handler.postDelayed not working correctly - java

I have a simple stopwatch code piece. Thread is running in custom class, it connects to the main activity via Interface
public class MainActivity extends AppCompatActivity implements MainActivityInteractionInterface{
public static boolean isRunning = false;
Stopwatch stopWatch;
private TextView textViewMilliSeconds;
private TextView textViewSeconds;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
textViewMilliSeconds = findViewById(R.id.textViewStopwatchMilliseconds);
textViewSeconds = findViewById(R.id.textViewStopwatchSeconds);
stopWatch = new Stopwatch(this, getApplicationContext());
stopWatch.runThread();
}
#Override
public void updateUI() {
String time = String.format(Locale.getDefault(), "%03d", stopWatch.getMilliseconds());
textViewMilliSeconds.setText(time);
String timeSeconds = String.format(Locale.getDefault(), "%02d", stopWatch.getSeconds());
textViewSeconds.setText(timeSeconds);
}
public void startTimer(View view) {
isRunning = !isRunning;
}
public class Stopwatch {
private int milliseconds = 0;
private int seconds = 0;
public int getMilliseconds() {
return milliseconds;
}
public int getSeconds() {
return seconds;
}
private MainActivityInteractionInterface interactionInterface;
private Context applicationContext;
public Stopwatch(MainActivityInteractionInterface interactionInterface, Context applicationContext){
this.interactionInterface = interactionInterface;
this.applicationContext = applicationContext;
}
public void runThread(){
final Handler handler = new Handler();
handler.post(new Runnable(){
#Override
public void run(){
if(isRunning) {
milliseconds++;
if (milliseconds == 1000) {
milliseconds = 0;
seconds++;
if(seconds == 60){
seconds = 0;
}
}
}
interactionInterface.updateUI();
handler.postDelayed(this, 1);
}
});
}
handler should update every 1 millisec, when there is 1000 milliseconds, 1 second passes by
If I set handler.postDelayed delay anything below 15 reaching 1000 milliseconds would take exactly 18 seconds, why?

I don't know why it would take up to 18seconds, but I can tell you this: Android refresh the UI every 16msec (to have a rate of 60fps), so setting the handler to updateUI in a lesser time would make no sense and maybe also interfier with it.
In my humble opinion, make it to update in 20msec and change the counter values according, like this:
handler.post(new Runnable(){
#Override
public void run(){
if(isRunning) {
milliseconds++;
if (milliseconds == 50) {
milliseconds = 0;
seconds++;
if(seconds == 60){
seconds = 0;
}
}
}
interactionInterface.updateUI();
handler.postDelayed(this, 20);
}
});

Look at the second argument of handler.postDelayed(this, 1);
Change it according to the way you increment your milliseconds.

