How to implement delay in android? - android

I want to print sequential numbers every 2 seconds when I press button. I used following code:
int j=0;
button.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View arg0) {
// TODO Auto-generated method stub
c=Calendar.getInstance();
Delay(2 ,c.get(Calendar.SECOND));
if(j++<5)
t.setText("number "+j);
}
});
public void Delay(int p,int q){
int z=0;
while(z<p){
c=Calendar.getInstance();
i= c.get(Calendar.SECOND);
z=i-q;
}
return ;
}
but this code prints "Number 5" at the end of 10 seconds directly.
How can I print "Number 1", "Number 2", "Number 3"....sequentially every 2 sec.

Note that if you're doing this on UI thread, you'll be blocking the UI thread for 10 seconds. It's much better to have a separate thread to do this:
button.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View arg0) {
new Thread() {
public void run() {
for(int j=1; j<=5; i++) {
runOnUiThread(new Runnable() {
#Override
public void run() { t.setText("number " + j); }
});
SystemClock.sleep(2000);
}
}
}.start();
}
});
This code starts a new thread (thus not blocking the UI), which iterates from 1 to 5 outputting the number (on UI thread, as it's changing the UI) and then sleeps for 2 seconds.

Use a Runnable to post to a handler bound to the UI thread for your app rather than sleep or delay. If you sleep or delay in your onClick() method, you are blocking the UI thread and it will make your UI unresponsive.
public class MyActivity extends Activity implements Handler.Callback {
...
private Handler mHandler = new Handler(this);
private int mNumber = 0;
...
#Override
public void onClick(View v) {
mNumber++;
mHandler.postDelayed(new Runnable() {
public void run() {
t.setText("number: " + mNumber);
}, 2000);
}
}

You can use the CountDownTimer for this..you just have to define the amount of time and how often you want to update. You just have to adjust the logic a bit to do print the numbers upward.
button.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View arg0) {
new CountDownTimer(60000, 2000) {
public void onTick(long millisUntilFinished) {
mTextField.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
mTextField.setText("done!");
}
}.start();
}
});

Related

add value every 5 minutes and reset textview

I am a beginner in Android. I have created a chronometer and it works. I added a new function (every 5 minutes a value 1000 shown in the textview, after 10 minutes it takes 2000). This function works but if I click a button exit and I re-open the chronometer, after 5 minutes the value continues to add to the previous value but I want to reset this value once I click exit. I have used
finish(); handler.removeCallbacks(null); handler.postDelayed(test, 100); but it doesn't seem to work. Thanks.
btnStart.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
if (lastPause != 0) {
chronometer.setBase(chronometer.getBase() + SystemClock.elapsedRealtime() - lastPause);
} else {
chronometer.setBase(SystemClock.elapsedRealtime());
}
chronometer.start();
suppl();
btnStart.setEnabled(false);
btnStop.setEnabled(true);
btnExit.setEnabled(false);
}
});
btnStop.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
chronometer.stop();
onPause();
lastPause = SystemClock.elapsedRealtime();
btnStop.setEnabled(false);
btnStart.setEnabled(false);
btnExit.setEnabled(true);
}
});
btnExit.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
finish();
handler.removeCallbacks(null);
handler.postDelayed(test, 100);
}
});
}
Handler handler = new Handler();
Runnable test;
public void suppl() {
test = new Runnable() {
#Override
public void run() {
count += 1000;
tprice.setText(String.valueOf(count));
handler.postDelayed(test, 5000);
}
};
handler.postDelayed(test, 5000);
}
public void onPause() {
super.onPause();
if (handler != null)
handler.removeCallbacks(test);
}
I would suggest using a TimerTask for this purpose.
While using time task you can cancel all the pending tasks by using cancel() on the timer.
if you have any doubts in this solution, let me know.
Instead use CountDownTimer
CountDownTimer CD = new CountDownTimer(11000, 1000) {
public void onTick(long millisUntilFinished) {
xo = (int) (millisUntilFinished / 1000);
secondsleftimg.setText("seconds remaining: " + millisUntilFinished / 1000);
Try this out :
Replace this line of code :
handler.removeCallbacks(null);
with this :
handler.removeCallbacksAndMessages(null); // it will remove all hadler
btnExit.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
focus.setBase(SystemClock.elapsedRealtime());
handler.removeCallbacksAndMessages(null);
lastPause= 0;
}
});

Running backgound thread every X seconds (Android Studio)

