I have a few Buttons that I want to appear randomly and then disappear after a few seconds. I would also like them to be clickable when they are visible if that changes anything.
Here's what I have:
public void fight() throws InterruptedException
{
Random g = new Random();
int move;
for(int i = 0; i <= 3; i++)
{
move = g.nextInt(8);
buttons[move].setVisibility(View.VISIBLE);
buttons[move].setClickable(true);
try{ Thread.sleep(5000); }catch(InterruptedException e){ }
buttons[move].setVisibility(View.GONE);
buttons[move].setClickable(false);
}
}
When I try that though, the whole thing just freezes for 20 seconds (presumably 5 seconds for each time through the loop and nothing happens. Any ideas?
Thanks.
Try this
public void fight() throws InterruptedException
{
Random g = new Random();
int move;
runOnUiThread(new Runnable()
{
public void run() {
while(makeACondition) {
move = g.nextInt(8);
buttons[move].setVisibility(View.VISIBLE);
buttons[move].setClickable(true);
if (System.currentTimeMillis() % 5000 == 0) {
buttons[move].setVisibility(View.GONE);
buttons[move].setClickable(false);
}
}
}
}
}
private Handler mMessageHandler = new Handler();
Random g = new Random();
int move;
private Runnable mUpdaterRunnable = new Runnable() {
public void run() {
// hide current button
buttons[move].setVisibility(View.INVISIBLE);
// set next button
move = g.nextInt(8);
// show next button
buttons[move].setVisibility(View.VISIBLE);
// repeat after 5 seconds
mMessageHandler.postDelayed(mUpdaterRunnable, 5000);
}
};
To start, use move = g.nextInt(8); (to avoid the null) and mMessageHandler.post(mUpdaterRunnable);.
To stop, mMessageHandler.removeCallbacks(mUpdaterRunnable);.
You could also achieve this using Timer with TimerTasks, as xbonez said.
have you tried this way ?
private int move;
public void fight() throws InterruptedException
{
final Random g = new Random();
runOnUiThread(new Runnable()
{
public void run() {
while(makeACondition) {
move = g.nextInt(8);
toggleButtonState(buttons[move]);
}
}
});
}
private void toggleButtonState(final Button button)
{
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
if(button.isEnabled())
button.setVisibility(View.GONE);
else
button.setVisibility(View.VISIBLE);
}
}, 5000);
}
Related
I'm currently working on a weather project in Android Studio where I want to schedule image changes in my design background every 5 seconds, I have all the image resources in my #drawable directory. I watched a basic tutorial where they explained some things in the demo but it only helped a little and didn't quite suit me, I'm still confused because I'm getting a lot of errors but I've currently tried these few codes:
HomeActivity.java:
public class HomeActivity extends AppCompatActivity {
public static int count=0;
int[] drawablearray=new int[]{R.drawable.burj_khalifa,R.drawable.central_bank_of_nigeria,R.drawable.eiffel_tower,R.drawable.hong_kong,R.drawable.statue_of_liberty};
Timer _t;
ImageView imageView;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_home);
imageView = findViewById(R.id.imageView);
ImageView = (ConstraintLayout) findViewById(R.id.lnMain);
_t = new Timer();
_t.scheduleAtFixedRate(new TimerTask); {
public void run(); {
runOnUiThread(new Runnable() { // run on ui thread
#Override
public void run() {
if (count < drawablearray.length) {
lnMain.setBackgroundDrawable(drawablearray[count]);
count = (count + 1) % drawablearray.length;
}
}
});
}
}, 5000, 5000);
}
}
Any Idea on how to Organize it to suit the design?
final Handler h = new Handler();
Runnable r = new Runnable() {
public void run() {
Home.this.getWindow.setBackgroundDrawableResource(drawableArray[count]);
cout += (count + 1) % drawableArray.length;
h.postDelayed(this, 5000);
}
};
final Runnable r = new Runnable() {
public void run() {
imageView.setBackgroundDrawableResource(drawablearray[count]);
count += (count+1)%(drawablearray.length);
handler.postDelayed(this, 5000);
}
};
And the call is like this:
handler.postDelayed(r,0);
This will call the runnable to execute and handle.postDelayed will run the method every 5000 millsec.
I already fixed the error by using constraintlayout in place of imageview and inmain. I also got id for the layout:
constraintLayout = findViewById(R.id.layout);
constraintLayout.setBackgroundResource(R.drawable.burj_khalifa);
_t = new Timer();
_t.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
runOnUiThread(new Runnable() { // run on ui thread
#Override
public void run() {
if (count < drawable.length) {
constraintLayout.setBackgroundResource(drawable[count]);
count = (count + 1) % drawable.length;
}
}
});
}
}, 5000, 5000);
}
}
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;
}
}
I am new to android, don't have much experience to manage threads. I am working on an activity where I want to display progress bar for say 5 seconds and then repeat. During those 5 seconds, I will display some text for the user to work on the text. I want to repeat this for say N times.
