Show Array of ImageView for 5 Seconds - android

I have a TableLayout with an Array of ImageView then when I clicked on menuInflater it'll appear for five second and then hide and a countdown start.
public boolean onOptionsItemSelected(MenuItem item) {
super.onOptionsItemSelected(item);
switch (item.getItemId()){
case R.id.txt1:
handler = new Handler (this);
Worker w = new Worker (handler);
Thread t = new Thread (w);
t.start();
return true;
protected int [] imgIds = {
R.id.img_1,R.id.img_2,R.id.img_3,R.id.img_4,R.id.img_5,R.id.img_6,
R.id.img_7,R.id.img_8,R.id.img_9,R.id.img_10,R.id.img_11,R.id.img_12,
};
public class Worker implements Runnable{
private Handler h;
public Worker (Handler h)
{
this.h = h;
}
#Override
public void run() {
for(int i=0; i<10; i++)
{
imgIds.setsetVisibility(View.INVISIBLE)
try{
Thread.sleep(1000);
}catch (InterruptedException e){
e.printStackTrace();
}
}
h.postDelayed(Worker,1000);
}
}
And then the ImageView hide and start the Game.
This Code is wrong so If anybody can help me.

Frame Animations will help you
Following snippet will guide you.
package com.org.sampleproject;
import android.app.Activity;
import android.graphics.drawable.AnimationDrawable;
import android.os.Bundle;
import android.os.Handler;
import android.view.Menu;
import android.view.View;
import android.widget.ImageView;
import android.widget.Toast;
public class MainActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
AnimationDrawable animation = new AnimationDrawable();
animation.addFrame(getResources().getDrawable(R.drawable.img1), 1000); //1 Sec
animation.addFrame(getResources().getDrawable(R.drawable.img2), 1000); //1 Sec
animation.addFrame(getResources().getDrawable(R.drawable.img3), 1000); //1 Sec
animation.addFrame(getResources().getDrawable(R.drawable.img4), 1000); //1 Sec
animation.addFrame(getResources().getDrawable(R.drawable.img5), 1000); //1 Sec
animation.setOneShot(true);
final ImageView imageAnim = (ImageView) findViewById(R.id.image);
imageAnim.setBackgroundDrawable(animation);
animation.start();
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
imageAnim.setVisibility(View.INVISIBLE);
//Perform Your Task Here
}
}, animation.getNumberOfFrames() * 1000);
}
#Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.activity_main, menu);
return true;
}
}

Maybe you can use a CountDownTimer :
http://developer.android.com/reference/android/os/CountDownTimer.html
protected int [] imgIds = {
R.drawable.img_1,R.drawable.img_2,...
};
new CountDownTimer(12000, 1000) {
public void onTick(long millisUntilFinished) {
img.setImageResource(R.drawable.my_image);
}

