Android CountDownTimer and Runnable - android

what I'm trying to do:
My app connects with a Bluetooth accelerometer and gets acceleration data every 50ms. I want to check for these with a Runnable. And this worked fine. However, for the complete app I added two CountDownTimers:
1) introTimer(), which runs in an AlertDialog and counts down from 3. OnFinish() calls (i) my Runnable, that deals with new acceleration data and (ii) a second timer called
2) mainTimer(), which counts down from 20 and refreshes a TextView on the UI.
My problem is, that my Runnable is only executed once when it is first called. Why is that? Apparently I have not yet understood the threading principles behind this. My next step (probably going to be complicated) is to refresh ImageViews every 50ms (or maybe less often, but still with a relatively high frequency) on the UI, depending on the accelerometer data.
I have thought about deleting the Runnable and putting my calculations in the CountDownTimer, but this might be difficult or inaccurate with the timing/frequency/periods. What do you think?
Here are the code parts. If you think other parts are relevant, I can post them as well:
startButton.setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
LayoutInflater layoutInflater = getActivity().getLayoutInflater();
View promptView = layoutInflater.inflate(R.layout.intro_timer_prompt, null);
AlertDialog.Builder builder = new AlertDialog.Builder(getActivity());
final TextView introTimer = (TextView) promptView.findViewById(R.id.introTimer);
builder.setView(promptView);
AlertDialog alertD = builder.create();
alertD.show();
introTimer(introTimer, alertD);
}
private void introTimer(final TextView introTimer, final AlertDialog alertD) {
new CountDownTimer(4*1000, 1000) {
public void onTick(long millisUntilFinished) {
introTimer.setText( ""+ (millisUntilFinished / 1000));
}
public void onFinish() {
alertD.cancel();
// mainTimer();
clearArrayLists();
mHandler = new Handler();
mHandlerTask.run();
mainTimer();
}
}.start();
}
private void mainTimer() {
new CountDownTimer((int)DURATION*1000, 10) {
public void onTick(long millisUntilFinished) {
//mTimerView.setText("seconds remaining: " + millisUntilFinished / 1000 + ":" + millisUntilFinished / 1000. );
long millisecs = Math.round(millisUntilFinished % 1000 / 100);
mTimerView.setText("seconds remaining: " + millisUntilFinished / 1000 + ":" + millisecs );
}
public void onFinish() {
String energy = new DecimalFormat("#.##").format(accumulatedKineticEnergy.get(accumulatedKineticEnergy.size()-1));
mTimerView.setText("Accumulated Energy is " + energy + " Joule.");
}
}.start();
}
Runnable mHandlerTask = new Runnable() {
#Override
public void run() {
Log.i(TAG, "executed only once :( ");
if (a_x.size() < DURATION/INTERVAL) {
try {
calcAccList();
//...calc things...;
mHandler.postDelayed(this, (long) (1000*INTERVAL));
} catch (Exception e) {
e.getMessage();
}
}
else {
mHandler.removeCallbacks(mHandlerTask);
}
}
};

A countdown timer doesn't repeat itself when it expires, but you need to start it again. Maybe you can use the AlarmManager in this case to have a better design.

Related

Saving countTimer() on interrupts (Android)

I am creating a game and I put a timer to onCreate method to display time to user and make an action when it reaches to 0. My way works correctly but since I wrote it to onCreate the time continues to count down and if I rotate screen etc it resets the timer seconds. I know why this happens but I could not find a way to stop it when app is paused and make it continue from where it left of when application continues. Here is my code
new CountDownTimer(15000, 1000) {
public void onTick(long millisUntilFinished) {
question.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
question.setText("done!");
Intent i2 = new Intent(getApplicationContext(), CategoryActivity.class);
startActivity(i2);
}
}.start();
Should I save milisUntilFinished to savedInstanceState and make the timer start depending on the savedInstanceState or is there an easier solution
Edit: So I updated my code to reflect the thing I ve asked. This way I can save the last state of timer when the phone is rotated, but timer still does not stop when I open the menu (pause the application.)
if(savedInstanceState!=null){
seconds = savedInstanceState.getInt("seconds");
new CountDownTimer(seconds * 1000, 1000) {
public void onTick(long millisUntilFinished) {
seconds = (int) millisUntilFinished;
question.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
question.setText("done!");
Intent i2 = new Intent(getApplicationContext(), CategoryActivity.class);
startActivity(i2);
}
}.start();
}else {
new CountDownTimer(15000, 1000) {
public void onTick(long millisUntilFinished) {
seconds = (int) millisUntilFinished;
question.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
question.setText("done!");
Intent i2 = new Intent(getApplicationContext(), CategoryActivity.class);
startActivity(i2);
}
}.start();
}
CounDwonTimer mCountTimer;
int seconds = 0;
then just cancel the mCountTimer in onPause and start in `onResme'
protected void onResume(){
super.onReusme();
mCountTimer = new CountDownTimer(seconds*1000,1000){
//......record the seconds
}
}
protected void onPause(){
if(mCountTimer != null)
mCountTimer.cancel();
}
if your activity will destory when rotate the screen,you need onSaveInstanceState.otherwise you do not need this method
I hope the following code will help you,
private long startTime = 0L;
private boolean threadStop = false;
private Handler myHandler = new Handler();
private Runnable updateTimerMethod = new Runnable() {
public void run() {
if (isAdded()) {
timeInMillies = SystemClock.uptimeMillis() - startTime;
//finalTime = timeSwap + timeInMillies;
time.setText(miliSecondToMinSec(timeInMillies));
if (!threadStop)
myHandler.postDelayed(this, 1000);
}
}
};
#Override
public void onStart() {
super.onStart();
if (threadStop) {
threadStop = false;
startTime = SystemClock.uptimeMillis() - timeInMillies;
myHandler.postDelayed(updateTimerMethod, 0);
}
}
#Override
public void onStop() {
threadStop = true;
super.onStop();
}

