How can I make the Chronometer and Timer restart after 15 minutes? - java

I made a button that starts a Chronometer and I want to make the Chronometer restart after 15 minutes (to be looping). I am new to coding and I don't know how to manage that .
The code:
btPlay.setOnClickListener(v -> {
chronometer.setBase(SystemClock.elapsedRealtime());
chronometer.start();
});

btPlay.setOnClickListener(v -> {
startCounting=true;
});
myHandle = new Handler();
myHandle.post(new Runnable() {
#Override
public void run() {
myHandle.postDelayed(this, 1000);
if(startCounting){
//put your counting code here.
}
}
});
the void run function will get called every 1 second. you can add you code inside the run method.

Are you working on Android?.
If so, then you can try using the handler class to run repeated tasks.

Related

display activity countdowntimer in fragment

I am just starting to learn Android, Java and need help.
I have an activity with the countdowntimer, which works fine. However, I want it to be displayed in the fragment. What is the best way to do it?
I tried calling Timer.getCountdowntimer, I tried calling Timer.getUserTime (userTime is the user selected time for the countdowntimer), but the textview in my fragment doesn't display the timer.
thanks in advance!
If you are coding in Java purely, and want to use the android SDK to do it, I would recommend:-
//Create a handler that runs on main loop so we can update UX
final android.os.Handler handler = new android.os.Handler(Looper.getMainLooper());
//Get a callback in 1 second
handler.postDelayed(new Runnable() {
int timer;
#Override
public void run() {
timer += 1;
myTextView.setText(String.valueOf(timer));
//Recursively get another callback in a second
handler.postDelayed(this, 1000);
}
}, 1000);
Make sure you add some logic to stop the timer when you want, and also onPause/onResume

Running 2 methods with X amount of time difference?

I have a mic, which I want to activate for 5 seconds and then get that data. While the activity thread is still running.
Method 1: Is the activation of mic.
Method 2: Is for collecting the .amr/.mp3 output from the file.
And this will only happen one time.
I want that my activity should call method 1 at the start and after time X(or 5 seconds), it should call the other method. I am able to do this manually by using 2 buttons, one for record and other for save the file. But I am unable to do this automatically.
Thanks in advance.
Maybe something like:
firstMethodCall();
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
secondMethodCall();
}
}, 5000);
Or better:
firstMethodCall();
new Timer().schedule(new TimerTask() {
#Override
public void run() {
secondMethodCall();
}
}, 5000);
Create a Thread.
Call first method, Thread.sleep() for some time
and Then Call Second Method.
Example:
Thread thread=new Thread(){
public void run(){
firstMethod();
Thread.sleep(time);
secondMethod();
}
};
//on button click
thread.start();

Android Timer in Background Service not updating on time

I am trying to update a user location to our REST WebService every minute. I have tried using a Timer and a Runnable with Handler. Both of these are having problems.
Both work fine on my Emulator, although on our test devices the timer and Runnable are not running every minute, they update sporadically, sometimes within 1 second of each other, sometimes 5 minutes later, and anywhere in between..
Does anyone know why this might happen?
Context context;
Handler handler = new Handler();
#Override
public void onCreate() {
super.onCreate();
context = this;
handler.postDelayed(runnable, 0);
}
private Runnable runnable = new Runnable() {
#Override
public void run() {
updateLocation(context);
handler.postDelayed(this, 60000);
}
};

Android Thread Allocation - growing heap?

