Android create e timer that goes also in background - android

i need to create a timer (with start and stop function), that continue to work also in background, because:
- my app have 2 activity switchable via intent, so if i return to activity 1 the timer must continue to work, and if i return to activity 2 (that of the timer) the "textview" must update the timer that is continuing to work
- if i put the app in background, the timer must continue to work.
how can i do this?
i've found this, but i'm not sure that it can do what i need: http://examples.javacodegeeks.com/android/core/os/handler/android-timer-example/
Thanks!

For making the timer working in background, use Asynctask. Then if necessary, you can switch activities in the foreground from doinBackground function of Asynctask using RunOnUiThread method (or separate thread if you so desire).

Standard Java way to use timers via java.util.Timer and java.util.TimerTask works fine in Android, but you should be aware that this method creates a new thread.
You may consider using the very convenient Handler class (android.os.Handler) and send messages to the handler via sendMessageAtTime(android.os.Message, long) or sendMessageDelayed(android.os.Message, long). Once you receive a message, you can run desired tasks. Second option would be to create a Runnable object and schedule it via Handler's functions postAtTime(java.lang.Runnable, long) or postDelayed(java.lang.Runnable, long).
For a repeating task:
new Timer().scheduleAtFixedRate(task, after, interval);
For a single run of a task:
new Timer().schedule(task, after);
task being the method to be executed
after the time to initial execution
(interval the time for repeating the execution)
Handler:
private final int interval = 1000; // 1 Second
private Handler handler = new Handler();
Private Runnable runnable = new Runnable(){
public void run() {
Toast.makeText(MyActivity.this, "C'Mom no hands!", Toast.LENGTH_SHORT).show();
}
};
...
handler.postAtTime(runnable, System.currentTimeMillis()+interval);
handler.postDelayed(runnable, interval);
Message:
private final int EVENT1 = 1;
private Handler handler = new Handler() {
#Override
public void handleMessage(Message msg) {
switch (msg.what) {
case Event1:
Toast.makeText(MyActivity.this, "Event 1", Toast.LENGTH_SHORT).show();
break;
default:
Toast.makeText(MyActivity.this, "Unhandled", Toast.LENGTH_SHORT).show();
break;
}
}
};
...
Message msg = handler.obtainMessage(EVENT1);
handler.sendMessageAtTime(msg, System.currentTimeMillis()+interval);
handler.sendMessageDelayed(msg, interval);

Related

A handler that runs every 5 minutes runs in duplicate

My handler will record the camera screen every 5 minutes
recently, I found handler runs in duplicate.
handler is before record the camera screen, create record file name.
if normal, 15:00:00.mp4 , 15:05:00.mp4, 15:10:00.mp4.
but current my state is 15:00:00.mp4, 15:02:15.mp4, 15:05:00.mp4, 15:07:15.mp4.
It seems that the same handler is duplicated and the 2 are executed.
so, I want if there is a handler already working, delete the old handler, execute new handler.
then, I think solve same handler duplicate problem. is right?
to sum it up,
1. Before doing handler.sendEmptyMessage, Is it possible to check if the same handler is working?.
if 1 is possible, How to delete a running handler and run only the new handler.
current my source.
private RecHandler mHandler = new RecHandler(this);
#Override
public void onCreate(Bundle savedInstanceState) {
...
mHandler.sendEmptyMessage(REQUEST_HANDLE_INIT_RECORD);
}
RecHandler.class
public class RecHandler extends Handler {
private final SoftReference<MainActivity> weak;
public RecHandler(MainActivity act) {
weak = new SoftReference<BlackEyeActivity>(act);
}
#Override
public void handleMessage(Message msg) {
MainActivity act = weak.get();
RecHandler mHandler = new RecHandler(act);
if (act != null) {
switch (msg.what) {
case REQUEST_HANDLE_INIT_RECORD:
initCapturing(); //init camera preview..
mHandler = new RecHandler(act);
mHandler.sendEmptyMessageDelayed(REQUEST_HANDLE_START_RECORD, 1000); //after 1 second, start REQUEST_HANDLE_START_RECORD.
this.removeMessages(REQUEST_HANDLE_HOLD_RECORD);
break;
case REQUEST_HANDLE_START_RECORD :
startRecording(); //start Recording.. record file 5 minute.
mHandler.sendEmptyMessageDelayed(REQUEST_HANDLE_HOLD_RECORD, 300000); //after 5 minute, start REQUEST_HANDLE_HOLD_RECORD.
this.removeMessages(REQUEST_HANDLE_INIT_RECORD);
break;
case REQUEST_HANDLE_HOLD_RECORD:
stopRecording();
mHandler.sendEmptyMessageDelayed(REQUEST_HANDLE_INIT_RECORD, 1000); //after 1 second, start REQUEST_HANDLE_INIT_RECORD.
this.removeMessages(REQUEST_HANDLE_START_RECORD);
break;
so, My handler if always record, repeat INIT(1 seconds) -> START (5 minute) -> HOLD(1 seconds)
if you know how to check if the same handler is working, and how to delete a running handler and run only the new handler. please advice for me.

