I have made 4 activities in android they all are same. They just have a relative layout and that layout has 4 different images as backgroud,i have set animation on that for 2000miliseconds for example 1st screen should come from right.second from left...etc..I have implemented as below but its not working pls help me..!
screen1.java
Thread splashThread = new Thread() {
public void run() {
try {
sleep(2000);
} catch (Exception e) {
}
startAnimatedActivity(new Intent(SplashActivity1.this,
SplashActivity2.class),
CustAnimatedActivity.SLIDE_FROM_RIGHT);
finish();
}
};
splashThread.start();
same code for 3 activity also..!
i have used "handler" in place of "thread" .I have tried following code..and its working like butter..!
new Handler().postDelayed(new Runnable()
{
#Override
public void run()
{
handler.sendEmptyMessage(1);
}
}, 2000);
}
private Handler handler = new Handler()
{
#SuppressWarnings("deprecation")
#Override
public void handleMessage(android.os.Message msg)
{
try
{
Intent intent = null;
intent = new Intent(SplashActivity1.this,
SplashActivity2.class);
startActivity(intent);
overridePendingTransition(R.anim.animated_activity_slide_left_in, R.anim.animated_activity_slide_right_out);
finish();
} catch (Exception e) {
}
}
};
Related
my_text.setText("Dave");
//Small pause...
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
my_text.setText("Bob");
I want to change my textView, pause 1 second, then change it again. When I run the program, it doesn't refresh after first change. It just shows the second change after returning. How can I force the refresh on the first change to the textview?
Try use Handler like below code
my_text.setText("Dave");
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
my_text.setText("Bob");
}
});
}
}, 1000);
Try below for the edited question
Keep your all 20 names in any collection array or list.
int position = 0;
String names [] = {"0","1","20"};
Handler handler = new Handler(getMainLooper());
Runnable runnable = new Runnable() {
public void run() {
my_text.setText(names[position++]);
if (position < names.length) {
handler.postDelayed(this, 1000);
}
}
};
handler.postDelayed(runnable, 1000);
i am trying to display a Toast on the screen and when Toast fades off then move to the next question. I have tried with Thread but cannot seem to manage.
My code:
next.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
if (getUserSelection()){
position = position + 3;
if (position < questionsArray.size()) {
curName = questionsArray.get(position).getName();
curArray = questionsArray.get(position).getAnswers();
curIscorrect = questionsArray.get(position).getIscorrect();
setupQuestionView(curName, curArray, curIscorrect);
} else {
StringGenerator.showToast(QuestionsActivity.this, "Your score : " + score + "/" + (questionsArray.size() / 3));
}
}else {
StringGenerator.showToast(QuestionsActivity.this, getString(R.string.noanswerselected));
}
}
});
and the getUserSelectionMethod:
private boolean getUserSelection() {
correct = (RadioButton)findViewById(group.getCheckedRadioButtonId());
if (correct == null){
return false;
}else {
correctAnswerText = correct.getText().toString();
if (map.get(correctAnswerText).equals(Constants.CORRECTANSWER)) {
score++;
setCorrectMessage();
return true;
} else {
setWrongMessage();
return true;
}
}
}
private void setCorrectMessage() {
correctToast = new Toast(QuestionsActivity.this);
correctToastView = getLayoutInflater().inflate(R.layout.correct, (ViewGroup) findViewById(R.id.correctRootLayout));
correctText = (TextView)correctToastView.findViewById(R.id.correctTextView);
correctText.setText(getString(R.string.correctAnswer));
correctToast.setDuration(Toast.LENGTH_SHORT);
correctToast.setView(correctToastView);
correctToast.show();
correctThread = new Thread(new Runnable() {
#Override
public void run() {
try {
Thread.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
correctToast.cancel();
}
});
correctThread.start();
}
private void setWrongMessage() {
wrongToast = new Toast(QuestionsActivity.this);
wrongToastView = getLayoutInflater().inflate(R.layout.wrong, (ViewGroup) findViewById(R.id.wrongRootLayout));
wrongText = (TextView)wrongToastView.findViewById(R.id.wrongTextView);
wrongText.setText(getString(R.string.wrongAnswer));
wrongToast.setDuration(Toast.LENGTH_SHORT);
wrongToast.setView(wrongToastView);
wrongToast.show();
wrongThread = new Thread(new Runnable() {
#Override
public void run() {
try {
Thread.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
wrongToast.cancel();
}
});
wrongThread.start();
}
Any suggestion on how to do this?