Related

pause a reversed countdown timer in java for android

I'm making a timer which has a button I can control either pick the count-up mode or countdown mode. The count down mode is working perfectly, start, pause, reset. The count-up timer is made by reversing the countdown timer in Android studio. the problem is I can't pause the count-up timer and resume from where it stops.
What's the proper way to do that? I know it could be done by chronometer for count-up mode, but I'm trying to make a customized timer widget that as I mentioned before, a button could be pressed to let the user decide which mode he wants. So if possible, I don't want to use another widget in my current set up.
public void startBuiltInTimer(int millisecondCountingInterval) {
if (getTimeInMillis() > 0) { //getTimeInMillis will read the time value in the current Timer widget, which is a textView
builtInTimerIsCounting = true; //set the timer is running flag
showAsCounting(true);
if (getTimerCountUpOrDown() == TIMER_COUNT_DOWN) { //countdown mode
countDownTimer = new CountDownTimer(getTimeInMillis(), millisecondCountingInterval) {
#Override
public void onTick(long millisUntilFinished) {
setTime(millisUntilFinished);
}
}
#Override
public void onFinish() {
setTime(0);
builtInTimerIsCounting = false;
showAsCounting(false);
}
}
}.start();
} else if (getTimerCountUpOrDown() == TIMER_COUNT_UP) { //count up mode
long tempTimeInMillis = getTimeInMillis() + lastTimeMillisUntilFinished; //trying to save the last time value in millis and keep the total time value as user defined.
setTime(0); //set initial value of the textView to show the count-up timer start from zero, initially.
countDownTimer = new CountDownTimer(tempTimeInMillis, millisecondCountingInterval) {
#Override
public void onTick(long millisUntilFinished) {
long temp = tempTimeInMillis - millisUntilFinished;
setTime(temp); //reverse the countdown to count-up
lastTimeMillisUntilFinished = millisUntilFinished;//keep the millisUntilFinished for next start.
}
#Override
public void onFinish() {
setTime(tempTimeInMillis);
builtInTimerIsCounting = false;
showAsCounting(false);
}
}
}.start();
}
}
}
Edit:
I end up to use SystemClock to keep tracking and record the count up timer. Here is the code.
else if (getTimerCountUpOrDown() == TIMER_COUNT_UP) {
startCountUpTimer(millisecondCountingInterval);
}
public void startCountUpTimer(int millisecInterval) {
if (!countUpTimerIsRunning) {
handler = new Handler();
myRunnable = new MyRunnable(millisecInterval); //MyRunnable can pass a variable thru to let handler have more flexibility with postDelay method. You can still use regular Runnable with hard coded time interval in millisec.
startTime = SystemClock.uptimeMillis(); //use startTime to mark the time when the count up timer start ticking
handler.postDelayed(myRunnable, millisecInterval);
countUpTimerIsRunning = true;
}
}
public class MyRunnable implements Runnable {
private int interval;
public MyRunnable(int t) {
this.interval = t;
}
#Override
public void run() {
millisecondTime = SystemClock.uptimeMillis() - startTime; //this is the time value measured by the count up timer
updateTime = timeBuff + millisecondTime;
setTime(updateTime);
if (updateTime <= countUpMode_Threshold) {
handler.postDelayed(this, interval);
} else {
setTime(countUpMode_Threshold);
handler.removeCallbacks(myRunnable);
builtInTimerIsCounting = false;
showAsCounting(false);
if (onBuiltInTimerStatusChangeListener != null) {
onBuiltInTimerStatusChangeListener.onStatusChange(OnBuiltInTimerStatusChangeListener.STATUS_FINISHED);
}
}
}
}
public void pauseCountUpTimer() {
timeBuff += millisecondTime;
handler.removeCallbacks(myRunnable);
countUpTimerIsRunning = false;
}
One way is that you should keep track of the pause time manually and start timer from that time again. Or you can try using the utility at this link It has the functionality you are looking for.
Pretty helpful
Maybe something like this:
private CountDownTimer timer;
private long COUNT_DOWN = -1;
private long COUNT_UP = 1;
public void startBuiltInTimer(boolean isDown) {
if (isdown) {
launchTimer(COUNT_DOWN);
} else {
launchTimer(COUNT_UP);
}
}
public void launchTimer(long interval) {
builtInTimerIsCounting = true; //set the timer is running flag
showAsCounting(true);
timer = new CountDownTimer(getTimeInMillis(), TimeUnit.SECONDS.toMillis(interval) {
#Override
public void onTick(long time) {
setCountdownText(time.intValue());
setTimeInMillis(time);
}
#Override
public void onFinish() {
setCountdownText(time.intValue());
builtInTimerIsCounting = false;
showAsCounting(false);
}
}.start();
public void stopTimer() {
timer.cancel();
}
...

