Time Delay In Android - android

So I am trying to create a "strobe" light effect in my app.
To do this I need a time delay, one of 100ms the other of 20.
Here is the code I'm using.
Thread timer = new Thread();
long longTime = 100;
long shortTime = 20;
for (int x = 0; x < 2000000; x++)
{
layout.setBackgroundColor(background);
try {
timer.sleep(longTime);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
layout.setBackgroundColor(backgroundBlack);
try {
timer.sleep(shortTime);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
The issue I have is that when I click the button to call that code, nothing happens. So I've done a bit of debugging and am pretty sure it is the timing call. I have never programmed in Java before so I am unsure how to call a Thread Sleep.

You could use a Handler as below to achieve this.
public class Strobe extends Activity {
private LinearLayout mLinearLayout;
private Handler mHander = new Handler();
private boolean mActive = false;
private boolean mSwap = true;
private final Runnable mRunnable = new Runnable() {
public void run() {
if (mActive) {
if (mSwap) {
mLinearLayout.setBackgroundColor(Color.WHITE);
mSwap = false;
mHander.postDelayed(mRunnable, 20);
} else {
mLinearLayout.setBackgroundColor(Color.BLACK);
mSwap = true;
mHander.postDelayed(mRunnable, 100);
}
}
}
};
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
mLinearLayout = (LinearLayout) findViewById(R.id.strobe);
startStrobe();
}
private void startStrobe() {
mActive = true;
mHander.post(mRunnable);
}
}
Set a Theme to the Activity to make it full screen.
android:theme="#android:style/Theme.NoTitleBar.Fullscreen"

I think this article would benefit you.
http://oreilly.com/catalog/expjava/excerpt/index.html
specifically this
http://oreilly.com/catalog/expjava/excerpt/index.html#EXJ-CH-6-FIG-1

Your problem is that you are not running in the Thread. In order to run code in the thread you must override it's run() method. Based on your current code, the following may capture what you want to do.
Thread timer = new Thread(){
public void run(){
long longTime = 100;
long shortTime = 20;
for (int x = 0; x < 2000000; x++)
{
layout.setBackgroundColor(background);
try {
Thread.sleep(longTime);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
layout.setBackgroundColor(backgroundBlack);
try {
Thread.sleep(shortTime);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
timer.start();
However, threads don't play that well with the Android OS. For your application, it may be better to use Android services. See http://developer.android.com/guide/topics/fundamentals/services.html .

Related

Android handling state of ProgressBar onPause/onResume

Hi have a progressBar that i run. but when the user exits the app via the home button and then re-enters it by holding down the home button and selected the app. The progressBar setProgress flickers between an old value and a new one almost as if its remembering the previous state. I have created a function in my on pause/onResume methods to pause the timer save the values and on resume get those values and start the timer and progress bar again. The confusing thing is it works the onPause stuff works perfectly if the onPause function is run and the user stays in the app for example presses the back button. Does anyone know where im going wrong or how to correctly implement a progressBar using a CountDownTimer?
heres my code
#Override
protected void onResume() {
// TODO Auto-generated method stub
Log.v("Game","ONRESUME");
loadData();
layoutChecks();
loadViews();
try {
if(!myData.get("completed").equals("3")){
hintCheck();
getHints();
startTimer();
}
} catch (JSONException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
super.onResume();
}
#Override
protected void onPause() {
Log.v("Game","ONPAUSE");
try {
if(!myData.get("completed").equals("3")){
pauseTimer();
updateData();
}
} catch (JSONException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
super.onPause();
}
public void loadViews(){
progressBar = new ProgressBar(this);
progressBar = (ProgressBar) findViewById(R.id.progressBar);
progressD = progressBar.getProgressDrawable();
}
public void prepareProgressBar(){
progressD.setLevel(0);
progressBar.setProgress(0);
progressD.setLevel(points*100);
progressBar.setProgress(points);
}
public void startTimer(){
try {
points = Integer.valueOf(myData.getJSONObject("Data").getString("points"));
int timer = points;
hasTimerCancelled = false;
prepareProgressBar();
counter = new MyCount(timer/2 * 1000,1000);
counter.start();
} catch (NumberFormatException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
} catch (JSONException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
}
public void pauseTimer(){
try {
counter.cancel();
hasTimerCancelled = true;
JSONObject Data = myData.getJSONObject("Data");
Data.put("points", String.valueOf(points));
myData.put("Data", Data);
updateData();
} catch (JSONException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public class MyCount extends CountDownTimer{
public long totaltime;
public MyCount(long totalTime, long countDownInterval) {
super(totalTime, countDownInterval);
totaltime = totalTime;
}
#Override
public void onFinish() {
counter.cancel();
points = 0;
progressBar.setProgress(0);
}
#Override
public void onTick(long millisUntilFinished) {
if(!hasTimerCancelled){
if(points > 0){
points = points - 1;
}
progressBar.setProgress((int) totaltime);
}
}
}