You can determine the toast visibility:
toast.getView().getWindowToken()
If the result is null, than your toast isn't visible anymore, and than you can run any code you want.
as stated in this answer you can start a thread that waits the duration of the Toast:
Thread thread = new Thread(){
#Override
public void run() {
try {
Thread.sleep(3500); // 3.5seconds!
// Do the stuff you want to be done after the Toast disappeared
} catch (InterruptedException e) {
e.printStackTrace();
}
}
};
Toast.LENGTH_SHORT and Toast.LENGTH_LONG are only flags so you have to either hard code the duration or keep them in a constant. The durations are 3.5s (long) and 2s (short).
If you want to manipulate some of your views, you cannot do this in another thread than the "main" UI thread. So you have to implement a kind of callback/polling mechanism to get notified when the SleepThread has finished.
Check this answer to read about a couple of ways to do this. Probably the easiest of them to understand and implement is this:
After you started your Thread you can check if it is still alive and running by calling thread.isAlive(). In this way you can do a while loop that runs while the thread is running:
// start your thread
while(thread.isAlive()){}
// continue the work. The other thread has finished.
Please note that this is NOT the most elegant way to do this! Check the other possibilities in the answer I've mentioned above for more elegant solutions (especially the last one with the listeners is very interesting and worth reading!)
That's because the Thread class is purely executed in the background and you need to manipulate the view in the Main thread. To solve your issue just replace the Thread with AsynTask.
AsyncTask<Void,Void,Void> a = new AsyncTask<Void, Void, Void>() {
#Override
protected Void doInBackground(Void... params) {
try {
Thread.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
return null;
}
#Override
protected void onPostExecute(Void aVoid) {
super.onPostExecute(aVoid);
correctToast.cancel();
}
};
a.execute();
If you look at my code you can see my onPostExecute, this method is called in the Main Thread.
My Error was because i was trying to acess UI Elements through another Thread so modifying the code like this:
Thread thread = new Thread(new Runnable() {
#Override
public void run() {
try {
Thread.sleep(500);
QuestionsActivity.this.runOnUiThread(new Runnable() {
#Override
public void run() {
moveToNextQuestion();
}
});
} catch (InterruptedException e) {
e.printStackTrace();
}
}
});
thread.start();
did the trick. I hope my answer helps someone!!!
I have a problem with my game - when the live is 0 it should show the game-over screen and finish the game-activity, but the screen freezes instead.
The code in the surface is:
if(live <= 0){
try {
gameThread.setGameRunning(false);
gameThread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
gameOverHandler.post(new Runnable() {
#Override
public void run() {
gameOver.onGameOver(score);
}
});
}
And the Interface in the GameActivity:
#Override
public void onGameOver(int score) {
Intent gameOver = new Intent(this, GameOver.class);
gameOver.putExtra("score", score);
startActivity(gameOver);
gameEngine.stop();
this.finish();
}
The Game-thread loops the canvas drawing and the Engine the movements of the Characters.
I hope you can help me.
Thanks!
You must have initialised gameOverHandler somewhere in the code using
gameOverHandler = new Handler();
or
gameOverHandler = new GameOverHandler();
Try replacing it with
gameOverHandler = new Handler(Looper.getMainLooper());
or
gameOverHandler = new GameOverHandler(Looper.getMainLooper());
depending on what class you have actually used.
Sry my internet was down about the weekend i've solved it with the constructor
public GameSurface(Context context, OnGameOver onGameOver){
...