Related

Android app auto increment a value by 1 with some delay

This is a part of an app that I am trying to make. I am trying to make a delay that can be set by the user so after each +1 it delays with 500 milliseconds, but soon I figured that i don't even know how to add a simple build in delay, I tried with delay(1000); it gave me Can not resolve method delay(int) then with sleep(1000); same error, then with TimeUnit.SECONDS.sleep(1); and Thread.sleep(1); nothing worked I am missing something fundamental, maybe I need to import something ? this is the whole program
if (v == swt1){
while (counter<2100000000) {
counter++;
}
scoreText.setText(Integer.toString(counter));
scoreText.setBackgroundColor(Color.BLACK);
}
Activity:
package counter.test.my.simplecount;
import android.os.Bundle;
import android.util.TypedValue;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.EditText;
import android.widget.Switch;
import android.widget.TextView;
import android.app.Activity;
import android.graphics.Color;
public class MainActivity extends Activity implements OnClickListener {
Button btn1;
Button btn2;
Button btn3;
Switch swt1;
TextView textTitle;
EditText scoreText;
int counter = 0;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
btn1 = (Button)findViewById(R.id.button);
btn2 = (Button)findViewById(R.id.button2);
btn3 = (Button)findViewById(R.id.button3);
swt1 = (Switch)findViewById(R.id.switch1);
scoreText = (EditText)findViewById(R.id.editText);
textTitle = (TextView)findViewById(R.id.textView);
btn1.setOnClickListener(this);
btn2.setOnClickListener(this);
btn3.setOnClickListener(this);
textTitle.setTextSize(TypedValue.COMPLEX_UNIT_SP, 34);
}
#Override
public void onClick(View v) {
if (v == btn1){
counter++;
scoreText.setText(Integer.toString(counter));
scoreText.setBackgroundColor(Color.CYAN);
}
if (v == btn2){
counter--;
scoreText.setText(Integer.toString(counter));
scoreText.setBackgroundColor(Color.GREEN);
}
if (v == btn3){
counter = 0;
scoreText.setText(Integer.toString(counter));
scoreText.setBackgroundColor(Color.RED);
if (v == swt1){
while (counter<2100000000) {
counter++;
}
scoreText.setText(Integer.toString(counter));
scoreText.setBackgroundColor(Color.RED);
}
}
}
}
You can use Handler() for delay like
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
//Your Aftre delay code
}
},500);
Remember to import this:
import android.os.Handler;
Use the "Handler" with "Runnable" to auto increment a value continuously at some time delay. Here i used "1sec" time dealy.
Find below code snippet for your requirement.
Runnable runnable;
Handler handler;
int delayTimeSec = 1000; //1 Sec
handler = new Handler();
runnable = new Runnable(){
#Override
public void run() {
// Your auto increment logic...
handler.postDelayed(runnable, delayTimeSec);
}
}
handler.postDelayed(runnable, delayTimeSec);
Use thread instead of handler if you have got background tasks.
new Thread(new Runnable() {
#Override
public void run() {
///background calculations
try {
Thread.sleep(1000L);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
runOnUiThread(new Runnable() {
#Override
public void run() {
//main thread task to update user interface
}
});
}
}).start();

