CountDownTimer issue - android

Basically my aim is to have this timer reset whenever the user presses button b. I've tried a few methods such as if( i==true && bIsPressed()) but no luck, any ideas?
//2 buttons
Button =b;
TextView = time;
//countdown code
CountDownTimer Count = new CountDownTimer(11000, 1000) {
public void onTick(long millisUntilFinished) {
time.setText(""+millisUntilFinished / 1000);
}
public void onFinish() {
time.setText("Finished");
}
}; Count.start();

Haven't tested it, but I would do something along the lines of:
private void setupTimerResetButton()
{
mTimerResetButton.setOnClickListener(new OnClickListener(){
public void onClick(){
resetTimer();
}
});
}
private void resetTimer()
{
if(mTimer != null){
mTimer.cancel();
mTimer = null;
}
mTimer = new CountDownTimer(11000, 1000) {
public void onTick(long millisUntilFinished) {
mTimerTextView.setText(""+millisUntilFinished / 1000);
}
public void onFinish() {
mTimerTextView.setText("Finished");
}
};
mTimer.start();
}

Related

Countdowntimer cancel crashes the app when click on button

I am trying to create a countDownTimer but, whenever I click on the button the app crashes.
I want that if I click on player1 button player2 countdown should pause and vice versa for player2.
The Error I am getting:
Attempt to invoke virtual method 'void
android.os.CountDownTimer.cancel()' on a null object reference
Here is the Code
public class Timer extends AppCompatActivity {
Button player1, player2;
long incrementTime = 3000;
int time;
long timeinLong;
ImageButton pause;
CountDownTimer player1count, player2count;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_timer);
player1 = findViewById(R.id.player1);
player2 = findViewById(R.id.player2);
Intent intent = getIntent();
time = intent.getIntExtra("time", 0);
timeinLong = time * 60000;
int minutes = (int) (timeinLong / 1000) / 60;
int seconds = (int) (timeinLong / 1000) % 60;
String timeFormatted = String.format(Locale.getDefault(), "%02d:%02d", minutes, seconds);
player1.setText(timeFormatted);
player1.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
startCountDown(player1);
player2count.cancel();
}
});
player2.setText(timeFormatted);
player2.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
startCountDown2(player2);
player1count.cancel();
}
});
}
private void startCountDown(final Button button) {
player1count = new CountDownTimer(timeinLong, 1000) {
#Override
public void onTick(long millisUntilFinished) {
timeinLong = millisUntilFinished;
updateCountDownText(button);
}
#Override
public void onFinish() {
timeinLong = 0;
updateCountDownText(button);
}
}.start();
}
private void startCountDown2(final Button button) {
player2count = new CountDownTimer(timeinLong, 1000) {
#Override
public void onTick(long millisUntilFinished) {
timeinLong = millisUntilFinished;
updateCountDownText(button);
}
#Override
public void onFinish() {
timeinLong = 0;
updateCountDownText(button);
}
}.start();
}
private void updateCountDownText(Button button) {
int minutes = (int) (timeinLong / 1000) / 60;
int seconds = (int) (timeinLong / 1000) % 60;
String timeFormatted = String.format(Locale.getDefault(), "%02d:%02d", minutes, seconds);
button.setText(timeFormatted);
if (timeinLong < 30000) {
button.setTextColor(Color.RED);
} else {
button.setTextColor(Color.BLACK);
}
}
#Override
protected void onDestroy() {
super.onDestroy();
if (player1count != null) {
player1count.cancel();
}
}
}
player2count only gets initialized inside startCountDown2, which is only called inside player2.setOnClickListener. Hence, if you click on the player1 button before ever clicking on player2 button, you'll get a NullPointerException, since calling player2count.cancel() on a not-yet-initialized player2count is not allowed. To prevent this from happening, it would be appropriate to just check for null in this case:
if (player2count != null) {
player2count.cancel();
}
Just don't cancel timers unless they're intialized, it will bring NPE, so check if they're not null in both players as below
player1.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
startCountDown(player1);
if (player2count != null)
player2count.cancel();
}
});
player2.setText(timeFormatted);
player2.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
startCountDown2(player2);
if (player1count != null)
player1count.cancel();
}
});
you don't initialize that when click listener called
i fixed it for myself by add try catch on .cancel lines
or set
if (player1count != null)
...

