);
public void creatQuestion(){
timer.start();
//method you init question and show it to user
}
public void getUserAnswer(/*evry thing you expected*/)
{
//if answer is true call timer.start()
//else call timer.onFinish(); to run onfinish in timer
}
public class myTimer extends CountDownTimer {
public myTimer(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
#Override
public void onTick(long millisUntilFinished) {
// you can update ui here
}
#Override
public void onFinish() {
this.cancel();
//fire game over event
}
}
}
i hope it make you satisfy
I've done something similar using Thread/Runnable.
Thread t = new Thread(new Runnable() {
public void run() {
final long startTime = getTime();
final long maxEndTime = startTime + 2000L;
try {
while (shouldContinueWaiting()) {
if (getTime() > maxEndTime) {
throw new TimeoutException();
}
sleep();
}
} catch (InterruptedException e) {
handleInterrupt();
} catch (TimeoutException e) {
handleTimeout();
}
}
boolean shouldContinueWaiting() {
// Has the user already answered?
}
void handleInterrupt() {
// The user has answered. Dispose of this thread.
}
void handleTimeout() {
// User didn't answer in time
}
void sleep() throws InterruptedException {
Thread.sleep(SLEEP_DURATION_IN_MILLIS);
}
void getTime() {
return System.currentTimeMillis();
}
then you can start/restart the thread by:
t = new Thread(same as above...);
t.start();
and stop by:
t.interrupt();
We want to use the Timer class.
private Timer timer;
When you're ready for the timer to start counting -- let's say it's after you press a certain button -- do this to start it:
timer = new Timer();
timer.scheduleAtFixedRate(incrementTime(), 0, 100);
The first line is us creating a new Timer. Pretty standard. The second line, however, is the one I wanted you to see.
incrementTime() is a method that is called at the end of every "tick" of the clock. This method can be called whatever you want, but it has to return an instance of TimerTask. You could even make an anonymous interface if you want, but I prefer moving it off into its own section of code.
The 0 is our starting location. We start counting from here. Simple.
The 100 is how large a "tick" of the clock is (in milliseconds). Here, it's every 100 milliseconds, or every 1/10 of a second. I used this value at the time of writing this code because I was making a stopwatch application and I wanted my clock to change every 0.1 seconds.
As for your project, I'd suggest making the timer's task be your question switch method. Make it happen every 2000 milliseconds, or 2 seconds.
You can use a Handler.
Handler h = new Handler();
h.postDelayed(new Runnable() {
#Override
public void run() {
//this will happen after 2000 ms
}
}, 2000);
Maybe this can help you:
Handler handler = new Handler();
handler.post(new Runnable() {
#Override
public void run() {
// FIRE GAME OVER
handler.postDelayed(this, 2000); // set time here to refresh textView
}
});
You can fire your game over after 2000 milliseconds.
If you get the question correct -> remove callback from handler and reset it when the next question starts.