}
and in the MainActivity
gameSurface = new GameSurface(this, this);
and implementing OnGameOver
a litte bit rewrite for my code but its works...
I want to write a download manager app, in the activity I add a progress bar which show the current progress to the user, now if user touch the back button and re-open the activity again this ProgressBar won't be updated.
To avoid from this problem I create a single thread with unique name for each download that keep progress runnable and check if that thread is running in onResume function, if it is then clone it to the current thread and re-run the new thread again but it won't update my UI either, Any ideas !?
#Override
public void onResume()
{
super.onResume();
Set<Thread> threadSet = Thread.getAllStackTraces().keySet();
Thread[] threadArray = threadSet.toArray(new Thread[threadSet.size()]);
for (int i = 0; i < threadArray.length; i++)
if (threadArray[i].getName().equals(APPLICATION_ID))
{
mBackground = new Thread(threadArray[i]);
mBackground.start();
downloadProgressBar.setVisibility(View.VISIBLE);
Toast.makeText(showcaseActivity.this
, "Find that thread - okay", Toast.LENGTH_LONG).show();
}
}
private void updateProgressBar()
{
Runnable runnable = new updateProgress();
mBackground = new Thread(runnable);
mBackground.setName(APPLICATION_ID);
mBackground.start();
}
private class updateProgress implements Runnable
{
public void run()
{
while (Thread.currentThread() == mBackground)
try
{
Thread.sleep(1000);
Message setMessage = new Message();
setMessage.what = mDownloadReceiver.getProgressPercentage();
mHandler.sendMessage(setMessage);
}
catch (InterruptedException e)
{
Thread.currentThread().interrupt();
}
catch (Exception e)
{/* Do Nothing */}
}
}
private Handler mHandler = new Handler()
{
#Override
public void handleMessage(Message getMessage)
{
downloadProgressBar.setIndeterminate(false);
downloadProgressBar.setProgress(getMessage.what);
if (getMessage.what == 100)
downloadProgressBar.setVisibility(View.GONE);
}
};
Download button code:
downloadBtn.setOnClickListener(new View.OnClickListener()
{
#Override
public void onClick(View arg0)
{
downloadProgressBar.setVisibility(View.VISIBLE);
downloadProgressBar.setIndeterminate(true);
downloadProgressBar.setMax(100);
Intent intent = new Intent(showcaseActivity.this, downloadManagers.class);
intent.putExtra("url", "http://test.com/t.zip");
intent.putExtra("receiver", mDownloadReceiver);
startService(intent);
updateProgressBar();
}
});
I'd strongly recommend reading the Android Developer blog post on Painless Threading. As it states, the easiest way to update your UI from another thread is using Activity.runOnUiThread.
I need a thread (it does httppost ,and parse the answer xml and refresh listview to set the changes from parsed xml) in 3 sec interval
I have already tried this code
Timer timer = new Timer();
timer.scheduleAtFixedRate(
new TimerTask() {
public void run() {
try {
httpPostList(url);
saxParseList();
list.invalidateViews();
Thread.sleep(1000);
} catch (Exception ie) {
}
}
}, 1000, 1000 * 30);
I would appreciate you to create a Service with an AsyncTask in it.
Async Tasks are the Android Synonym to normal Java Tasks, Documentation finding here: http://developer.android.com/reference/android/os/AsyncTask.html
Services are Background Processes, seeing this Doc:
http://developer.android.com/reference/android/app/Service.html
Try using handlers:
Handler handler;
#Override
public void onCreate(Bundle savedInstanceState) {
// ...
handler = new Handler() {
#Override
public void handleMessage(Message msg) {
updateUI();
}
};
Thread thread = new Thread() {
#Override
public void run() {
while(true) {
Message msg = new Message();
handler.sendMessage(msg);
try {
sleep(3*1000); // 3 seconds
} catch (InterruptedException e) {
}
}
}
};
thread.start();
}
private synchronized void updateUI() {
// ...
}
Finally I made it using "Async task".