So I have thread where it checks every 10ms's if drag is almost outside draggingzone. Basicly my thread code is doing nothing 99% of time so should I make it to pause and resume only when needed? Or does this literally do nothing when right and left are false?
My code looks like this
timer = new Thread() { //new thread
public void run() {
b = true;
try {
do {
sleep(10);
runOnUiThread(new Runnable() {
#Override
public void run() {
if (right) {
dragzone.moveleft(-5);
} else if (left) {
dragzone.moveleft(5);
}
}
});
}
while (b);
} catch (InterruptedException e) {
}
}
;
};
timer.start();
It looks like using a Thread here is not necessary, and you should switch to using a Handler and postDelayed()
First, declare your Handler, boolean, and a Runnable as instance variables:
Handler handler;
boolean b;
Runnable checkDragZone = new Runnable(){
#Override
public void run() {
if (right) {
dragzone.moveleft(-5);
} else if (left) {
dragzone.moveleft(5);
}
if (b){
handler.postDelayed(this, 10);
}
}
};
To start monitoring, set b to true, and start the Runnable:
handler = new Handler();
b = true;
handler.postDelayed(checkDragZone, 10);
To stop it (temporarily or permanently), just set b to false:
b = false;
It's not really a good practice to keep it running. You can start it when you detect the Drag action and then release it when it's finished.
Runnable runnable;
Thread globalThread;
public void startThread() {
if (threadController) {
runnable = new Runnable() {
#Override
public void run() {
while (threadController) {
for (int i = 0; i < adapter.getCount(); i++) {
final int value = i;
try {
Thread.sleep(4000);
} catch (InterruptedException e) {
e.printStackTrace();
}
handler.post(new Runnable() {
#Override
public void run() {
viewPager.setCurrentItem(value, true);
}
});
}
}
}
};
globalThread = new Thread(runnable);
globalThread.start();
} else {
return;
}
}
#Override
public void onPause() {
super.onPause();
threadController = false;
handler.removeCallbacks(runnable);
runnable = null;
if (globalThread != null) {
globalThread.interrupt();
}
}
#Override
public void onDestroy() {
super.onDestroy();
threadController = false;
}
Your resolve must be like this globalThread.interrupt();
Related
I would like to update the progressBar with Handler and for loop but without success.
Code:
public void increase_splash_bar (int from, int to)
{
Handler handler1 = new Handler(Looper.getMainLooper());
for (progress_k = from; progress_k<=to ;progress_k++)
{
handler1.postDelayed(new Runnable()
{
#Override
public void run()
{
FrontLayout.update_splash_progress_bar(progress_k, 100);
}
}, 2000);
}
}
Question:
The progress bar increase immediately to the end value instead of progressively.
Why?
Try this:
public void increase_splash_bar (int from, int to)
{
Handler handler1 = new Handler(Looper.getMainLooper());
for (progress_k = from; progress_k<=to ;progress_k++)
{
final int curr_progress_k = progress_k;
handler1.postDelayed(new Runnable()
{
#Override
public void run()
{
FrontLayout.update_splash_progress_bar(curr_progress_k, 100);
}
}, progress_k * 100); // adjust "100" value to adjust speed
}
}
Repeat a task with a time delay?
#inazaruk
private ProgressBar progressBar;
private Handler mHandler;
private int progressInt = 0;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.test);
progressBar = (ProgressBar) findViewById(R.id.pb);
progressBar.setProgress(0);
mHandler = new Handler();
runnable.run();
}
Runnable runnable = new Runnable() {
#Override
public void run() {
try {
updateProgress();
} catch (Exception ignored) {
} finally {
mHandler.postDelayed(runnable, progressInt);
}
}
};
private void updateProgress() {
progressInt += 1;
if (progressInt > 100) {
mHandler.removeCallbacks(runnable);
} else {
progressBar.setProgress(progressInt);
}
}
try this code:
Solution 1
public void increase_splash_bar (int from, int to)
{
Handler handler1 = new Handler();
class Task implements Runnable {
int start,end;
Task(int a,int b) { start = a; end = b;}
#Override
public void run() {
for (int i =start ; i <= end; i++) {
final int value = i;
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
handler1.post(new Runnable() {
#Override
public void run() {
progressBar.setProgress(value);
}
});
}
}
}
Thread t = new Thread(new Task(from, to)); //call it
t.start();
}
Solution 2: More Simple
If thread is too much to ask for this problem..