How to stop a thread(progressbar) in android

i have made a countdown timer using progressbar and a thread,Now i want to stop the progress at the same time when user clicks on a button.I have tried thread.stop(),but it says there is .no such method,I have tried interruot method too with no luck,So can any buddy please help me by viewing my code.My code is as below:
code
package com.amar.lyricalgenius;
import com.amar.lyricalgenius.LoadingActivity.MyCountDownTimer;
import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
import android.os.CountDownTimer;
import android.os.Handler;
import android.view.View;
import android.view.View.OnClickListener;
import android.view.Window;
import android.widget.Button;
import android.widget.ImageButton;
import android.widget.ImageView;
import android.widget.ProgressBar;
import android.widget.TextView;
import android.widget.Toast;
public class SinglePlayerOption extends Activity implements OnClickListener {
// visible gone
private int progressStatus = 0;
private Handler handler = new Handler();
Intent i;
TextView text_player_second;
ImageView vs_word;
ImageView player_second_pic, player_second_box;
ImageButton red_point1;
TextView text_number_pt1;
TextView text_number1;
ProgressBar pg_loading;
private CountDownTimer countDownTimer;
TextView timer_text;
private final long startTime = 8 * 1000;
private final long interval = 1 * 1000;
Button opt_1, opt_2, opt_3, opt_4;
Thread splashThread;
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.single_player_option);
init();
}
private void init() {
// TODO Auto-generated method stub
text_player_second = (TextView) findViewById(R.id.text_player_second);
vs_word = (ImageView) findViewById(R.id.vs_word);
player_second_pic = (ImageView) findViewById(R.id.player_second_pic);
player_second_box = (ImageView) findViewById(R.id.player_second_box);
red_point1 = (ImageButton) findViewById(R.id.red_point1);
text_number_pt1 = (TextView) findViewById(R.id.text_number_pt1);
text_number1 = (TextView) findViewById(R.id.text_number1);
opt_1 = (Button) findViewById(R.id.option_1);
opt_2 = (Button) findViewById(R.id.option_2);
opt_3 = (Button) findViewById(R.id.option_3);
opt_4 = (Button) findViewById(R.id.option_4);
opt_1.setOnClickListener(this);
opt_2.setOnClickListener(this);
opt_3.setOnClickListener(this);
opt_4.setOnClickListener(this);
text_player_second.setVisibility(View.GONE);
vs_word.setVisibility(View.GONE);
player_second_pic.setVisibility(View.GONE);
player_second_box.setVisibility(View.GONE);
red_point1.setVisibility(View.GONE);
text_number_pt1.setVisibility(View.GONE);
text_number1.setVisibility(View.GONE);
countDownTimer = new MyCountDownTimer(startTime, interval);
timer_text.setText(timer_text.getText()
+ String.valueOf(startTime / 1000));
countDownTimer.start();
new Thread(new Runnable() {
public void run() {
while (progressStatus < 100) {
progressStatus += 1;
// Update the progress bar and display the
// current value in the text view
handler.post(new Runnable() {
public void run() {
pg_loading.setProgress(progressStatus);
}
});
try {
// Sleep for 200 milliseconds.
// Just to display the progress slowly
Thread.sleep(62);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}).start();
splashThread = new Thread() {
public void run() {
try {
sleep(6000);
// Utils.systemUpgrade(SplashActivity.this);
} catch (InterruptedException e) {
e.printStackTrace();
}
Intent intent = null;
intent = new Intent(SinglePlayerOption.this,
NoResponseActivity.class);
intent.addFlags(Intent.FLAG_ACTIVITY_REORDER_TO_FRONT);
startActivity(intent);
finish();
}
};
splashThread.start();
}
#SuppressWarnings("deprecation")
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
Intent i;
switch (v.getId()) {
case R.id.option_1:
splashThread.stop();
countDownTimer.onFinish();
Toast.makeText(SinglePlayerOption.this,
timer_text.getText().toString(), 1).show();
i = new Intent(SinglePlayerOption.this,
DialogLeaderboardActivity.class);
startActivity(i);
break;
}
}
public class MyCountDownTimer extends CountDownTimer {
public MyCountDownTimer(long startTime, long interval) {
super(startTime, interval);
}
#Override
public void onFinish() {
timer_text.setText("Time's up!");
}
#Override
public void onTick(long millisUntilFinished) {
timer_text.setText("" + millisUntilFinished / 1000);
}
}
}
Thread th = new Thread(new Runnable() {
public void run() { ....
th.start();//starts
th.interrupt();//this stops.
and use
while (progressStatus < 100 && (!Thread.currentThread().isInterrupted())){....
instead of
while (progressStatus < 100) {....
Now i want to stop the progress at the same time when user clicks on
a button.I have tried thread.stop()
Thread.stop() is deprecated and you should not use it. The basic concept to understand is that a thread terminates is execution when the last line of code of his run method is executed. In the case of your "ProgressBar Thread*, when the user press the button, you have to set the exit condition of your while-loop (progressStatus = 100) in order to make it terminate