Hi everyone out there,
i am developing an android application against API 7 at the moment in which i use an activity which need to be restarted. Lets say my activity looks like this:
public class AllocActivity extends Activity implements OnClickListener{
Button but;
private Handler hand = new Handler();
#Override
protected void onCreate(Bundle savedInstanceState) {
setContentView(R.layout.activity_alloc);
but = (Button) findViewById(R.id.button);
but.setText("RELOAD");
but.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View arg0){
Intent intent = getIntent();
startActivity(intent);
finish();
}
});
}
#Override
protected void onDestroy(){
super.onDestroy();
System.gc();
}
/****** THREADS AND RUNNABLES ******/
final Runnable fullAnim = new Thread(new Runnable(){
#Override
public void run(){
try{
hand.post(anim1);
Thread.sleep(2000);
hand.post(anim2);
Thread.sleep(1000);
// and so on
}catch(InterruptedException ie){ie.printStackTrace();}
}
});
final Runnable anim1 = new Runnable() {
#Override
public void run(){
// non-static method findViewById
ImageView sky = (ImageView)findViewById(R.id.sky);
}
};
}
The problem is that the gc doesnt seem to free the fullAnim thread so that the heap is growing by ~100K at every restart - till it slows down and crashes. Declaring fullAnim as static does solve this problem - but as i use non static references this doesnt work out for me.
So at this point i am kindof lost - and i hope u can advice me where to go next. Is there something i might be doing wrong or is there a tool i can use to manage threads to drop and free heap after restart.
kindly regards
UPDATE
thanks to everyone who answered - helped alot. using TimerTask did the trick in the end. i did the following change:
/****** THREADS AND RUNNABLES ******/
final TimerTask fullAnim = new TimerTask(){
#Override
public void run(){
try{
hand.post(anim1);
Thread.sleep(2000);
hand.post(anim2);
Thread.sleep(1000);
// and so on
}catch(InterruptedException ie){ie.printStackTrace();}
}
};
as the activity was more than 6k loc long this was a pretty decent solution without facing bigger impacts. KUDOS!
i dont use a Timer to shedule the task - dont know if its bad practice but
the animation is called like this:
Thread t = new Thread(fullAnim);
t.start();
A running Thread is never garbage collected.
A Thread is not stopped automatically if your Activity stops or is destroyed. It could run forever.
Every non-static inner class keeps a reference to the enclosing instance. E.g. hand.post(anim1); works inside that inner class because it has an implicit reference to AllocActivity.this.
So what you effectively do is to keep a reference to your Activity alive for longer than it is supposed to be alive, i.e. until after onDestroy.
Make sure to stop threads manually if you don't want them anymore.
Because final variable have low priority for GC. So you need to explicitly release the runneable objects in onPause() method because there is not ensurence onDestory() will call immediate after finish() call .
#Override
protected void onPause(){
super.onPause();
//cancel timer to stop animations
if(t!=null){
t.cancel();
}
System.gc();
}
UPDATE
use timer to achieve this
boolean isFirstAnim=true;
Timer t = new Timer();
t.schedule(new TimerTask() {
#Override
public void run() {
if(isFirstAnim){
// play your first animation at every
}else{
// play your second animation at every
}
}
}, 0, 3000);
What happens when all activities of an application finishes?
"When you call finish() this doesn't mean the Activity instance is
garbage collected. You're telling Android you want to close the
Activity (do not show it anymore). It will still be present until
Android decides to kill the process (and thus terminate the DVM) or
the instance is garbage-collected."
You need to implement your own stop method to stop the running thread, you can make a call to it in onDestroy
refer this Stopping a runnable
Alternatively
you can perform your operation in an asynctask and use onProgressUpdate() to publish progress on UI thread and use cancel(true) in combination with check in doInBackground() whether cancel has been called to stop the task.

Android thread confusion

I have written a function to create a splash screen with a 5 second timeout for my app.
The code works fine, but when the timeout reaches zero and I want to redirect to my main activity, the app crashes with the following error:
Only the original thread that created a view hierarchy can touch its views.
So I looked around a bit and someone suggested nesting this inside my function. It seems like a good Idea, but now methods like sleep / stop won't work.
My code is below, I can provide more / explain more in details if it isn't clear enough just let me know. Thanks for the help.
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
showSplashScreen();
}
protected boolean _active = true;
protected int _splashTime = 5000; // Splash screen is 5 seconds
public void showSplashScreen() {
setContentView(R.layout.splash_layout);
// Thread splashThread = new Thread() {
runOnUiThread(new Runnable() {
#Override
public void run() {
try {
int waited = 0;
while (_active && (waited < _splashTime)) {
Thread.sleep(100);
if (_active) {
waited += 100;
}
}
} catch (InterruptedException e) {
// do nothing
} finally {
showApplication();
}
}
});
}
Probably not what you want to hear, but you should never put a splash screen on your mobile app. With the exception of games, when people use a mobile app they want to get in, do what ever it is they need to do, and get out. If you make that process take longer, people are just going to get frustrated with you app. You should probably reconsider just not using a splash screen.
This will perform sleep on the UI thread. That's never a good idea.
Why not something like this?
new Handler().postDelayed(new Runnable() {
public void run() {
// start application ...
}
}, _splashTime);
But this answer has a good point. Displaying a splash screen for 5 seconds can be very annoying.
I believe you want AsyncTask for this. The method called on completion of the task will be called on your UI thread, making modifying UI elements much easier.
Use a Handler to post an event to the UI thread that will remove the splash.
Code should be something like...
splash.show()
new Handler().postDelayed(
new Runnable() {
void run() {
splash.remove();
},
delayTime);
I suggest you to make new activity for your spalsh screen, show it in a regular way (with startActivityForResult) and place in it such code (in it, not in your main activity):
new Handler().postDelayed( new Runnable()
{
public void run()
{ finish(); }
}, 5000 );
Also you can handle in this new activity click events for giving opportunity to user to close it faster, tapping on it.

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