you can use the following solution to use a single Handler to update progressbar:
code
public class HandlerDemo extends Activity
{
ProgressBar bar;
Handler handler = new Handler()
{
#Override
public void handleMessage(Message msg)
{
bar.incrementProgressBy(5);
}
};
boolean isRunning = false;
#Override
public void onCreate(Bundle icicle)
{
super.onCreate(icicle);
setContentView(R.layout.main);
bar = (ProgressBar) findViewById(R.id.progress);
}
public void onStart()
{
super.onStart();
bar.setProgress(0);
Thread background = new Thread(new Runnable()
{
public void run()
{
try
{
for (int i = 0; i < 20 && isRunning; i++)
{
Thread.sleep(1000);
handler.sendMessage(handler.obtainMessage());
}
}
catch (Throwable t)
{
// just end the background thread
}
}
});
isRunning = true;
background.start();
}
public void onStop()
{
super.onStop();
isRunning = false;
}
}
Hope it helps..
I have implemented one counter and onFinish() of first counter,I started second counter but the first counter not able to finish.Text "Bye Guyz" remain for some time so how to finish the text.
Please help me.
Thanks in advance.!!!
Code :-
counter= new CountDownTimer(10000, 1000) {
public void onTick(long millisUntilFinished) {
if (count == 0) {
tv.setText("First counter");
tv2.setVisibility(View.VISIBLE);
tv2.setText("Hello Guyz");
}
}
public void onFinish() {
if(!flag) {
tv2.setText("Bye Guyz");
count = 0;
try {
counter.cancel();
}catch (Exception e){}
}
else if(flag) {
counter1 = new CountDownTimer(9000, 1000) {
public void onTick(long millisUntilFinished) {
flag = false;
tv.setText("Second counter");
tv2.setVisibility(View.VISIBLE);
tv2.setText("Hello Girls");
count = 0;
}
public void onFinish() {
tv2.setVisibility(View.VISIBLE);
tv2.setText("Bye Girls");
count = 0;
}
}.start();
Did you "debug" the code to be sure the code is arriving to counter1 = new CountDownTimer(9000, 1000)?
Are you sure when the first counter arrives to onFinish() the flag variable is true?
Why do you call counter.cancel() in onFinish() when obviously the counter is already over?
public void onFinish() {
if(!flag) {
tv2.setText("Bye Guyz");
count = 0;
try {
counter.cancel();
}catch (Exception e){}
}
If you say your tv2 displays "Bye Guyz" it means that your flag is set to false, so the "else if" part is not being executed. onFinish() is only executed once, so you need to make sure the flag is set for true to start the second counter.
Also you shouldn't cancel your counter in onFinish() because it's already finished.