Delay after the splash screen

My problem is, if I set my splash as a Dialog by adding this line in the manifest there's a delay: android:theme="#android:style/Theme.Holo.Dialog.NoActionBar"
After the splash screen disappears it takes around 6 seconds or more to the main activity to appear.
How can I make this delay disappear?
Splash code:
public class SplashActivity extends Activity {
private final int DURATION = 3000;
private Thread mSplashThread;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.splash);
mSplashThread = new Thread() {
#Override
public void run() {
synchronized (this) {
try {
wait(DURATION);
} catch (InterruptedException e) {
} finally {
finish();
Intent intent = new Intent(getBaseContext(),
MainActivity.class);
startActivity(intent);
}
}
}
};
mSplashThread.start();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
synchronized (mSplashThread) {
mSplashThread.notify();
}
}
return true;
}
}
Rather than using splash as dialogue you can do all your background work in a splash screen activity and then start your main activity..if you need dialogue animation then you can use animation like this.
overridePendingTransition( R.anim.come_up, R.anim.go_down );
By this you can manage your activity switching time.
i am not sure that this answer is appropriate but i have done it like this :
#Override
public void run()
{
// TODO Auto-generated method stub
startActivity( new Intent ( SplashActivity.this , MainActivity.class ) ) ;
}
#Override
protected void onStart()
{
super.onStart();
if(!isClosed)
splashHandler.postDelayed(this, "putYourTimeHere");
}
This is working for me at its best..
final int splashTimeOut = 3000;
Thread splashThread = new Thread(){
int wait = 0;
#Override
public void run() {
try {
super.run();
while(wait < splashTimeOut){
sleep(100);
wait += 100;
}
} catch (Exception e) {
}finally{
startActivity(new Intent(SplashScreen.this,LoginActivity.class));
finish();
}
}
};
splashThread.start();
this is the code for splashscreen display with some time delay
..
here set splash image in drawable in splash_screen.xml.
import android.location.Criteria;
import android.location.Location;
import android.location.LocationListener;
import android.location.LocationManager;
import android.os.Build;
import android.os.Bundle;
import android.os.Handler;
import android.telephony.TelephonyManager;
import android.util.Log;
import android.view.Window;
import android.widget.Toast;
import android.annotation.SuppressLint;
import android.app.Activity;
import android.content.Context;
import android.content.Intent;
public class SplashScreen extends Activity {
LocationManager locationManager;
String provider, formattedDate, imeid;
double lat, lon;
#SuppressLint("NewApi")
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.splash_screen);
Calendar c = Calendar.getInstance();
SimpleDateFormat df = new SimpleDateFormat("dd-MM-yyyy HH:mm:ss");
formattedDate = df.format(c.getTime());
new Handler().postDelayed(new Runnable() {
public void run() {
Log.i("JO", "run");
Intent in = new Intent(SplashScreen.this,SecondActivity.class);
//in.putExtra("refreshclick", clickRefreshButton);
//in.putExtra("Current_Date", formattedDate);
// in.putExtra("ImeiId", imeid);
//Log.i("JO", "Current_Date"+formattedDate+";
ImeiId"+imeid+";lat"+lat+"lon"+lon);
startActivity(in);
finish();
}
}, 1000);
}
}
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
Intent i = new Intent(SplashActivity.this, MainActivity.class);
startActivity(i);
finish();
}
}, DURATION);
}

Starting new activity triggered by boolean in GameThread (android)

