display data after every 10 seconds in Android - android

I have to display some data after every 10 seconds. Can anyone tell me how to do that?

There is an another way also that you can use to update the UI on specific time interval. Above two options are correct but depends on the situation you can use alternate ways to update the UI on specific time interval.
First declare one global varialbe for Handler to update the UI control from Thread, like below
Handler mHandler = new Handler();
Now create one Thread and use while loop to periodically perform the task using the sleep method of the thread.
new Thread(new Runnable() {
#Override
public void run() {
// TODO Auto-generated method stub
while (true) {
try {
Thread.sleep(10000);
mHandler.post(new Runnable() {
#Override
public void run() {
// TODO Auto-generated method stub
// Write your code here to update the UI.
}
});
} catch (Exception e) {
// TODO: handle exception
}
}
}
}).start();

Probably the simplest thing to do is this:
while(needToDisplayData)
{
displayData(); // display the data
Thread.sleep(10000); // sleep for 10 seconds
}
Alternately you can use a Timer:
int delay = 1000; // delay for 1 sec.
int period = 10000; // repeat every 10 sec.
Timer timer = new Timer();
timer.scheduleAtFixedRate(new TimerTask()
{
public void run()
{
displayData(); // display the data
}
}, delay, period);

Andrahu was on the right track with defining a handler. If you have a handler that calls your update functions you can simply delay the message sent to the handler for 10 seconds.
In this way you don't need to start your own thread or something like that that will lead to strange errors, debugging and maintenance problems.
Just call:
Handler myHandler = new MyUpdateHandler(GUI to refresh); <- You need to define a own handler that simply calls a update function on your gui.
myHandler.sendMessageDelayed(message, 10000);
Now your handleMessage function will be called after 10 seconds. You could just send another message in your update function causing the whole cycle to run over and over

There is Also Another way by Using Handler
final int intervalTime = 10000; // 10 sec
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
//Display Data here
}
}, intervalTime);

There is a Simple way to display some data after every 10 seconds.
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_launcher);
ActionStartsHere();
}
public void ActionStartsHere() {
againStartGPSAndSendFile();
}
public void againStartGPSAndSendFile() {
new CountDownTimer(11000,10000) {
#Override
public void onTick(long millisUntilFinished) {
// Display Data by Every Ten Second
}
#Override
public void onFinish() {
ActionStartsHere();
}
}.start();
}

Every 10 seconds automatically refreshed your app screen or activity refreshed
create inside onCreate() method i tried this code will work for me
Thread t = new Thread() {
#Override
public void run() {
try {
while (!isInterrupted()) {
Thread.sleep(1000);
runOnUiThread(new Runnable() {
#Override
public void run() {
//CALL ANY METHOD OR ANY URL OR FUNCTION or any view
}
});
}
} catch (InterruptedException e) {
}
}
};t.start();

Related

Android Loop Method Every X Seconds

I would like to call the same method, say every 5 seconds, I am trying to create some sort of database listener that will listen for database changes. The following code does not work, I am expecting the log to print "RUNNING" every 5 seconds for testing but this only gets called once when I call the method for the first time.
private void DBListern() {
// TODO Auto-generated method stub
//accessWebService();
System.out.println("RUNNING");
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
DBListern();
}
}, 5000);
}
Take a look at java.util.concurrent.ScheduledExecutorService with its scheduleAtFixedRate you should be able to do exactly what you want!
Try to use java.util.concurrent.ScheduledExecutorService.
Example:
private final ScheduledExecutorService exec = Executors.newScheduledThreadPool(1);
private void DBListern(int delayInSeconds) {
//accessWebService();
System.out.println("RUNNING");
exec.schedule(new Runnable() {
#Override
public void run() {
DBListern();
}
}, delayInSeconds, TimeUnit.SECONDS);
}
Ok, for some reason the function cannot call itself so I created a different function called loop() which calls DBListern every 5 seconds:
private void DBListern() {
// TODO Auto-generated method stub
//accessWebService();
System.out.println("RUNNING");
}
private void loop() {
// TODO Auto-generated method stub
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
DBListern();
handler.postDelayed(this, 5000);
}
}, 5000);
}
So loop() is called first and then it calls DBListern every 5 seconds.