How to return to main thread Android

I have a simple Activity with two buttons "On" and "Off". I want start changing color of background in cycle with button "On" and stop this with button "Off". Also I need to have red color by click on "Off" button. I have wrote simple programm and everything is fine, but I can't understand one thing. Why the last color not always red? If I use code in main threads cycle
Thread.sleep(100);
or
Thread.sleep(1000);
I always have red color, but if I set
Thread.sleep(10);
I have random last color. Why??
Thank you !!
I have this code:
public class MyActivity extends Activity {
final Handler myHandler = new Handler();
private int randColor;
final Runnable updateColor = new Runnable() {
public void run() {
final Random random = new Random();
randColor = Color.rgb(random.nextInt (255), random.nextInt (255), random.nextInt (255));
mRelativeLayout.setBackgroundColor(randColor);
}
};
private ColorChanger myThread;
class ColorChanger extends Thread {
private volatile boolean mIsStopped = false;
#Override
public void run() {
super.run();
do
{
if (!Thread.interrupted()) {
myHandler.post(updateColor);
}
else
{
return;
}
try{
Thread.sleep(100);
}catch(InterruptedException e){
return;
}
}
while(true);
}
public void stopThis() {
this.interrupt();
}
}
private RelativeLayout mRelativeLayout;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_my);
mRelativeLayout = (RelativeLayout)findViewById(R.id.relativeLayout);
}
public void onflagClick(View view) {
myThread = new ColorChanger();
myThread.start();
}
public void onflagoffClick(View view) throws InterruptedException {
myThread.interrupt();
if(myThread.isAlive())
{
try {
myThread.join();
} catch(InterruptedException e){
}
}
else
{
mRelativeLayout.setBackgroundColor(getResources().getColor(R.color.redColor));
}
mRelativeLayout.setBackgroundColor(getResources().getColor(R.color.redColor));
}
}
I agree with the previous answer-ers, but propose a different solution.
First let me say that I recommend you stop using Runnables. In general posting a Runnable to a Handler is less efficient then sending a Message, although there are very rare exceptions to this rule.
Now, if we send Messages, what should we do? What we basically want to do is keep doing whatever we're doing until a condition is hit. A great way to do this is to write a Message Handler that receives a Message, does our work (setting the color), checks if we should keep going, and if so schedules a new Message in the future to do more work. Let's see how we might do this.
Assume the code below is inside an Activity.
private static final int MSG_UPDATE_COLOR = 1;
private static final int DELAY = 10; //10 millis
private final Object mLock = new Object();
private boolean mContinue = true;
Handler mHandler = new Handler() {
#Override
public void handleMessage(Message msg) {
switch (msg.what) {
case MSG_UPDATE_COLOR:
synchronized (mLock) {
if (mContinue) {
setColor(Color.rgb(random.nextInt (255), random.nextInt (255), random.nextInt (255)));
mHandler.sendEmptyMessageDelayed(MSG_UPDATE_COLOR, DELAY);
} else {
setColor(Color.RED);
}
}
break;
}
}
}
}
public void onflagClick(View view) {
mHandler.sendEmptyMessage(MSG_UPDATE_COLOR);
}
public void onflagoffClick(View view) throws InterruptedException {
synchronized (mLock) {
mContinue = false;
}
// cancel any pending update
mHandler.removeMessages(MSG_UPDATE_COLOR);
// schedule an immediate update
mHandler.sendEmptyMessage(MSG_UPDATE_COLOR);
}
Okay, so, what is happening here. We've created a Handler that will do all the color updates. We kick that off when our start event happens. Then the Message schedules a new message (and therefore color update) in ten milliseconds. When the stop event happens we reset a flag that the message handler reads to determine if a new update should be scheduled. We then unschedule all update messages because it might be scheduled for several milliseconds in the future and instead send an immediate message that does the final color update.
For bonus points we eliminate the use of a second thread which saves resources. Looking carefully I've used synchronized blocks, but these are actually unnecessary because everything is happening on the main thread. I included these just in case someone was changing mContinue from a background thread. Another great point of this strategy is that all color updates happen in one place in the code so it is easier to understand.
When you post to Handler, it will run your Runnable at some given time in the future. It is not immediate. It also works in a queue so the more times you post to Handler you are going to stack up the commands that will all get executed in order eventually.
You're facing a race condition because with Thread.sleep(10), the program is most likely stacking up a lot of Runnables to execute. They will run regardless of whether or not your Thread is running because they've been queued up to run on the main thread. Thread.sleep(100) or Thread.sleep(1000) doesn't have this issue simply because you're giving the system enough time to execute all color commands. However, it is still possible to have this issue if you pressed the off button at just the right time.
As DeeV told you, Handler sends Runnables to a Looper that is basically a Thread looping inside processing messages or runnables in each loop. You are queuing messaged to the main Looper and then you are sleeping your worker Thread. Its possible that you are sending for example 2 runnables in a row between each loop of your worker thread, but the main looper has only executed the last one so you cannot see each color as you want.
If you want a simple solution to make it work, you can use an Object or a CountDownLatch to synchronize your main Looperwith your worker Thread.
For example: Just before you will sleep your worker Thread you can do the next thing myLockObject.wait()
Then, you should change post(Runnable) to sendMessage(Message). In handleMessage from your Handler you can do myLockObject.notify() (Keep in mind that handleMessage will be executed inside the Looper that you have created your Handler or you can specify any Looper you want explicity). To obtain a new Message you should use myHandler.obtainMessage().
This will make your worker Thread wait your main Looperto process your runnable just before you wait X time until you post next color. Obviously you should create your new Object as a field of your Activity for example:
private myLockObject = new Object()