I am making a "Defend the castle" style android application. The game is complete, however I just need help closing my surfaceview and starting a new activity for when the the player has lost the game.
The condition for losing the game is just a boolean variable in my GameThread class. The variable is called "lost" and is by default set to false. When the life of the castle drops below 1, lost is set to true and a sound effect plays.
Ideally, I would like to stop the currently looping sound effects and open a new activity (which is already made and working) upon lost=true.
The main activity is as follows:
import android.app.Activity;
import android.content.Intent;
import android.content.res.Configuration;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnClickListener;
import android.view.Window;
import android.view.WindowManager;
import android.widget.Button;
public class MainActivity extends Activity {
Button btn_startGame;
Activity activity;
GameView mGameView;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
activity = this;
setContentView(R.layout.main);
btn_startGame = (Button) findViewById(R.id.btnStartGame);
btn_startGame.setOnClickListener(new OnClickListener() {
//#Override
public void onClick(View v) {
mGameView = new GameView(activity);
setContentView(mGameView);
mGameView.mThread.doStart();
}
});
}
#Override
public boolean onTouchEvent(MotionEvent event) {
try {
mGameView.mThread.onTouch(event);
} catch(Exception e) {}
return true;
}
#Override
public void onConfigurationChanged(Configuration newConfig) {
// ignore orientation/keyboard change
super.onConfigurationChanged(newConfig);
}
}
The surfaceview is created in this class called GameView:
import android.content.Context;
import android.content.Intent;
import android.os.Handler;
import android.os.Message;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;
public class GameView extends SurfaceView implements Callback {
Context mContext;
GameThread mThread;
public GameView(Context context) {
super(context);
this.mContext = context;
getHolder().addCallback(this);
mThread = new GameThread(getHolder(), mContext, new Handler() {
#Override
public void handleMessage(Message m) {
// Use for pushing back messages.
}
});
setFocusable(true);
}
//#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
Log.d(this.getClass().toString(), "in SurfaceChanged()");
}
//#Override
public void surfaceCreated(SurfaceHolder holder) {
Log.d(this.getClass().toString(), "in SurfaceCreated()");
mThread.running = true;
mThread.start();
}
//#Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.d(this.getClass().toString(), "in SurfaceDestroyed()");
boolean retry = true;
mThread.running = false;
while (retry) {
try {
mThread.join();
retry = false;
} catch (InterruptedException e) {
}
GameThread.music.stop();
GameThread.groan1.stop();
GameThread.groan2.stop();
GameThread.walk.stop();
GameThread.music.release();
GameThread.groan1.release();
GameThread.groan2.release();
GameThread.walk.release();
GameThread.shoot.release();
}
}
}
The GameThread class contains all of the drawing, the logic and all a run method (below).
#Override
public void run() {
// check if condition here
if(lost){
mContext.runOnUiThread(new Runnable() {
#Override
public void run() {
//start Activity here
Intent intent = new Intent(mContext, LoseActivity.class);
mContext.startActivity(intent);
}
});
}
else{
if (running == true) {
while (running) {
Canvas c = null;
try {
c = mHolder.lockCanvas();
if (width == 0) {
width = c.getWidth();
height = c.getHeight();
player.x = 50;
player.y = 45;
}
synchronized (mHolder) {
long now = System.currentTimeMillis();
update();
draw(c);
ifps++;
if (now > (mLastTime + 1000)) {
mLastTime = now;
fps = ifps;
ifps = 0;
}
}
} finally {
if (c != null) {
mHolder.unlockCanvasAndPost(c);
}
}
}
}
}
The activity that I want to start is called LoseActivity.class. Thank you in advance for any and all help. If anybody needs any further code/explanations, I will be more than happy to post it.
Use runOnUiThread for starting Activity from Thread as:
Change your main Activity as:
public class MainActivity extends Activity {
Button btn_startGame;
Activity activity;
GameView mGameView;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
activity = this;
setContentView(R.layout.main);
btn_startGame = (Button) findViewById(R.id.btnStartGame);
btn_startGame.setOnClickListener(new OnClickListener() {
//#Override
public void onClick(View v) {
mGameView = new GameView(activity,MainActivity.this);
setContentView(mGameView);
mGameView.mThread.doStart();
}
});
}
///your code.....
Change your GameView class as:
public class GameView extends SurfaceView implements Callback {
Context mContext;
Activity contextx;
GameThread mThread;
public GameView(Context context,Activity contextx) {
super(context);
this.mContext = context;
this.contextx=contextx;
getHolder().addCallback(this);
mThread = new GameThread(getHolder(), mContext, new Handler() {
#Override
public void handleMessage(Message m) {
// Use for pushing back messages.
}
});
setFocusable(true);
}
//your code here..........
#Override
public void run() {
// check if condition here
if(lost){
contextx.runOnUiThread(new Runnable() {
#Override
public void run() {
//start Activity here
Intent intent = new Intent(contextx, LoseActivity.class);
contextx.startActivity(intent);
}
});
}
else{
//your code here.........

Need help fixing my class: 'This Handler class should be static or leaks might occur'