Here is my alternative is as follows
Create the custom Counterextending Thread
class Counter extends Thread {
private long timeOne, timeTwo;
private OnCounterFinishedListener mCounterFinishedListener;
private Thread t;
Activity activity = null;
Counter(Context context){
t = new Thread(this);
activity = (Activity)context;
}
#Override
public void run() {
try {
sleep(timeOne);
activity.runOnUiThread(new Runnable() {
#Override
public void run() {
mCounterFinishedListener.firstCounterFinished();
}
});
sleep(timeTwo);
activity.runOnUiThread(new Runnable() {
#Override
public void run() {
mCounterFinishedListener.secondCounterFinished();
}
});
} catch (InterruptedException e) {
e.printStackTrace();
}
}
void setTimes(long timeOne, long timeTwo){
this.timeOne = timeOne;
this.timeTwo = timeTwo;
}
public void start(OnCounterFinishedListener listener){
mCounterFinishedListener = listener;
t.start();
}
interface OnCounterFinishedListener{
void firstCounterFinished();
void secondCounterFinished();
}
}
Then inside your main thread you can start this counter as
final Counter counter = new Counter(this);
counter.setTimes(5000, 5000);
counter.start(new Counter.OnCounterFinishedListener() {
#Override
public void firstCounterFinished() {
// Update your first TextView
}
#Override
public void secondCounterFinished() {
// Update your second TextView
}
});
I am trying to stop Runnable using removeCallbacks, but somehow it wont stop. - here are my variables
private int mInterval = 2000; // 2 seconds by default, can be changed later
private Handler mHandler = new Handler();
and my runnable
Runnable mStatusChecker = new Runnable() {
#Override
public void run() {
try {
checkPayNow();
} finally {
// 100% guarantee that this always happens, even if
// your update method throws an exception
mHandler.postDelayed(mStatusChecker, mInterval);
}
}
};
and the method I am running untill it gives me a certain value then i stop
public void checkPayNow(){
if (!url.isEmpty()){
//url now has text
mHandler.removeCallbacks(mStatusChecker);
}else {
//no text yet
}
}
boolean stoped = false;
Runnable mStatusChecker = new Runnable() {
#Override
public void run() {
try {
checkPayNow();
} finally {
if(!stoped)
mHandler.postDelayed(mStatusChecker, mInterval);
}
}
};
Make stoped = true when you want to stop.
and remove handler from checkPayNow().
public void checkPayNow(){
if (!url.isEmpty()){
//url now has text
//mHandler.removeCallbacks(mStatusChecker);
}else {
//no text yet
}
}
You can try to do it without removeCallbacks like this:
Runnable mStatusChecker = new Runnable() {
#Override
public void run() {
if(!checkPayNow()) {
//if not ready so far, then check in some delay again
mHandler.postDelayed(mStatusChecker, mInterval);
}
}
};
public boolean checkPayNow(){
return !url.isEmpty();
}
I want to turn on/off the flash light in infinite loop, so when it turned on it should wait for 5 seconds and then turned off then wait 5 seconds to turned on again, and so on...
how I can do that?
here is my code:
b2.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
// num = Integer.parseInt(n.getText().toString());
while(bl){
if(camera == null){
new Thread(new Runnable() {
#Override
public void run() {
try {
Thread.sleep(5000);
} catch (InterruptedException e) {
e.printStackTrace();
}
runOnUiThread(new Runnable() {
#Override
public void run() {
turnOn();
}
});
}
}).start();
}
else{
new Thread(new Runnable() {
#Override
public void run() {
try {
Thread.sleep(5000);
} catch (InterruptedException e) {
e.printStackTrace();
}
runOnUiThread(new Runnable() {
#Override
public void run() {
turnOff();
}
});
}
}).start();
}
}
}
});
I would recommend not using Threads in order to achieve this. Why not use the Runnable class and post it with a delay via a Handler? For example:
Handler handler = new Handler(); // make this a member variable of your class
boolean isOn = false; // make this a member variable of your class
final Runnable flashRunnable = new Runnable() {
#Override
public void run() {
if (isOn) {
turnOff();
isOn = false;
} else {
turnOn();
isOn = true;
}
handler.postDelayed(flashRunnable, 5000);
}
};
handler.postDelayed(flashRunnable, 5000);
If you need to run the code inside the Runnable on the UI thread, you even call postDelayed on a View instead of creating a Handler
Try something like so, using Executors instead of (ugly) Thread.sleep():
boolean cameraOn = true
final Runnable runnable = new Runnable() {
#Override
public void run() {
// your logic here:
// if (cameraOn) ...
// else ...
