Is it possible to change an image of ImageView dynamically? - android

This my java code how I implemented.
new Thread(new Runnable() {
public void run() {
int count=0;
while (true) {
if(count>5)
count=0;
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
System.out.println(""+e);
}
ImageView image = (ImageView) findViewById(R.id.slider);
image.setImageResource(pics[count]);
count++;
}
}
}).start();
I have created a separate Thread to change the images dynamically

Thats because you're trying to set a picture from thread different than UI thread. And you're only allowed to change the UI from the UI thread.
final ImageView image = (ImageView) findViewById(R.id.slider);
image.post(new Runnable() {
#Override
public void run() {
image.setImageResource(pics[count]);
});
This will post your changes into the UI thread's queue.

You can achieve it using the Handler's postDelayed method
public class MyRunnable implements Runnable {
private ImageView imageView;
private boolean exit = false;
public MyRunnable(ImageView n) {
imageView = n;
}
private void setExit() {
exit = true;
}
#Override
public void run() {
if (exit) {
imageView.removeCallbacks(null);
imageView = null;
return;
}
imageView.setImageResource(pics[count++%5]);
imageView.postDelayed(this, 1000);
}
}
Declare a member:
MyRunnable mRunnable = null;
onResume
ImageView image = (ImageView) findViewById(R.id.slider);
image.postDelayed(mRunnable = new MyRunnable(image), 1000);
and onPause call
mRunnable.setExit();

Or you could put your image in Drawable and then use
ImageView.setImageResource (int resId)
Didn't tried but should work fine

Related

How to make a picture that would be updated every 30 seconds?

How to make a picture that would be updated every 30 seconds ?
ImageView imageView = (ImageView) findViewById(R.id.imageView);
Picasso.with(this).load("http://i.imgur.com/DvpvklR.png").memoryPolicy(MemoryPolicy.NO_CACHE).networkPolicy(NetworkPolicy.NO_CACHE).into(imageView);
You are going to want to use something like a thread to do this.
For example, below your image view:
Runnable imageUpdater = new Runnable() {
#Override
public void run() {
while (true) {
try {
sleep(30000); // 30 seconds in milliseconds
} catch(InterruptedException e) {
// Someone called thread.interrupt() and tried
// to stop the thread executing
return;
}
// Here load the image in the same way as above:
// But you will need to go onto the UI thread first.
image.post(new Runnable() {
public void run() {
Picasso.with(YourActivity.this).load( "http://i.imgur.com/DvpvklR.png").memoryPolicy(MemoryPolicy.NO_CACHE).networkPolicy(NetworkPolicy.NO_CACHE).into(imageView);
}
});
}
}
};
Then you just start the runnable:
Handler handler = new Handler();
handler.post(imageUpdater);
String[] imageLink = {http://i.imgur.com/DvpvklR.png,
http://i.imgur.com/DvpvklR.png, http://i.imgur.com/DvpvklR.png};
int position = 0;
new Timer().scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
runOnUiThread(runnable);
}
}, 30 * 1000, 30*1000);
Runnable runnable = new Runnable() {
#Override
public void run() {
Picasso.with(this).load(imageLink[position%imageLink.length]).memoryPolicy(MemoryPolicy.NO_CACHE).networkPolicy(NetworkPolicy.NO_CACHE).into(imageView);
position++;
}
};
Hope the above code will help you :)

How to close the application after animation?

Hi i'm running an animation and after 2 seconds i want to stop it and close the whole application.
This is my animation:
public void onImageButtonOkClick(View view) {
setContentView(R.layout.success);
final ImageView mAnimLogo = (ImageView) findViewById(R.id.loading_image);
final AnimationDrawable mAnimation = (AnimationDrawable) mAnimLogo.getDrawable();
mAnimLogo.post(new Runnable() {
#Override
public void run() {
mAnimLogo.setVisibility(View.VISIBLE);
mAnimation.start();
}
});
}
and i tried to use finish() after a timer was called - the application closed, but without any animations.
Any Suggestions?
Edit:
public void delay() {
Timer timer = new Timer();
try {
synchronized(timer){
timer.wait(2000);
getParent().finish();
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
i solved this problem by using a recursive function to check the animation
private void checkAnimation(AnimationDrawable animationDrawable){
final AnimationDrawable animation = animationDrawable;
int timeBetweenChecks = 300;
Handler h = new Handler();
h.postDelayed(new Runnable(){
public void run(){
if (animation.getCurrent() != animation.getFrame(animation.getNumberOfFrames() - 1)){
checkAnimation(animation);
} else{
finish();
}
}
}, timeBetweenChecks);
};

Android dev't using thread with textview: why this is crashing?