Problems starting countdown timer from handler

I get notification with socket.io to start a countdown timer in my android app. I use a Handler to send data from the socket.io callbacks to the UI thread. Handler messages work perfect. But starting the countdown timer from the handler doesn't work (onTick() function won't called). If I start it with the UI element, everything is ok. What is the best way to do it, when the countdown timer is operated not from the UI thread?
mHandler = new Handler(){
public void handleMessage(Message inputMessage) {
mBattle = (Battle) inputMessage.obj;
switch (inputMessage.what) {
case NO_BATTLE:
System.out.println("got message NO_BATTLE");
break;
//.................
case START_BATTLE:
startCountdownTimer(mBattle.getCountdown());
System.out.println("got message START_BATTLE");
break;
}
}
and the countdown timer function:
private void startProgressBar(final int time){
if (time != 0) {
new CountDownTimer(time, 1000) {
#Override
public void onTick(long millisUntilFinished) {
Log.v("Log_tag", "Tick of Progress " + i + " " +
+ millisUntilFinished);
i++;
}
#Override
public void onFinish() {
i=0;
}
}.start();
}
Did you print out the value of time when it's not working? If time < SystemClock.elapsedRealtime() + 1000, then onFinish will be called without calling the onTick.

Android Sleep/Wait/Delay function

first of all, I'm a beginner to android world so please apologize me if it is stupid question..
I'm trying to do following:
Enable Mobile Data
Wait for 10 seconds
a. check if Mobile got IP address (data connected sucessfully)
b. if Not connected,Disable Data
c. Go to step 1
And these steps 1 to 3 are getting executed in For loop for User Given number of retries.
Now my problem is: I'm stuck at step No. 2. I'm unable to make waitfor(int seconds) function. I tried using Runnable PostDelayed method but it is not giving me required output.
for(retry = UserChoice; retry > 0 && !isDataAvailable ; retry -- ){
enableInternet()
delay(10)
isDataAvailable = GetInternetAvailibility()
if(!isDataAvailable){
disableInternet()
}
}
I tried to put isDataAvailable = GetInternetAvailibility() statement in postDelayed of handler but it is causing enableInternet() disableInternet() to execute at the same time while isDataAvailable = GetInternetAvailibility() gets executed after delay.
I can see from logs, that enableInternet() executes for UserChoice number of times without any delay.
Thread.sleep(10000) just freezes the UI for 10 seconds... How do I achieve this?
EDIT : Let me clear :
public void onClick(View v) {
// Perform action on click
for(i=0; i<3; i++ ){
System.out.println("Before..");
delay(5);
System.out.println("after..");
}
}
public void delay(int seconds){
milliseconds = seconds * 1000;
runOnUiThread(new Runnable() {
#Override
public void run() {
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
System.out.println("XXX"); //add your code here
}
}, milliseconds);
}
});
}
Now whenever I click button I can see in logs that System.out prints message as:
Before
afterBefore
afterBefore
after
XXXXXXXXX
But I want:
Before
XXX
After.Before
XXX
After.Before
XXX
After.
try this:
public void check() {
isDataAvailable = GetInternetAvailibility()
if (!isDataAvailable) {
disableInternet();
enableInternet();
if (retry > 0) {
retry--;
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
check();
}
}, 10000);
}
}
}
This way may help you.
http://developer.android.com/reference/android/os/CountDownTimer.html
new CountDownTimer(30000, 1000) {
public void onTick(long millisUntilFinished) {
mTextField.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
mTextField.setText("done!");
}
}.start();
Try Below code.Hope that it will help
int i = 0;
int j = 3;
method() {
if (i < j) {
System.out.println("Before..");
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
System.out.println("XXXXXX");
i++;
System.out.println("after");
method();
}
}, 1000);
}
}
I tried to put isDataAvailable = GetInternetAvailibility() statement
in postDelayed of handler but it is causing enableInternet()
disableInternet() to execute at the same time while isDataAvailable =
GetInternetAvailibility() gets executed after delay.
Put the if statement and disableInternet() in the postDelayed. enableInternet will get called, 10 seconds later it will check to see if the internet is available, if not it will disableInternet.