android send message to worker thread

I have a thread where I need to periodically perform some checks, get files from the web, and send messages to the main UI thread. I even need to use UI thread parameters (like the map visible area) on each loop of the worker thread. So I suppose that i need to implement bidirectional communication between UIthread and workerThread.
Another problem is that I need to save the identifier of each marker added to the map. I want to save the result of map.addMarker inside my custom array stored in my worker thread. this means that from the uithread, where i update the map, i should tell the workerThread to update the array of markers..
This is a sample of my actual worker thread:
class MyThread extends Thread {
private Handler handler;
private MainActivity main;
public MyThread (MainActivity mainClass, Handler handlerClass) {
this.main=mainClass;
this.handler = handlerClass;
}
#Override
public void run(){
while(true){
sleep(2000);
//do my stuffs
//....
//prepare a message for the UI thread
Message msg = handler.obtainMessage();
msg.obj= //here i put my object or i can even use a bundle
handler.sendMessage(msg); //with this i send a message to my UI thread
}
}
}
My actual problem is that when the UI thread ends processing the message received from the worker thread i should perform an action on the worker thread.
I thought 2 solutions:
1)wait on the worker thread till the message has been processed by the UI thread
2)process the message on the UI thread and then send a message to the worker thread.
I don't know how to do the solution1, so i tried the solution2. I tried adding a looper to my worker thread (RUN sub), this way:
class MyThread extends Thread {
private Handler handler;
private MainActivity main;
public MyThread (MainActivity mainClass, Handler handlerClass) {
this.main=mainClass;
this.handler = handlerClass;
}
#Override
public void run(){
Looper.prepare();
mHandler = new Handler() {
public void handleMessage(Message msg) {
// Act on the message received from my UI thread doing my stuff
}
};
Looper.loop();
while(true){
sleep(2000);
//do my stuffs
//....
//prepare a message for the UI thread
Message msg = handler.obtainMessage();
msg.obj= //here i put my object or i can even use a bundle
handler.sendMessage(msg); //with this i send a message to my UI thread
}
}
}
The problem is that after the Looper.loop() no line of code is executed. I read that this is normal. I read many articles but I didn't understand how should I allow the execution of my while loop, and simultaneously process messages coming from my UI thread.
I hope the problem is clear. Suggest me the best solution.
don't do this:
while(true){
sleep(2000);
it's awfully bad on so many levels. if you need some background processing, use AsyncTasks, if you need a repeating event, use:
private Handler mHandler = new Handler();
private Runnable mSomeTask = new Runnable() {
public void run() {
doSomething();
}
};
and then somewhere in the code:
mHandler.postDelayed(mSomeTask, 100);
this will make your program work faster, jam less resources and basically be a better Android citizen.
I realize this is a very old question, but for periodic task scheduling, use this code:
ScheduledExecutorService scheduledThreadPool = Executors.newScheduledThreadPool(1);
ScheduledFuture<?> periodicTask = scheduledThreadPool.scheduleAtFixedRate(new Runnable() {
#Override
public void run() {
// do some magic stuff here
// note however, that you're running in background!
Log.d("PeriodicTask", "Doing something....");
}
}, 0 /* initial delay */, 10 /* start every 10 seconds */, TimeUnit.SECONDS);
and when you need to stop the periodic task, just issue
periodicTask.cancel(true);