Android- Updating UI elements with threading

I have a textview which i want to change with a thread and do it again and again (Like a digital clock). But i'm having problems with setting time between 2 changes. Here, the code:
display1 = (TextView) findViewById(R.id.textView1);
Thread timer2 = new Thread(){
#Override
public void run() {
synchronized (this){
runOnUiThread(new Runnable() {
#Override
public void run() {
int i = 0;
display1.setText("" + i);
try {
sleep(2000);
} catch (InterruptedException e) {
e.printStackTrace();
}
display1.setText("" + (i+1));
}
});
}
}
};
timer2.start();
This sleep(2000); function makes textview invisible for the given time but i want it stand still till the next change. How can i do that?
But i'm having problems with setting time between 2 changes
Do NOT do sleep() on your UI thread. If you want to chain some actions with the delay, split your code into two runnables and the first one should set display1 and then post second runnable with the delay using postDelayed()
EDIT
want one of them to increase 3 per sec, and the other 5 per sec until they reach 1000 for instance
You can make your Runnable post itself until some criteria are met (i.e. time, counter value etc). Just at the end your Runnable check your conditions and if not met, call postDelayed(this, delay); and you are good.
You should use a Handler instead and dispatch your changes to the UI thread.
Handler mHandler = new Handler();
mHandler.post(new Runnable() {
#Override
public void run() {
// Code to be run right away
}
});
mHandler.postDelayed(new Runnable() {
#Override
public void run() {
// Code to be run after 2 seconds
}
}, 2000);
Maybe split up what you need to do into separate methods. Here you have a UI method and a sleep method split up. Hope it helps
private void myMethod() {
new Thread() {
#Override
public void run() {
int i = 0;
doWorkOnUI(String.valueOf(i));
pause(2000);
doWorkOnUI(String.valueOf(i++));
}
}.start();
}
private void pause(int pauseTime) {
try {
Thread.sleep(pauseTime);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
private void doWorkOnUI(final String string) {
runOnUiThread(new Runnable() {
#Override
public void run() {
display1.setText(string);
}
});
}

Android Timer Tasks

I'm trying to make a timer that will do a certain thing after a certain amount of time:
int delay = 1000;
int period = 1000;
Timer timer = new Timer();
timer.scheduleAtFixedRate(new TimerTask() {
public void run() {
//Does stuff
}
}, delay, period);
However, the app crashes after the wait period. This is Java code, so it might not be entirely compatible with Android (like while loops). Is there something I'm doing wrong?
Something like this should work, create a handler, and wait 1 second :) This is generally the best way of doing it, its the most tidy and also probably the best on memory too as its not really doing too much, plus as it's only doing it once it is the most simple solution.
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
// do your stuff
}
}, 1000);
If you would like something to run every one second then something like this would be best:
Thread thread = new Thread()
{
#Override
public void run() {
try {
while(true) {
sleep(1000);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
};
thread.start();
If you want a GUI thread then something like this should work:
ActivityName.this.runOnUiThread(new Runnable()
{
public void run(){
try {
while(true) {
sleep(1000);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
});
If your app is crashing after the wait period, then your timer task is doing its job and executing your code on schedule. The problem must then be in your code where run() occurs (for example, you may be trying to update UI elements in a background thread).
If you post more code and your logcat, I can probably be more specific about the error you are getting, but your question was in regards to TimerTask.
Timer and also you can run your code on UI thread:
public void onCreate(Bundle icicle) {
super.onCreate(icicle);
setContentView(R.layout.main);
myTimer = new Timer();
myTimer.schedule(new TimerTask() {
#Override
public void run() {
timerMethod();
}
}, 0, 1000);
}
private void timerMethod(){
// This method is called directly by the timer
// and runs in the same thread as the timer.
// We call the method that will work with the UI
// through the runOnUiThread method.
this.runOnUiThread(timerTick);
}
private Runnable timerTick = new Runnable() {
public void run() {
// This method runs in the same thread as the UI.
// Do something to the UI thread here
}
};