I created a simple crossfade image class for use in my app. But... i have an error i can't fix due to lack of knowledge. I found this post This Handler class should be static or leaks might occur: IncomingHandler but i have no clue how to fix this in my class. It is a very straightforward class. Create, initialize and start to use it.
I hope someone can help me fix this warning and while we are at it, some hints and tips on my code or comments are very welcome too ;)
MainActivity.java
package com.example.crossfadeimage;
import android.app.Activity;
import android.os.Bundle;
public class MainActivity extends Activity {
Xfade xfade = new Xfade();
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// INIT(current activity, image id's, time between fades, fade speed)
xfade.init(this, new int[]{ R.id.image1, R.id.image2, R.id.image3 }, 3000, 500);
xfade.start();
}
}
Xfade.java
package com.example.crossfadeimage;
import android.app.Activity;
import android.os.Handler;
import android.os.Message;
import android.view.animation.AlphaAnimation;
import android.view.animation.Animation;
import android.widget.ImageView;
public class Xfade {
private Activity activity;
// Handler
private Handler handlerTimer = new Handler();
private static final int UPDATE_STUFF_ON_DIALOG = 999;
private int updateTime;
private Animation fadeIn;
private Animation fadeOut;
public int[] xfadeImages;
public int xfadeCounter = 1;
public void init(Activity thisActivity, int[] images, int time,
int animationSpeed) {
activity = thisActivity;
xfadeImages = images;
updateTime = time;
// Set Animations
fadeIn = new AlphaAnimation(0, 1);
fadeIn.setDuration(animationSpeed);
fadeOut = new AlphaAnimation(1, 0);
fadeOut.setDuration(animationSpeed);
// Hide all images except the first
// which is always visible
for (int image = 1; image < xfadeImages.length; image++) {
ImageView thisImage = (ImageView) activity
.findViewById(xfadeImages[image]);
thisImage.setVisibility(4);
}
}
public void start() {
handlerTimer.removeCallbacks(taskUpdateStuffOnDialog);
handlerTimer.postDelayed(taskUpdateStuffOnDialog, updateTime);
}
private Runnable taskUpdateStuffOnDialog = new Runnable() {
public void run() {
Message msg = new Message();
msg.what = UPDATE_STUFF_ON_DIALOG;
handlerEvent.sendMessage(msg);
// Repeat this after 'updateTime'
handlerTimer.postDelayed(this, updateTime);
}
};
private Handler handlerEvent = new Handler() {
#Override
public void handleMessage(Message msg) {
switch (msg.what) {
case UPDATE_STUFF_ON_DIALOG: {
crossFade();
}
break;
default: {
super.handleMessage(msg);
}
break;
}
}
};
public void crossFade() {
if (xfadeCounter == 0) {
ImageView lastImage = (ImageView) activity
.findViewById(xfadeImages[xfadeImages.length - 1]);
lastImage.setVisibility(4);
}
if (xfadeCounter < xfadeImages.length) {
ImageView thisImage = (ImageView) activity
.findViewById(xfadeImages[xfadeCounter]);
thisImage.setVisibility(0);
thisImage.startAnimation(fadeIn);
xfadeCounter++;
} else {
// Hide all images except the first
// before fading out the last image
for (int image = 1; image < xfadeImages.length; image++) {
ImageView thisImage = (ImageView) activity
.findViewById(xfadeImages[image]);
thisImage.setVisibility(4);
}
// Fadeout
ImageView lastImage = (ImageView) activity
.findViewById(xfadeImages[xfadeImages.length - 1]);
lastImage.startAnimation(fadeOut);
// LastImage is faded to alpha 0 so it doesn't have to be hidden
// anymore
xfadeCounter = 1;
}
}
}
This allows you to modify views and have your handler set to static.
package com.testing.test;
import android.app.Activity;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.widget.TextView;
public class MainActivity extends Activity implements Runnable {
private static final int THREAD_RESULT = 1000;
private TextView mTextView;
private static Handler mHandler;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
mTextView = (TextView) findViewById(R.id.text);
}
#Override
protected void onResume() {
super.onResume();
mHandler = new CustomHandler(this);
new Thread(this).start();
}
#Override
public void run() {
// Do some threaded work
// Tell the handler the thread is finished
mHandler.post(new Runnable() {
#Override
public void run() {
mHandler.sendEmptyMessage(THREAD_RESULT);
}
});
}
private class CustomHandler extends Handler {
private MainActivity activity;
public CustomHandler(MainActivity activity) {
super();
this.activity = activity;
}
#Override
public void handleMessage(Message msg) {
switch (msg.what) {
case THREAD_RESULT:
activity.mTextView.setText("Success!");
break;
}
}
}
}

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