Draw a sequence of Android objects with a time interval between

I have a program which automatically moves objects around the screen, drawing them on an ImageView. On some occasions, two or more objects will be moved in succession. At present, the user sees only the final configuration. I would like to insert a pause between them, so that intermediate configurations are seen.
The code below is intended to achieve this by setting a busy flag and sleeping on a separate thread. However, it does not update the screen in between. The effect is a long pause followed by the final view.
Advice would be welcome!
private boolean busy = false;
private void slowMoveObject(<args>) {
Thread th = new Thread() {
public void run() {
int waitCount = 0;
while (busy) {
try {
Thread.sleep(10);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
waitCount++;
if (waitCount > 50) break;
}
busy = true;
moveObject(<args>);
try {
Thread.sleep(500);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
busy = false;
};
};
th.run(); // delay
}

Redraw view with intervals from thread

I need animate menu in custom view. It must be redrawed with intervals some times(about 10), but it redraws after thread stopped.
public void menuShift() {
Runnable runnable = new Runnable() {
public void run() {
while (TablesActivity.this.view.menuShifting) {
try {
Thread.sleep(100) ;
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
TablesActivity.this.view.timerRefresh() ;
TablesActivity.this.view.postInvalidate() ;
}
}
} ;
this.menuShiftThread = new Thread(runnable) ;
this.menuShiftThread.run() ;
}
this.menuShiftThread.run(); is the problem, you need
this.menuShiftThread.start()
to actualy start a new thread.

how to stop this running thread?

public class MainActivity extends Activity implements Runnable{
private int progressBarStatus = 0;
private Handler progressBarHandler = new Handler();
ProgressBar linProgressBar;
private long fileSize = 0;
Thread t1;
#Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Button b1 = (Button)findViewById(R.id.button1);
Button b2 = (Button)findViewById(R.id.button2);
b2.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View arg0)
{
linProgressBar.setProgress(0);
t1.interrupt();
}
});
b1.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View arg0)
{
basicInitializations();
}
});
}
public void basicInitializations(){
linProgressBar = (ProgressBar) findViewById(R.id.progressBar1);
linProgressBar.setProgress(0);
linProgressBar.setMax(100);
try{
t1 = new Thread()
{
public void run() {
while (progressBarStatus < 100) {
// process some tasks
progressBarStatus = doSomeTasks();
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
// Update the progress bar
progressBarHandler.post(new Runnable() {
public void run() {
linProgressBar.setProgress(progressBarStatus);
}
});
}
if (progressBarStatus >= 100) {
try {
Thread.sleep(2000);
} catch (InterruptedException e)
{
e.printStackTrace();
}
}
}
};
t1.start();
}catch (Exception e) {
}
}
public int doSomeTasks() {
while (fileSize <= 1000000) {
fileSize++;
if (fileSize == 100000) {
return 10;
} else if (fileSize == 200000) {
return 20;
} else if (fileSize == 300000) {
return 30;
}else if (fileSize == 400000) {
return 40;
}else if (fileSize == 500000) {
return 50;
}
}
return 100;
}
#Override
public void run() {
// TODO Auto-generated method stub
}
}
this is my main code and i could not stop this thread .
i want to stop it when i click the button b2(say cancel button).
the above code is not the original code and is a model , so please tell me how to stop that thread .
thankyou in advance . . . .
I have a alternate answer can try the same, inside your runnable loop always check a flag as run_flag, create it as a member variable and set it as true once you stared the loop, you can make it run_flag as false wenever you are done and at the same time you can set null to your thread also ... a safer way to come out through runnable loop and thread.
try{
t1 = new Thread()
{
public void run() {
while (progressBarStatus < 100 && run_flag == true) { // added run_flag here
// process some tasks
progressBarStatus = doSomeTasks();
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
// Update the progress bar
progressBarHandler.post(new Runnable() {
public void run() {
linProgressBar.setProgress(progressBarStatus);
}
});
}
if (progressBarStatus >= 100) {
try {
Thread.sleep(2000);
} catch (InterruptedException e)
{
e.printStackTrace();
}
}
}
};
t1.start();
}catch (Exception e) {
}
Your thread spends most of its time in Thread.sleep(), which is helpful. The thread pointer, t1, is a class member, which is also helpful. From your button handler, you can check to see if t1 is still alive and, if so, call t1.interrupt();. This will cause the thread's current sleep and future sleeps to throw the InterruptedException... now you just need to modify your exception handler to quit the thread in that case.