// cameraOn = !cameraOn
}
};
Executors.newScheduledThreadPool(1).schedule(new Runnable() {
#Override
public void run() {
runnable.run();
}
}, 5, TimeUnit.SECONDS);
I write a Splash Screeen to run at the boot time of application
public class SplashScreen extends Activity {
ImageView imgView;
int[] imgID = new int[]{R.drawable.frame0, R.drawable.frame1, R.drawable.frame2, R.drawable.frame3,
R.drawable.frame4, R.drawable.frame5, R.drawable.frame6};
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.splash);
imgView = (ImageView) findViewById(R.id.imgSplash);
new Thread(new WelcomeScreen()).start();
}
private class WelcomeScreen implements Runnable {
#Override
public void run() {
try {
for (int i = 0; i < imgID.length; i++)
{
imgView.setImageResource(imgID[i]);
sleep(500);
}
} catch (InterruptedException e) {
}finally {
Intent intent = new Intent(SplashScreen.this,LoginActivity.class);
startActivity(intent);
finish();
}
}
}
}
It getting error "Sorry the application has stopped unexpectedly" . I don't know why . Somebody can help me ????
you can not set the resource for yuor ImageView inside a thread different from the UI Thread.
you can use runOnUiThread. It takes as paramter a runnable, and post it in the UI Thread queue. There, the UI thead takes it and update your ImageView. All in all your runnable will become:
private class WelcomeScreen implements Runnable {
#Override
public void run() {
try {
for (int i = 0; i < imgID.length; i++)
{
final int resuorceId = imgID[i];
runOnUiThread(new Runnable() {
#Override
public void run() {
imgView.setImageResource(resuorceId);
}
});
sleep(500);
}
} catch (InterruptedException e) {
}finally {
Intent intent = new Intent(SplashScreen.this,LoginActivity.class);
startActivity(intent);
finish();
}
}
You can not access your views from Thread.
You will need to put your code imgView.setImageResource(imgID[i]); in runOnUiThread
use like:
runOnUiThread(new Runnable() {
#Override
public void run() {
// TODO Auto-generated method stub
imgView.setImageResource(imgID[i]);
}
});
Thanks
You can not change something in UI from non-UI thread so replace this you code:
imgView.setImageResource(imgID[i]);
to:
runOnUiThread(new Runnable() {
#Override
public void run() {
imgView.setImageResource(imgID[i]);
}
});
//try code this way...
public class SplashScreen extends Activity {
private Intent launchIntent;
private Thread splashThread; //used for perform splash screen operation
private int splashTime = 10000, sleepTime = 50; //used for threading operation
private boolean active = true; //used for touch event
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.splashscreen); //Set splashscreen.xml here
try {
splashThread = new Thread() { // Creating Thread for splash the screen
#Override
public void run() { // run method implemented to perform threading operation
try {
int waitTime = 0; //counter for threading
do {
sleep(sleepTime); //delay for specific time
if (active)
waitTime += 100;
//write your image code here that display your no. of images
} while (active && (waitTime < splashTime)); //Check touch condition and counter
} catch (Exception e) {
// to handle runtime error of run method
Validation.displayToastMessage(SplashScreen.this, e.toString()); //Call static method of class ToastMessage
}
finish(); //finish current activity
startJustCoupleActivityScreen(); //Call below defined function
}
};
splashThread.start(); //start thread here
} catch (Exception e) {
message("SplashScreen : "+ e.toString()); //Call static method of class ToastMessage
}
}
public void startJustCoupleActivityScreen() {
launchIntent=new Intent(SplashScreen.this,JustCoupleActivity.class); //call Next Screen
startActivity(launchIntent); //start new activity
}
#Override
public boolean onTouchEvent(MotionEvent event) { //onTouch Event
//on touch it immediate skip splash screen
if(event.getAction()==MotionEvent.ACTION_DOWN) active=false; //Check Touch happened or not
return true;
}
public void message(String msg)
{
Validation.displayToastMessage(SplashScreen.this, msg); //display Error Message
}
}