Destroying Runnable in android

I am using the following code to access a url:
final Handler handler = new Handler();
Runnable runnable = new Runnable()
{
public void run()
{
img.setImageBitmap(returnBitmap("fromurl"));
handler.postDelayed(this, 50);
}
};
handler.postDelayed(runnable, 2000);
I observed that if the server is not up the app takes ages to close correctly if I hit the back button. Is there anyway way I could speed up the exit procedure.
Runnables will exit automatically when finished with their run() method. If you are employing a loop to do some work, the solution that Jay Ho suggested will help exit from the loop cleanly. If you want to prevent the Handler from executing the runnable (before it posts) you can use handler.removeCallbacksAndMessages(null)1 to clear the queue. Placing it in onDestroy() is your best bet. Otherwise, you're on your own. Once you've spawned a thread, you're at the mercy of the Android operating system to terminate it once its done.
Side note: I've run into problems like this before, and it's usually a call to a system service or the implementation of a Broadcast Listener or Alarm that mucks up the exit process.
private Runnable runnable = new Runnable() {
private boolean killMe=false;
public void run() {
//some work
if(!killMe) {
img.setImageBitmap(returnBitmap("fromurl"));
handler.postDelayed(this, 50);
}
}
public void kill(){
killMe=true;
}
};
ThreadPoolExecutor threadPoolExecutor = Executors.newSingleThreadExecutor();
Runnable longRunningTask = new Runnable();
// submit task to threadpool:
Future longRunningTaskFurure = threadPoolExecutor.submit(longRunningTask);
... ...
// At some point in the future, if you want to kill the task:
longRunningTaskFuture.cancel(true);
... ...

How to Delay Execution of Code For X Amount of Time in Android

On button click I want to begin a timer of 5 minutes and then execute a method that will check for certain conditions and set off alerts if conditions are right. I've seen examples with timers and postDelay, but don't really understand why one would use one vs another. What is the best way to accomplish what I am trying to do? I don't want to lock up the UI during the 5 minutes. The user should be free to use the app as normal during the countdown.
EDIT: I am trying the postDelayed suggestion but visual studio is not liking something about my code. It looks exactly like examples I've found. My be a mono for android thing.
Handler h = new Handler();
Runnable r = new Runnable(){
public void run()
{
Dialog d = inst2.showBuilder(this, "test", "test");
d.Show();
}
};
h.postDelayed(r, 5000);
Specifically the code block inside of run throws all kinds of "} expected" and "a namespace cannot directly contain members such as fields or methods" exceptions.
Try using Timer Object :
Timer mTimer = new Timer();
mTimer.schedule(new TimerTask()
{
#Override
public void run()
{
// Your code goes here
}
}, 1000); // 1sec
final Handler handler = new Handler();
Timer timer = new Timer();
timer.schedule(new TimerTask()
{
#Override
public void run()
{
handler.post(new Runnable()
{
public void run()
{
// YOUR Code
}
});
}
}, 1000); // 1sec
You can start a simple Thread that will sleep in background for 5 minutes and then call a function. While the thread sleeps in background the UI will not freeze. When the thread finish executing what you want you can set off alerts by sending some intents as notifications and receive them in some Broadcast Receivers.
Hope this helps
Use Handler.postDelayed(Runnable block); method to execute delay, as android also not recommend to use timer.
Handler h = new Handler();
Action myAction = () =>
{
// your code that you want to delay here
};
h.PostDelayed(myAction, 1000);

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