Why does my app crash after hitting Reset

The timer works fine for starting then reseting and leaving the view, but if I start the time then leave the view and return and just hit Reset the app crashes. I know that most people would not hit reset when the timer is not started, but for idiot proofing I need a fix for this any suggestions?
public void startTimer(View view) {
final Handler handler = new Handler();
Timer ourtimer = new Timer();
timerTask = new TimerTask() {
public void run() {
handler.post(new Runnable() {
public void run() {
int sec = n % 60;
int min = n / 60;
TextView timer = (TextView) findViewById(R.id.androidtimer);
timer.setText("" + String.format("%02d", min) + ":"
+ String.format("%02d", sec));
// timer.setText(n + " Seconds");
n++;
}
});
}
};
ourtimer.schedule(timerTask, 0, 1000);
}
public void stopTimer(View view) {
timerTask.cancel();
TextView timer = (TextView) findViewById(R.id.androidtimer);
timer.setText("--:--");
timerTask = null;
n = 0;
}
I think your problem is that timerTask is null as long as you do not start the timer.
So a simple if clause might help. If that's not the problem please post the exception.
public void stopTimer(View view) {
if(timerTask != null) {
timerTask.cancel();
}
TextView timer = (TextView) findViewById(R.id.androidtimer);
timer.setText("--:--");
timerTask = null;
n = 0;
}

Countdown timer not looping

Basically I am doing a cardio feature and have three countdown timers in a row nested within each other, so when one timer finishes, the next one starts. One for preparation time, one for workout time and one for rest time, the user chooses the times of these.
I need it to loop however many times the user selects from a numberpicker, but no matter what I do it only goes through it once and doesn't loop so I know it all works it's just the looping part that doesn't work.
Am I missing something here? Is there a better way to do this?
//Main countdown timers loop
for(int i = 0; i <= times.getValue() + 1; i++) //times NumberPicker
{
prepCountTimer = new CountDownTimer(_finalPrep * 1000, 1000) {
public void onTick(long millisUntilFinished) {
tvRoundCount.setText("Round " + roundCount + " / " + times.getValue());
tvCountDown.setText((millisUntilFinished / 1000) + "s");
if(millisUntilFinished <= (6 * 1000))
{
tvCountDown.setTextColor(Color.RED);
}
}
public void onFinish() {
workoutCountTimer = new CountDownTimer(_finalWorkout * 1000, 1000) {
public void onTick(long millisUntilFinished) {
tvCountDown.setTextColor(Color.GREEN);
tvCountDown.setText((millisUntilFinished / 1000) + "s");
if(millisUntilFinished <= 6 * 1000)
{
tvCountDown.setTextColor(Color.RED);
}
}
public void onFinish() {
restCountTimer = new CountDownTimer(_finalRest * 1000, 1000) {
public void onTick(long millisUntilFinished) {
tvCountDown.setTextColor(Color.GREEN);
tvCountDown.setText((millisUntilFinished / 1000) + "s");
if(millisUntilFinished <= 6 * 1000)
{
tvCountDown.setTextColor(Color.RED);
}
}
public void onFinish() {
roundCount = roundCount + 1;
}
}.start();
}
}.start();
}
}.start();
}
the issue here is that you create prepCountTimer and assign on finish ect, then start it. then it reaches the end of for each and loops again making another preopCountTimer and starting it. you need to make your restCountTimer start the next preopCountTimer once it's done. unless I'm understanding something wrong here.
public void callingMethod() {
timerMethod(times.getValue());
// execution continues as your timer will run in a different thread
}
public void timerMethod(final int count) {
if (count == 0) {
// we have done the number of timers we want we can
// call whatever we wanted to once our timers were done
}
//you could use count to get the times for each timer here
startTimer(_finalPrep, new timerListner() {
#Override
public void timerFinish() {
//when timer 1 finishes we will start timer 2
startTimer(_finalWorkout, new timerListner() {
#Override
public void timerFinish() {
//when timer 2 finishes we will start timer 3
startTimer(_finalRest, new timerListner() {
#Override
public void timerFinish() {
//when timer 3 finishes we want to call the next timer in the list.
timerMethod(count - 1);
}
});
}
});
}
});
}
private interface timerListner {
void timerFinish();
}
public void startTimer(int timerTime, final timerListner onFinish) {
// you can pass in other parameters unqiue to each timer to this method aswell
CountDownTimer timer = new CountDownTimer(timerTime * 1000, 1000) {
public void onTick(long millisUntilFinished) {
tvRoundCount.setText("Round " + roundCount + " / " + times.getValue());
tvCountDown.setText((millisUntilFinished / 1000) + "s");
if (millisUntilFinished <= (6 * 1000)) {
tvCountDown.setTextColor(Color.RED);
}
}
#Override
public void onFinish() {
onFinish.timerFinish();
}
};
timer.start();
}

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