Passing value to countdowntimer() in android

I have the user inputting the time in the countdown timer.
Right now, its fixed to 10sec. How can i change this to user input ?
CountDownTimer counter = new CountDownTimer(10000,1000) {
#Override
public void onTick(long millisUntilFinished) {
//millisUntilFinished=20000;
settime.setText("" + millisUntilFinished / 1000);
}
#Override
public void onFinish() {
quescount++;
if (quescount%5==0){
round ++;
rndno.setText(String.valueOf(round));
// onBackPressed();
}
quescounter.setText("Out of "+String.valueOf(quescount));
// j = randomcount(getcount(),1);
++qcounter;
//j=qcounter;
if (qcounter<count)
setdata(String.valueOf(list.get(qcounter)));
else
{
Collections.shuffle(list);
qcounter=0;
setdata(String.valueOf(list.get(qcounter)));
}
}
};
Call this method where you take the input from the user:
public void startCountDown(long duration) {
CountDownTimer counter = new CountDownTimer(duration, 1000) {
#Override
public void onTick(long millisUntilFinished) {
//millisUntilFinished=20000;
settime.setText("" + millisUntilFinished / 1000);
}
#Override
public void onFinish() {
quescount++;
if (quescount%5==0){
round ++;
rndno.setText(String.valueOf(round));
// onBackPressed();
}
quescounter.setText("Out of "+String.valueOf(quescount));
// j = randomcount(getcount(),1);
++qcounter;
//j=qcounter;
if (qcounter<count)
setdata(String.valueOf(list.get(qcounter)));
else
{
Collections.shuffle(list);
qcounter=0;
setdata(String.valueOf(list.get(qcounter)));
}
}
};
}
You'll probably want to make your CountDownTimer variable global as well.

android - handler don't work in loop [duplicate]

I try to do app which show elements. Each element should start showing when the before element was hidden. Each element is showing 2 seconds.
Code:
public void gameStart()
{
do
{
data = random.nextInt(6) + 1;
if (data == 1)
{
CountDownTimer cdt = new CountDownTimer(2000, 1000)
{
#Override
public void onTick(long millisUntilFinished)
{
element1.setVisibility(View.VISIBLE);
}
#Override
public void onFinish()
{
element1.setVisibility(View.GONE);
}
}.start();
{
CountDownTimer cdt = new CountDownTimer(2000, 1000)
{
#Override
public void onTick(long millisUntilFinished)
{
element2.setVisibility(View.VISIBLE);
}
#Override
public void onFinish()
{
element2.setVisibility(View.GONE);
}
}.start();
} else if (data == 3)
{
CountDownTimer cdt = new CountDownTimer(2000, 1000)
{
#Override
public void onTick(long millisUntilFinished)
{
element3.setVisibility(View.VISIBLE);
}
#Override
public void onFinish()
{
element3.setVisibility(View.GONE);
}
}.start();
} else if (data == 4)
{
CountDownTimer cdt = new CountDownTimer(2000, 1000)
{
#Override
public void onTick(long millisUntilFinished)
{
element4.setVisibility(View.VISIBLE);
}
#Override
public void onFinish()
{
element4.setVisibility(View.GONE);
}
}.start();
} else if (data == 5)
{
CountDownTimer cdt = new CountDownTimer(2000, 1000)
{
#Override
public void onTick(long millisUntilFinished)
{
element5.setVisibility(View.VISIBLE);
}
#Override
public void onFinish()
{
element5.setVisibility(View.GONE);
}
}.start();
} else if (data == 6)
{
CountDownTimer cdt = new CountDownTimer(2000, 1000)
{
#Override
public void onTick(long millisUntilFinished)
{
element6.setVisibility(View.VISIBLE);
}
#Override
public void onFinish()
{
element6.setVisibility(View.GONE);
}
}.start();
}
id = id + 1;
text.setText("cos " + id);
} while (id < 3);
All elements are being shown in the same time. And I try add
Thread.sleep(2500);
But this stoped the action in window. I try add this after code:
Timer timer = new Timer();
timer.schedule( new TimerTask() {
public void run() {
}
}, 0, 60*1000);
But loop wasn't stay. I try do it with notify() and wait(), but it also don't work.
Don't suggest me to do do next action in onFinish() because this must be repeat a lot.
Anybody have another idea?
EDIT
I also use Handler but it don't work
I would recommend you not to implement this code in the main thread.
Create an async task, which hides a button and on postExequte calls itself.