Count down timer how to implement onfinish method

I have a countdown timer that i want to implement on finish method or some kind of code so that when the timer stops, the text views change to Time's up and another method is initiated (in the activity).
To clarify, the timer is given a starting number that counts down from, to zero in format of xx:xx.
The class of the timer :
public class countdown_timer {
private long pls;
private long millisInFuture;
private long countDownInterval;
private boolean status;
public countdown_timer(long pMillisInFuture, long pCountDownInterval) {
this.millisInFuture = pMillisInFuture;
this.countDownInterval = pCountDownInterval;
this.pls = pMillisInFuture;
status = false;
Initialize();
}
public void Stop() {
status = false;
}
public void Reset() {
millisInFuture = pls;
}
public long getCurrentTime() {
return millisInFuture;
}
public void Start() {
status = true;
}
public void Initialize()
{
final Handler handler = new Handler();
Log.v("status", "starting");
final Runnable counter = new Runnable(){
public void run(){
long sec = millisInFuture/1000;
if(status) {
if(millisInFuture <= 0) {
Log.v("status", "done");
} else {
Log.v("status", Long.toString(sec) + " seconds remain");
millisInFuture -= countDownInterval;
handler.postDelayed(this, countDownInterval);
}
} else {
Log.v("status", Long.toString(sec) + " seconds remain and timer has stopped!");
handler.postDelayed(this, countDownInterval);
}
}
};
handler.postDelayed(counter, countDownInterval);
}
The activty that the timer is used:
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_card_game_2);
//...find views
mycounterup = new countdown_timer(startcard, 1000);
mycounterdown = new countdown_timer(startcard, 1000);
RefreshTimer();
mycounterdown.Start();
public void RefreshTimer()
{
final Handler handler = new Handler();
final Runnable counter = new Runnable(){
public void run(){
int minutes_up_start = (int) (mycounterup.getCurrentTime() / 1000) / 60;
int seconds_up_start = (int) (mycounterup.getCurrentTime() / 1000) % 60;
String time_2_up_start_formatted = String.format(Locale.getDefault(), "%02d:%02d", minutes_up_start, seconds_up_start);
card_2_up.setText(time_2_up_start_formatted);
int minutes_down_start = (int) (mycounterdown.getCurrentTime() / 1000) / 60;
int seconds_down_start = (int) (mycounterdown.getCurrentTime() / 1000) % 60;
String card_2_down_start_formatted = String.format(Locale.getDefault(), "%02d:%02d", minutes_down_start, seconds_down_start);
card_2_down.setText(card_2_down_start_formatted);
handler.postDelayed(this, 100);
}
};
handler.postDelayed(counter, 100);
}
You can use CountDownTimer:
new CountDownTimer(endsIn * 1000, 1000) {
public void onTick(long millisUntilFinished) {
timerTextView.setText(String.valueOf(millisUntilFinished/1000);
}
public void onFinish() {
}
}.start();
OR:
extend CountDownTimer class:
public class countdown_timer extends CountDownTimer {
TextView textView;
#Override
public void onTick(long millisInFuture) {
long sec = millisInFuture/1000;
if(millisInFuture <= 0) {
Log.v("status", "done");
} else {
Log.v("status", Long.toString(sec) + " seconds remain and timer has stopped!");
}
}
#Override
public void onFinish() {
if(textView != null){
// change text in your textview
}
}
public countdown_timer(long pMillisInFuture, long pCountDownInterval) {
super(pMillisInFuture, pCountDownInterval);
}
public countdown_timer(TextView textView, long pMillisInFuture, long pCountDownInterval) {
super(pMillisInFuture, pCountDownInterval);
this.textView = textView;
}
}
here is a two constructors, one of them is the same as is in your example and in second one you can pass also TextView object and use it in onFinish() method.
UPDATE 2:
Here is CountDownTimer in the Activity:
public class MainActivity extends AppCompatActivity {
TextView textView;
CountDownTimer mycounterdown;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
long startcard = 10000;
textView = (TextView) findViewById(R.id.test);
mycounterdown = new CountDownTimer(startcard, 1000) {
#Override
public void onTick(long mycounterup) {
int minutes_up_start = (int) (mycounterup / 1000) / 60;
int seconds_up_start = (int) (mycounterup / 1000) % 60;
String time_2_up_start_formatted = String.format(Locale.getDefault(), "%02d:%02d", minutes_up_start, seconds_up_start);
textView.setText(time_2_up_start_formatted);
}
#Override
public void onFinish() {
// call here other methods from activity
testMethod();
}
};
mycounterdown.start();
}
public void testMethod(){
Toast.makeText(MainActivity.this, "Test Method called", Toast.LENGTH_SHORT).show();
}
}
UPDATE 3: if last tick is one, not zero change count down interval to 500 instead of 1000:
public class MainActivity extends AppCompatActivity {
TextView textView;
CountDownTimer mycounterdown;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
long startcard = 10000;
textView = (TextView) findViewById(R.id.test);
mycounterdown = new CountDownTimer(startcard, 500) {
#Override
public void onTick(long mycounterup) {
int minutes_up_start = (int) (mycounterup / 1000) / 60;
int seconds_up_start = (int) (mycounterup / 1000) % 60;
String time_2_up_start_formatted = String.format(Locale.getDefault(), "%02d:%02d", minutes_up_start, seconds_up_start);
textView.setText(time_2_up_start_formatted);
}
#Override
public void onFinish() {
// call here other methods from activity
testMethod();
}
};
mycounterdown.start();
}
public void testMethod(){
Toast.makeText(MainActivity.this, "Test Method called", Toast.LENGTH_SHORT).show();
}
}
NOTE: take a look at this answer
First, extend CountDownTimer in your timer class.
public class countdown_timer extends CountDownTimer {
}
This allows you to implement some methods.
#Override
public void onTick(long l) {
}
#Override
public void onFinish() {
}
Also you must implement constructor that matches super class. You can also add some additional parameters. For example TextView
TextView textView;
public countdown_timer(long millisInFuture, long countDownInterval, TextView txt) {
super(millisInFuture, countDownInterval);
textView = txt;
}
The onFinish() is what you want. Also make sure you are using this class as a CountDownTimer. Then you will be able to start your timer.
Hope it helps.