Need to kill and restart a thread

I am starting a thread when invoking a method to play an audio file.
The code runs ok the first time but when I call the play method again I need the thread to start as if it were being called the first time. I have tried to interrupt the thread and even stop it but nothing seems to work.
How can I properly restart the thread?
Here is some code to help explain.
Global variable
private Thread thread1;
Thread code:
thread1 = new Thread(new Runnable()
{
#Override
public void run()
{
try {
int i=0;
final TextView timeDuration = (TextView) findViewById(R.id.timeDisplay);
final SeekBar seekBar = (SeekBar)findViewById(R.id.seekBar1);
while (running)
{
info();
j = 0;
while(i>0 && running)
{
while(j<duration && running && (playStatus.getValue() == "TRANSITIONING" || playStatus.getValue() == "PLAYING"))
{
seekBar.setMax((int) duration);
seekBar.setProgress(0);
runOnUiThread(new Runnable()
{
public void run()
{
System.out.println("PLAYBACK STATUS: "+playStatus.getValue());
timeDuration.setText(""+(j+1));
seekBar.setProgress(j+1);
if(j==(duration-1))
{
setRunning(false);
}
}
});
Thread.sleep(1 * 1000);
j++;
if(seekBar.getProgress() == seekBar.getMax())
{
runOnUiThread(new Runnable()
{
public void run()
{
playButton.setVisibility(View.VISIBLE);
pauseButton.setVisibility(View.GONE);
timeDuration.setText(""+"0");
seekBar.setProgress(0);
flag = false;
System.out.println("J VALUE 1: = "+j);
duration = 0;
setRunning(false);
}
});
}
}
}
j = 0;
i++;
Thread.sleep(1 * 1000);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
});
play();
This code works fine and plays the track. It then resets the seekbar and awaits for the play method to be called again.
public void play()
{
try
{
thread1.start();
}
catch(Exception e)
{
return;
}
}
Here is the setRunning method recommended to me.
public void setRunning(boolean b)
{
this.running = b;
}
If anyone know of a solution to this problem I would really appreciate it.
Threads are not supposed to be stopped manually. You should use a boolean instead of true in your while loop, and put the boolean to false through a setter when you want to stop:
private boolean running;
#Override
public void run(){
running = true;
while(running) {...}
}
public void setRunning(boolean b){
this.running = b;
}
To restart your player you need to prepare again.
public void restartAudio() {
Log.e(TAG, "restartAudio");
if (mp.isPlaying()) {
mp.seekTo(0);
}else{
mp.stop();
try {
mp.prepare();
} catch (IllegalStateException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
When using extra boolean flag to controll thread's while loop don't forget to use volatile modifier on it:
private volatile boolean running;
or put appropriate synchronization.
Apart from that, I'd think about using Thread.isInterrupted() method instead of the additional 'running' flag:
http://docs.oracle.com/javase/6/docs/api/java/lang/Thread.html#isInterrupted()
here's why:
https://stackoverflow.com/a/3196058/1350225

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