My goal is when the user tap start button, letters "o" "n" "o" "m" and so forth will appear at the center of the screen. "o" will appear first then after a few seconds will be replaced by "n" then "o" and so forth.
note: for brevity, i just make the guessword = onomatopoeia, first. In reality, guessword will changes every time i tap the start bottom.
this is the code:
private String guessword = "onomatopoeia";
private TextView showchar;
private int n = guessword.length();
private char letArray[]= guessword.toCharArray();;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_play);
addStartListener();
}
public void addStartListener(){
Button start = (Button) findViewById(R.id.start);
showchar = (TextView) findViewById (R.id.charView);
start.setOnClickListener(new OnClickListener(){
#Override
public void onClick(View arg0) {
// TODO Auto-generated method stub
Thread thread = new Thread()
{
#Override
public void run() {
try {
for(int i = 0 ; i < n ; i++) {
sleep(1000);
showchar.setText(letArray[i]);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
};
thread.start();
}
});
}
thanks for the help
I decided to implement runonuithread but still it crashes:
this is the updated version:
private String guessword = "onomatopoeia";
private TextView showchar;
private int n = guessword.length();
private char letArray[]= guessword.toCharArray();
private Handler handler;
private int i = 0;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_play);
handler = new Handler();
showchar = (TextView) findViewById (R.id.charView);
}
public void startGame(View view){
new Thread() {
public void run() {
while(i++ < n) {
try {
runOnUiThread(new Runnable() {
#Override
public void run() {
showchar.setText(letArray[i]);
}
});
Thread.sleep(300);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}.start();
}
use this code for setting the text in your textview
runOnUiThread(new Runnable() {
#Override
public void run() {
showchar.setText(letArray[i]);
}
});
You are updating ui from a thread which is not possible.
showchar.setText(letArray[i]);
UI must be updated ui thread.
All you are doing is repeatedly setting value to TextView you can use Handler with a delay for this purpose.
You could use runOnUiThread also but i don't see the need for a thread for what you are doing.
Use a Handler. You can find an example #
Android Thread for a timer

Splash Screen not working with Thread

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
}
}

Animation, delay

I would like to make an animation, I have 10 images of a ball and I want to do:
Image1 visible, all the other images hidden
Image2 visible all the other images hidden
...
Image10 visible all the other images hidden
Should I do that in one animation (how?) or should I create a java method showImage(String pathimage) which would show the image located at pathimage and hide the others? Could I put any idea of time delay with using
handler.postDelayed(new Runnable() {
public void run() { }
}
EDIT, here is my code
The problem is that run() is always called in what seems to be an infinite loop. But I don't see where is my error
GAMEACTIVITY
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
.....
ImageView image2 = (ImageView) findViewById(R.id.imageView3);
image2.setOnTouchListener(new OnTouchListener(){
#Override
public boolean onTouch(View arg0, MotionEvent arg1) {
myAsyncRunnable mar = new myAsyncRunnable(GameActivity.this);
mar.execute(null);
PhotoTask photoTask = new PhotoTask(camera,surfaceCamera,isPreview,holder,GameActivity.this);
photoTask.execute(null);
Log.w("GAMEACTIVITY","PHOTOTASK");
return false;
}
});
}
My Async Task
public class myAsyncRunnable extends AsyncTask<Void, Boolean, Void> {
GameActivity gameactivity;
#Override
protected Void doInBackground(Void... params) {
pull();
return null;
}
public myAsyncRunnable(GameActivity gameactivity) {
super();
this.gameactivity = gameactivity;
}
public void pull() {
final ImageView image3 = (ImageView) gameactivity.findViewById(R.id.imageView3);
final int drawables[] = new int[] {R.drawable.pull2,R.drawable.pull3,R.drawable.pull4,R.drawable.pull5,R.drawable.pull6,R.drawable.pull7};
Runnable runnable = new Runnable() {
#Override
public void run() {
for (int i=0;i<drawables.length;i++) {
image3.setImageResource(drawables[i]);
gameactivity.handler.postDelayed(this, 500);
Log.w("asyncrunnable","run"+i);
}
}
};
gameactivity.handler.post(runnable);
}
}
You should not create 10 ImageViews to do such animation.
Only one ImageView should suffice! Use a handler to update the Image using any flavor of setImage every x milliseconds or so.
Initialize the images in an array and the current image in an integer :
int drawables[] = new int[] {R.drawable.image1, R.drawable.image2, ...};
int mCurrent = 0;
Then initialize your updater:
Runnable runnable = new Runnable() {
#Override
public void run() {
if(mCurrent>=drawables.length)mCurrent=0;
imageView.setImageResource(drawables[mCurrent]);
mHandler.postDelayed(this, 3000); //every 3 seconds
}
};
Finally when you want to start, just post the runnable:
mHandler.post(runnable);
Your code is wrong:
Try this pull function (although i do not really approve the whole code style but no time to fix that)
public void pull() {
final ImageView image3 = (ImageView) gameactivity.findViewById(R.id.imageView3);
final int drawables[] = new int[] {R.drawable.pull2,R.drawable.pull3,R.drawable.pull4,R.drawable.pull5,R.drawable.pull6,R.drawable.pull7};
for (int i=0;i<drawables.length;i++) {
final int j = i;
Runnable runnable = new Runnable() {
#Override
public void run() {
image3.setImageResource(drawables[j]);
}
};
gameactivity.handler.postDelayed(this, 500 * i);
Log.w("asyncrunnable","run"+i);
}
}
}

Categories

Resources