I have a code that plays 5 sounds with 1 second delay between the sounds and I want this part of code to be executed every 5 seconds (so it will run in a row so far as a boolean variable is true, and when it becomes false the tread run stopped - I have a button to both start and stop this executions). Everything works perfectly, but the issue is that I can't get rid of the 5 seconds delay in the first time I click the button, so when I first click, the sounds beggins only after 5 seconds. How can I make it start right away and only after the first time start taking the delays?
Here is the button onClick code:
public void clickHandlerStartTempo(final View view) {
if (!tempoOn) {
Toast toast = Toast.makeText(getApplicationContext(), "Start Tempo!", Toast
.LENGTH_SHORT);
toast.show();
tempoOn = true;
final Handler handler = new Handler();
final int delay = 5000; //milliseconds
handler.postDelayed(new Runnable() {
public void run() {
if (tempoOn) {
runCode(view);
handler.postDelayed(this, delay);
}
}
}, delay);
} else {
Toast toast = Toast.makeText(getApplicationContext(), "Stop Tempo!", Toast
.LENGTH_SHORT);
toast.show();
tempoOn = false;
}
}
And here is the runCode method:
public void runCode(View view) {
Runnable runnable = new Runnable() {
#Override
public void run() {
playSound(0);
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
for (int i = 0; i < 4; i++) {
if (tempoOn) {
playSound(1);
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
} else {
return;
}
}
}
};
Thread thread = new Thread(runnable);
Log.i(TAG, "runCode: Thread id = " + thread.getId());
thread.start();
}
I'm new to android development and any help would be very much appreciated.
Thanks.
First you need to playsound without thread after that you will execute your reaming 5 second logic stop thread after 4 count.
public void onStartPress(){
playSound();
someMethod();
}
public void someMethod(){
Handler uiHandler = new Handler(Looper.getMainLooper());
uiHandler.postDelayed(new Runnable() {
#Override
public void run() {
playSound();
someMethod();
}
},1000);
}
Don't use actual Threads unless you really want to do something off the Ui thread. Most of the time you do want to keep things on the Ui thread.
For simple repeating tasks, you can easily repurpose the CountDownTimer class. Often with an (almost) infinite run time or Long.MAX_VALUE (292 million years). The fist onTick happens immediately after starting.
private CountDownTimer mTimer;
private void start() {
if (mTimer == null) {
mTimer = new CountDownTimer(Long.MAX_VALUE, 5000) {
#Override
public void onTick(long millisUntilFinished) {
// start a beeping countdown
new CountDownTimer(5000, 1000) {
private int state = 1;
#Override
public void onTick(long millisUntilFinished) {
playSound(state);
state = state + 1 % 2;
}
#Override
public void onFinish() {
playSound(0);
}
}.start();
}
#Override
public void onFinish() { /* ignore, never happens */ }
};
mTimer.start();
}
}
private void stop() {
if (mTimer != null) {
mTimer.cancel();
mTimer = null;
}
}

Can't get coundown timer to work or display in my program

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?

android code to click button multiple times using for loop

can any 1 give me example to perform onClick on button for multiple times when user clicked for 1 time. when i click on button 1 time it should automatically click after delay of 5 seconds for 100 times. how to perform that.
This is my sample code
mUnlock.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
//It should be already ensured that this mSelectedLock is something user is authorized to access
if (mSelectedLock.unlock("RANDOM")) {
mUnlock.setVisibility(View.INVISIBLE);
mUnlock.postDelayed(new Runnable() {
public void run() {
mUnlock.setVisibility(View.VISIBLE);
}
}, 5000);
} else {
Toast.makeText(MainActivity.this, "Unable to unlock.", Toast.LENGTH_LONG).show();
}
}
});
#Override
public void onClick(View v) {actionToBeDone();startLoop(0);}
private void startLoop(final int i) {
if(i!=100) {
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
Log.e("i",""+i);
actionToBeDone();
startLoop(i+1);
}
}, 2000);
}
}
private void actionToBeDone() {
//enter actions you want to be done
Log.e("actionToBeDone","Button Action");
}
int count = 0;
Timer timer = new Timer();
timer.schedule(new TimerTask(){
#Override
public void run(){
if(count < 100){
mUnlock.performClick();
}
}
}, 0, 5000);
5000 is the time in miliseconds you can +/- from here.

implement timer in my app

i am developing a game.i want to display score on button click.but it should be displayed only for few seconds.i want to implement timer in my app.but i dnt knw how to implement that.i searched in the google.but results were confusing me...given below is my code snippet.plz anybody help me...
OnClickListener clickball=new OnClickListener() {
#Override
public void onClick(View v) {
score=scorenumber.nextInt(9);
id=v.getId();
Log.v("", "u clicked me");
if(id==R.id.ball2)
{
ball2.setText(Integer.toString(score));
}
else if(id==R.id.ball3)
{
ball3.setText(Integer.toString(score));
}
else if(id==R.id.ball5)
{
ball5.setText(Integer.toString(score));
}
}
}
Something like
//Show score here
Timer timer = new Timer();
timer.schedule(new TimerTask() {
public void run() {
//hide score here
}
}, 2000);
will hide your score after two seconds.
No need to go so deep in your case. Every view has postDelayed() method, that will run a custom code in UI thread after a set amount of time (in milliseconds). For example:
ball5.postDelayed(new Runnable(){
#Override
public void run() {
ball5.setText("");
}
}, 3000);
will clear "ball5" text after 3 seconds has passed
Another example
...
if(id==R.id.ball2)
{
ball2.setText(Integer.toString(score));
ball2.postDelayed(new Runnable(){
#Override
public void run() {
ball2.setText("");
}
}, 3000);
}
...
you can use CountDownTimer(); refer the documentation ,
Example :
new CountDownTimer(5000,1000) {
#Override
public void onTick(long millisUntilFinished) {}
#Override
public void onFinish() {
//hide your score here after 5 secondes (5000/1000)
}
}.start();
I think CountDownTimer is that what you need:http://developer.android.com/reference/android/os/CountDownTimer.html . It's quite simle for implementation
new CountdownTimer(30000, 1000) {
public void onTick(long millisUntilFinished) {
mTextField.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
mTextField.setText("done!");
}
}.start();

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