Simultaneous, linked threads in android

I'm working on a math game which presents the player with a simple math problem of the sort 4 + 3 = ? or 6 / 2 = ?. The player is offered 4 possible answers and clicks one. The screen has two buttons, one with an arrow, and one with a square.
The player selects the answer they think is correct. If the answer is correct they get a message. If the answer is incorrect, that choice is grayed out, and they can keep choosing until they get it right.
I want two modes of play: practice and timed.
In practice mode, the player clicks the arrow button and gets a new question. This works fine.
I also want a timed play mode. When the player presses the arrow button, a timer starts and the first problem comes up. If they get it right, they are immediately asked a new question. Again, if they are incorrect, they keep asking until they get it right. Meanwhile, there should be a timer counting down. Play stops when the timer ends or the player presses the square button.
I don't know how to do the timed play where there are two simultaneous activities: playing the game, and the timer.
I'm including pseudo-code instead of code -- the code is long. But if necessary, I can post the entire code.
Update:
This was my naive attempt. The problem is that I can't figure out how to wait in the while loop for until the player to ask the question before askQuestion() is called again. Perhaps it needs to be in a separate thread and have the while loop wait for that thread to return. Would the timer keep going? I want the timer to run simultaneously to a separate task in which a question is posed --> Player answers the question --> a new question is posed .....
public void playTimed()
{
// Toast.makeText(getApplicationContext(), "in playPractice", Toast.LENGTH_SHORT).show();
go_button.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View v)
{
go_button.setEnabled(false);
new CountDownTimer(10000, 1000) {
public void onTick(long millisUntilFinished)
{
timer.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish()
{
timer.setText("done!");
go_button.setEnabled(true);
timer_done = true;
}
}.start();
while(!timer_done)
{
askQuestion();
}
}
});
}
onCreate()
{
-For all four answer buttons:
answer_button.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View v)
{
correct = checkAnswer(answer_button_id);
}
});
-get intent extras to know which game
-swith-case to play selected game
}
checkAnswer()
{
if (correct)
{
// feedback
handleRightAnswer();
}
else
{
// feedback
handleWrongAnswer();
}
}
askQuestion()
{
-choose type of problem (+,-,*,/)
-generate arguments and answer
-create random answer list
where one choice is correct
-display problem
-display answer choices
}
playTimed()
{
-When player presses go_button,
timer starts and first question
appears. When correct answer is
selected a new question immediately
appears. Continues until timer runs
out or player presses stop_button.
Seconds left is displayed during play.
}
playPractice()
{
//When player presses go_button
// a new question appears.
go_button.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View v)
{
askQuestion();
}
});
}
As Gabe Sechan stated, you can do this using a timer to update a counter, then when the counter hits 0, do something. You can also use the timer to update a TextView (to display the time remaining).
Here is a class that I have used in the past, originally found here:
public class UIUpdater{
private Handler mHandler = new Handler(Looper.getMainLooper());
private Runnable mStatusChecker;
private int UPDATE_INTERVAL = 1000; //updates every second
public UIUpdater(final Runnable uiUpdater) {
mStatusChecker = new Runnable() {
#Override
public void run() {
// Run the passed runnable
uiUpdater.run();
// Re-run it after the update interval
mHandler.postDelayed(this, UPDATE_INTERVAL);
}
};
}
public UIUpdater(Runnable uiUpdater, int interval){
this(uiUpdater);
UPDATE_INTERVAL = interval;
}
public synchronized void startUpdates(){
mStatusChecker.run();
}
public synchronized void stopUpdates(){
mHandler.removeCallbacks(mStatusChecker);
}
}
Then, in your method where you want to update your counter, you would put:
UIUpdater mUIUpdater = new UIUpdater(new Runnable() {
#Override
public void run() {
//method to update counter
}
});
//to start the method:
mUIUpdater.startUpdates();
//to stop the method, ie, when counter == 0
mUIUpdater.stopUpdates();

How To Change Background Resource of Button after Several Seconds

I am creating an app which is like a memory game. A button has an image resource from a drawable and I want to the background resource of a button to go back to its default background, say after 5 seconds.
Here is my code.
Collections.shuffle(ShapesArray);
this.myImg1=ShapesArray.get(0);
img1.setBackgroundResource(myImg1);
task = new TimerTask(){
#Override
public void run() {
// TODO Auto-generated method stub
img1.setBackgroundResource(android.R.drawable.btn_default);
}
};
Timer appear = new Timer();
appear.schedule(task, 5000);
img1.setOnClickListener(new OnClickListener(){
public void onClick(View v) {
img1.setBackgroundResource(myImg1);
String txt = PName.getText().toString();
if(txt.equals("Heart")){
if(myImg1 == R.drawable.heart){
correct++;
img1.setBackgroundResource(android.R.drawable.btn_default);
}
}
However, after the 5 Seconds, the Activity force closes and goes back to previous activity. I'm kinda new to Android. Please help. :(
You can use either handler with post delay or can use count down timer ,here i am giving an example of count down and that is-
new CountDownTimer(30000, 1000) {
public void onTick(long millisUntilFinished) {
//This is when you click on each tick it came here after 1000 millisecond
}
public void onFinish() {
// After the time is experied so here can change image
Printer.setBackgroundResource(R.drawable.prntr);
}
}.start();
Thanks