How to implement timer in an android game

In my android game, there is an arcade mode, which runs for 60 seconds. UI has to be updated every second. Is it advisable to use CountDownTimer to implement this because as far af i know this class does not run on separate thread ? What are other ways or best way to do this without affecting user experience ?
EXACT CODE WHICH SOLVED MY PROBLEM
new Thread(new Runnable() {
// this creates timer in another thread
#Override
public void run() {
// TODO Auto-generated method stub
long starttime = System.currentTimeMillis();
time=60;
while(time>0)
{
SystemClock.sleep(1000);
long currenttime = System.currentTimeMillis();
time= (int) (60-((currenttime-starttime)/1000));
// this updates the UI
timerhandler.post(new Runnable()
{
#Override
public void run() {
// TODO Auto-generated method stub
tv0.setText(time + " s");
}
});
}
}
}).start();
Use
new Handler().postDelayed(new Runnable(){
#Override
public void run(){
// Your code
}
}, 60*1000));
You can make use of Timer and TimerTask Class. Example (It gives the delay of 6 seconds. Its better to use seperate thread for this)
Timer timer = new Timer("My Timer");
TimerTask task = new TimerTask() {
#Override
public void run() {
System.out.println("Timer task completed .......");
}
};
System.out.println("Timer task started.......");
timer.schedule(task, 0, 6000);

How can I wait for a period of time after a button is clicked?

So I have an activity which runs a simple snakes and ladders game, and I want to allow the player to click a button and move, which would subsequently be followed by the computer moving. My problem is, that once the player moves, the computer immediately makes its move.
Instead I want the activity to wait before the computer makes its move. I've looked around a lot and found that waiting involves using a thread, but I have failed to implement it without my app crashing
My attempt at declaring a thread:
final Runnable runnable = new Runnable() {
#Override
public void run()
{
while (true)
{
try
{
Thread.sleep(5000);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
}
}
};
Thread thread= new Thread(runnable);
My onClick() method for the button:
Button rollButton = (Button) (findViewById(R.id.rollButton));
rollButton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
//executes only if current player is a human
if(GAME_BOARD.getCurrentPlayer().isHuman()) {
GAME_BOARD.rollDie(); // rolls the die
showDie(GAME_BOARD); // displays die on screen
GAME_BOARD.move(); // moves the player and sets next player as current player
playerTurn.setText(GAME_BOARD.getCurrentPlayer().getName() +"'s turn");// sets TextView to display who's player's turn it is
thread.start();
if(!GAME_BOARD.getCurrentPlayer().isHuman()) {
GAME_BOARD.rollDie();
showDie(GAME_BOARD);
GAME_BOARD.move();
playerTurn.setText(GAME_BOARD.getCurrentPlayer().getName() +"'s turn");
}
}
}
});
So again, my question is, how do I make it so that before the second if statement executes, the activity waits, say 4 seconds?
you can use an Handler.postDeleayed. You have to provide a Runnable to execut and the delay period in milliseconds. The Runnable will be executed on the UI Thread
You can use Handle to post your task defined in runnable after some delay
use this
Inside Activity define
Handler hand = new Handler();
and define your task in runnable like this
Runnable run = new Runnable() {
#Override
public void run() {
**your Task here.......**
}
};
In on click event
btnStartShow.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
hand.postDelayed(run,3000); // For delay three seconds
}
});
also remove all pending messages by calling following sentence at appropriate place
hand.removeCallbacksAndMessages(null);
Use a CountDownTimer:
CountDownTimer timer = new CountDownTimer(4000, 1000) {
#Override
public void onFinish() {
*function containing the second statement*
}
#Override
public void onTick(long millisLeft) {
// not ticking
}
};
and in the onClick method in the click listener use:
timer.start();
Try the following,
rollButton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
Runnable runnable = new Runnable() {
#Override
public void run() {
// whatever you would like to implement when or after clicking rollButton
}
};
rollButton.postDelayed(runnable, 5000); //Delay for 5 seconds to show the result
}

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