Checking if CountDownTimer is running

Ive been looking to see a method to see if a CountDownTimer is running or not, but I cant find a way to, any help would be greatly appreciated
if (position == 0) {
mCountDown = new CountDownTimer((300 * 1000), 1000) {
public void onTick(long millisUntilFinished) {
mTextField.setText("seconds remaining: "
+ millisUntilFinished / 1000);
}
public void onFinish() {
mTextField.setText("0:00");
String path = "/sdcard/Music/ZenPing.mp3";
try {
mp.reset();
mp.setDataSource(path);
mp.prepare();
mp.start();
} catch (IOException e) {
Log.v(getString(R.string.app_name),
e.getMessage());
}
}
}.start();
}
For that how can I check if mCountDown is currently running?
Just put a boolean flag which indicate that by following code
boolean isRunning = false;
mCountDown = new CountDownTimer((300 * 1000), 1000) {
public void onTick(long millisUntilFinished) {
isRunning = true;
//rest of code
}
public void onFinish() {
isRunning= false;
//rest of code
}
}.start();
onTick is your callback for a running process, you can either set a property to track the status.
isTimerRunning =false;
After start -> make it true;
Inside OnTick -> make it true (not actually required, but a double check)
Inside OnFinish -> make it false;
use the isTimerRunning property to track the status.
Check if the CountDownTimer is Running and also if the app is running in the background.
#Override
protected void onCreate(Bundle savedInstanceState) {
...
myButton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
myButton.setText("Button clicked");
countDownTimer = new CountDownTimer( 3000, 1000) {
#Override
public void onTick(long millisUntilFinished) {
//After turning the Smartphone the follow both methods do not work anymore
if (!runningBackground) {
myButton.setText("Calc: " + millisUntilFinished / 1000);
myTextView.setText("Calc: " + millisUntilFinished / 1000);
}
}
#Override
public void onFinish() {
if (!runningBackground) {
//Do something
}
mTextMessage.setText("DONE");
runningBackground = false;
running = false;
}
};
//timer started
countDownTimer.start();
running = true;
}
});
}
#Override
protected void onResume() {
super.onResume();
runningBackground = false;
}
#Override
protected void onPause() {
runningBackground = true;
super.onPause();
}

How to create an infinite loop

Ok,I need to create an infinite loop on a countdown. My code is:
public void countdown() {
if (x != null) {
x.cancel();
}
x = new CountDownTimer(20000, 1000) {
public void onTick(long millisUntilFinished) {
}
public void onFinish() {
showNotification();
}
};
x.start();
}
x is just a static countdowntimer variable. The problem is that I tried many methods to make the above code work,I mean when the countdown ends,and it displays that notification,it should start again and so on....but I can't find a way to do it.
Hope this will help you.
public void countdown(){
if (x != null) {
x.cancel();
}
x = new CountDownTimer(20000, 1000) {
public void onTick(long millisUntilFinished) {
}
public void onFinish() {
showNotification();
x.start();
}
};
}
For the record CountDownTimer(long millisInFuture, long countDownInterval)
// A not so infinite but close to infinte interval for each second
CountDownTimer cdt=new CountDownTimer(Long.MAX_VALUE, 1000) { .... }
Where Long.MAX_VALUE = 9223372036854775807 miliseconds or around 292 million of years (seconds more or less)
Its not infinite but its incredibly long.
is to restart your timer when his has finished :)
like this :
x = new CountDownTimer(20000, 1000) {
public void onTick(long millisUntilFinished) {
}
public void onFinish() {
showNotification();
start();// here, when your CountDownTimer has finished , we start it again :)
}
};
x.start();
Simple way to create an infinite loop:
Every one secod call method
new CountDownTimer(1000, 1000)
{
public void onTick(long l) {}
public void onFinish()
{
//Code hear
start();
}
}.start();
Why not just use a regular Timer? It will repeat on a specified interval until you call cancel(), something like:
public void countdown() {
if (x != null) {
x.cancel();
}
x = new Timer("timerName");
x.schedule(_timerTask, 0, 20000);
}
private static final TimerTask _timerTask = new TimerTask() {
#Override
public void run() {
showNotification();
}
};
You can just use a while loop:
while (true) {
// do stuff
}
When it has done "the stuff" it wil start again, infinite!
to keep your timer working just put
<countdowntime>.start();
in the onfinish block
Well, I have implemented an indefinite timer that takes multiple listeners and calls them simultaneously on a specific interval.
import android.os.CountDownTimer;
import java.util.Arrays;
public class InfiniteCounter extends CountDownTimer {
private static final int MAX_LISTENERS = 100;
private static InfiniteCounter timer;
private static InfiniteCounterListener[] listenerList = new InfiniteCounterListener[MAX_LISTENERS];
private InfiniteCounter(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
//Milliseconds Intervals in which the counter should call its listeners
public static InfiniteCounter initInstance(int intervalMillis) {
removeAllListeners();
if (timer == null) {
timer = new InfiniteCounter(60 * 60 * 1000, intervalMillis);
timer.start();
}
return timer;
}
public static void attachListener(InfiniteCounterListener listener) {
for (int i = 0; i < MAX_LISTENERS; i++) {
if (listenerList[i] == null) {
listenerList[i] = listener;
break;
}
}
}
public static void removeListener(InfiniteCounterListener listener) {
for (int i = 0; i < MAX_LISTENERS; i++) {
if (listenerList[i] == listener) {
listenerList[i] = null;
break;
}
}
}
private static void removeAllListeners() {
Arrays.fill(listenerList, null);
}
public static void stopTimer() {
removeAllListeners();
if (timer != null) timer.cancel();
timer = null;
}
#Override
public void onTick(long l) {
for (int i = 0; i < MAX_LISTENERS; i++) {
if (listenerList[i] != null) listenerList[i].onTick();
}
}
#Override
public void onFinish() {
timer.start();
}
public interface InfiniteCounterListener {
void onTick();
}
}
Just Attach listeners to this class and with single timer, it can call multiple listeners -- which makes is very performance optimised.

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