Android Creating a variable that increments once per second

In Java for Android, I want to create a variable that increases by 1 every second, in other words, it counts, that way I can check to see if a function has been called in the past 3 seconds, and if not, I want it to do something different than if it had been.
Is there any built-in way to do this? I'm familiar with the Timer class, but it doesn't seem to work the way I would want it to.. is there anything else?
tl;dr: I want to create a variable that increases by 1 every second, so I can use it to treat a function differently based on how long it has been since its last call. Is there an easy way to do this? If not, what is the hard way to do this?
Why not store the last time the method was called instead, then check it against the current time?
private long timeLastCalled;
public void someMethod() {
timeLastCalled = SystemClock.elapsedRealTime();
}
public boolean someMethodCalledRecently() {
return (SystemClock.elapsedRealTime() - timeLastCalled) > 3000;
}
final int[] yourVariable = new int[1];
yourVariable[0] = 0;
updateVariableTimer = new CountDownTimer(howLongYouWantTimerToLast, 1000) {
#Override
public void onTick(long l) {
yourVariable[0] += 1;
}
}.start();
Or Alternatively to do it with a flag instead of keeping track of variable counting:
final boolean functionCalledRecently = false;
hasFunctionBeenCalledRecentlyTimer = new CountDownTimer(3000, 1000) {
#Override
public void onTick(long l) {
functionCalledRecently = true;
}
#Override
public void onFinish() {
functionCalledRecently = false;
}
}.start();
If you just need to see if the method has been called within the last 3 seconds you can use a Handler and a Boolean flag to acomplish this.
private Handler mHandler = new Handler();
private boolean wasRun = false;
mHandler.postDelayed(new Runnable() {
#Override
public void run() {
if(wasRun){
//whatever you want to do if run
}
mHandler.postDelayed(this, 3000);
}
},3000); //3 sec
In this example the Handler will run on a 3 second delay. Each time it runs it will check to see if the other method was perviously called by evaluating if(wasRun). This way you can change what happens if the method was/was not called. The handler will then start iself again on another 3 second delay. All you have to do then is update the wasRun flag to be true if your method was called, or false if it was not. .

Call a method in variable period on everytime? [duplicate]

This question already exists:
Timer time does not change as variable?
Closed 9 years ago.
I have to call some webservice method in variable times, every time method runs it returns me next period time as long. I tried it with timer but after first calling, it can not understand new variable time.
This is the link asked yesterday something about it: Timer time does not change as variable?
Here is the sample code:
private int V_Time = 1;
.
.
.
try {
final Timer V_Timer;
final Handler V_Handler;
V_Timer = new Timer();
V_Handler = new Handler(Looper.getMainLooper());
V_Timer.scheduleAtFixedRate(new TimerTask() {
public void run() {
V_Handler.post(new Runnable() {
public void run() {
webservice_method();
V_Time = 2; // it returns from method, not manually right as shown
//and it can be change every time method calls..
}
});
}
}, 0, V_Time * 1000 * 60);
} catch (Exception hata) {
}
It works first time after 1 minute, but others does not change (eg 2 min), it works every 1 minute.
I want just it works properly, with timer or without timer with anything else...
I think I may cancel timer but I guess I cannot resume or restart it again.
It must be something to do what I want, but I do not to know how?
I want to change period time, every timer task run what return from method.
What you are trying to achieve is impossible. You have to cancel the current task and reschedule a new one with the new interval.
private TimerTask mTask = new TimerTask() {
#Override
public void run() {
V_Handler.post(new Runnable() {
public void run() {
webservice_method();
V_Time = 2; // it returns from method, not manually right as shown
//and it can be change every time method calls..
V_Timer.cancel();
V_Timer.scheduleAtFixedRate(mTask, 0, V_Time * 1000 * 60);
}
});
}
}
try {
final Timer V_Timer;
final Handler V_Handler;
V_Timer = new Timer();
V_Handler = new Handler(Looper.getMainLooper());
V_Timer.scheduleAtFixedRate(mTask, 0, V_Time * 1000 * 60);
} catch (Exception hata) {
}

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