Currently, I have the following code that works for 1 such progress. I tried looping it but it didn't help, as threads executed at same time. How can I repeat this for N number of times? Am I on the correct path in order to solve my the problem?
public class test extends Activity {
private ProgressBar progressBar;
private int progressStatus = 0;
private TextView textView;
private Handler handler = new Handler();
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_loop);
progressBar = (ProgressBar) findViewById(R.id.progressBar1);
textView = (TextView) findViewById(R.id.textView1);
progressBar.setScaleY(3f);
// Start long running operation in a background thread
for(int i=0; i<5; i++)
Progress();
}
public void Progress(){
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() {
progressBar.setProgress(progressStatus);
textView.setText(progressStatus+"/"+progressBar.getMax());
}
});
try {
// Sleep for 200 milliseconds.
//Just to display the progress slowly
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}).start();
}
}
I am not sure I would recommend using the pattern you are following but here is the way to get the threads to run one after another rather than all at the same time:
public void progress(final int numberOfRuns) {
if (numberOfRuns <= 0 ) {
return;
}
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() {
progressBar.setProgress(progressStatus);
textView.setText(progressStatus + "/" + progressBar.getMax());
// For the UI Changes. Eg update the loop number
myTextView.setText(Integer.toString(totalLoop));
}
});
try {
// Sleep for 200 milliseconds.
//Just to display the progress slowly
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
progressStatus = 0;
totalLoop = totalLoop+1;
progress(numberOfRuns - 1);
}
}).start();
}
then just call progress(numberOfRuns), no need for any loops.
In one activity of my app, there are an imagview and a textview that are changing every 3 seconds.
I first set this up with a handler and thread runnable. It works fine, but when I use removeCallbacks with the pause button, it will not pause in the middle of the Thread. It completes the Thread runnable before pausing. I need it to pause when the button is clicked no matter where it is in the runnable.
I thought about using an asynctask but I'm not sure how this would work.
I know there has to be a way to do this, as you can pause almost any game you download. Does anyone have any suggestions on the best/easiest way to do this?
Thanks so much!! :)
public class Workout extends AppCompatActivity {
private String[] messages = {"1", "2", "3", "4", "5"};
final Handler handler = new Handler();
private int nextIndex;
String mDrawableName[] = {"bodypart70", "equipment70", "settings70", "time70", "bodypart70"};
private int nextImage;
ImageView image;
private ProgressBar progressBar;
private int progressStatus = 0;
Runnable r = null;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.workout);
image = (ImageView) findViewById(R.id.exerciseImage);
final TextView text = (TextView)findViewById(R.id.textView4);
progressBar = (ProgressBar) findViewById(R.id.progressBar1);
//changing
r = new Runnable(){
#Override
public void run(){
if (messages.length > nextIndex) {
//change textview
text.setText(messages[nextIndex++]);
//change image
int resID = getResources().getIdentifier(mDrawableName[nextImage++] , "drawable", getPackageName());
image.setImageResource(resID);
//restart progress bar
progressStatus = 0;
progress();
//do it after 3 seconds
handler.postDelayed(this, 3000);
}
}
};
handler.postDelayed(r, 0);
}
public void progress(){
new Thread(new Runnable() {
public void run() {
long timerEnd = System.currentTimeMillis() + 3 * 1000;
while (timerEnd > System.currentTimeMillis()) {
progressStatus = 3 - (int) (timerEnd - System.currentTimeMillis()) / 1000;
// Update the progress bar
handler.post(new Runnable() {
public void run() {
progressBar.setProgress(progressStatus);
}
});
try {
Thread.sleep(10);
} catch (InterruptedException e) {
Log.w("App", "Progress thread cannot sleep");
}
}
}
}).start();
}
public void pauseWorkout(View view){
handler.removeCallbacks(r);
}
public void resumeWorkout(View view){
handler.postDelayed(r, 0);
}
}
It looks like the while-loop in your progress() function is still working after you press your pause button.
Try the following: Create a global boolean that indicates you're in a paused or resuming state. Put it at the top of your code:
boolean resume = true;
Update your while condition in progress()
while (resume && timerEnd > System.currentTimeMillis()) {
Update your workout functions:
public void pauseWorkout(View view){
handler.removeCallbacks(r);
resume = false;
}
public void resumeWorkout(View view){
handler.postDelayed(r, 0);
resume = true;
}
I have an image view. So in the image view i want to change the images after a certain time period. Images are coming from an array list. Now when the no of images are 3 or more than 3, it is working perfect. But when it is 2, my logic is not working. Second image is visible for a moment and then again changed to first image here is my code:
r = new Runnable(){
int i = 0;
public void run(){
iv.setImageBitmap(alBmps.get(i));
i++;
if(i >= alBmps.size()){
i = 0;
}
iv.postDelayed(r, 5000); //set to go off again in 5 seconds.
}
};
iv.postDelayed(r, 1000);
Can any one help me what changes i need on the above code?
Thanks.
Try this
declare variables
static int i=0;
private Timer myTimer;
in your onCreate or on button click where you want to call and start the methods
myTimer = new Timer();
myTimer.schedule(new TimerTask()
{
#Override
public void run()
{
TimerMethod();
}
}, 500, 5000);
add these methods to your class
private void TimerMethod()
{
this.runOnUiThread(Timer_Tick);
}
private Runnable Timer_Tick = new Runnable()
{
public void run()
{
if(i<alBmps.size())
{
iv.setImageBitmap(alBmps.get(i));
}
else
{
i=0;
iv.setImageBitmap(alBmps.get(i));
}
i++;
}
};