How to start a timer using another timer in Android Studio

I'm a novice in Java (Less than 3 months experience), and for a project I've been working on I need to create a timer.
I've done this before, however I do not know how to do one thing.
I want to start a timer when a second timer ends. What I mean by this is that instead of using a start/stop button to start a timer, I want to have a second timer (that starts at 3 seconds) determine when the first timer starts. For example, if the first timer is at 30 seconds, it will start counting down when the second timer finishes counting down from 3-0.
I know there has to be other classes or methods/listeners to do this, but as I've stated earlier, it's my first time ever working with Java (I normally use C++).
Any help/guidance/code on how to achieve this would be awesome. Here is the code I was toying around with to try and achieve this.
Java
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
import android.widget.TextView;
import android.os.CountDownTimer;
public class Timer extends AppCompatActivity
{
TextView timer;
TextView timerStart;
Button multi;
int track;
int seconds;
CountDownTimer countDownTimer;
CountDownTimer start;
View.OnClickListener btnListen = new View.OnClickListener(){
#Override
public void onClick(View v)
{
switch(v.getId())
{
case R.id.multi : start();
break;
}
}
};
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_timer);
timer = (TextView) findViewById(R.id.timer);
timerStart = (TextView) findViewById(R.id.timerStart);
multi = (Button) findViewById(R.id.multi);
multi.setOnClickListener(btnListen);
multi.setText("Start");
}
public void start_timer()
{
track = 3;
start = new CountDownTimer(3*1000,1000) {
#Override
public void onTick(long millisUntilFinished) {
timerStart.setText("" + millisUntilFinished / 1000);
}
#Override
public void onFinish() {
timerStart.setText("Begin");
track = 0;
}
}.start();
seconds = 30;
if (timerStart.getText().equals("Begin"))
{
start.cancel();
countDownTimer = new CountDownTimer(30 * 1000, 1000) {
#Override
public void onTick(long millisUntilFinished) {
timer.setText("" + millisUntilFinished / 1000);
}
#Override
public void onFinish() {
timer.setText("BEEP");
}
}.start();
}
else
{
System.out.println("Nothing");
}
}
public void start()
{
start_timer();
/*seconds = 30;
if (timerStart.getText().equals("Begin"))
{
countDownTimer = new CountDownTimer(seconds * 1000, 1000) {
#Override
public void onTick(long millisUntilFinished) {
timer.setText("" + millisUntilFinished / 1000);
}
#Override
public void onFinish() {
timer.setText("BEEP");
}
}.start();
}*/
}
}
Again, this is just something I'm toying around with. If there is a different way to do this (Like using a Runnable or Handler), then I'm open to it. My goal is to learn Java.
How about this? I modified CountDownTimer to enable to be chained.
public abstract class ChainedCountDownTimer {
/**
* Millis since epoch when alarm should stop.
*/
private final long mMillisInFuture;
/**
* The interval in millis that the user receives callbacks
*/
private final long mCountdownInterval;
private long mStopTimeInFuture;
/**
* boolean representing if the timer was cancelled
*/
private boolean mCancelled = false;
/**
* First timer in chaining
*/
private ChainedCountDownTimer first;
/**
* Next timer
*/
private ChainedCountDownTimer next;
/**
* #param millisInFuture The number of millis in the future from the call
* to {#link #start()} until the countdown is done and {#link #onFinish()}
* is called.
* #param countDownInterval The interval along the way to receive
* {#link #onTick(long)} callbacks.
*/
public ChainedCountDownTimer(long millisInFuture, long countDownInterval) {
mMillisInFuture = millisInFuture;
mCountdownInterval = countDownInterval;
first = this;
}
/**
* Cancel the countdown.
*/
public synchronized final void cancel() {
first.mCancelled = true;
mHandler.removeMessages(MSG);
}
public void start() {
first.startInternal();
}
/**
* Start the countdown.
*/
public synchronized final ChainedCountDownTimer startInternal() {
mCancelled = false;
if (mMillisInFuture <= 0) {
onFinish();
if (next != null) {
next.startInternal();
}
return this;
}
mStopTimeInFuture = SystemClock.elapsedRealtime() + mMillisInFuture;
mHandler.sendMessage(mHandler.obtainMessage(MSG));
return this;
}
/**
* Callback fired on regular interval.
* #param millisUntilFinished The amount of time until finished.
*/
public abstract void onTick(long millisUntilFinished);
/**
* Callback fired when the time is up.
*/
public abstract void onFinish();
public ChainedCountDownTimer setNext(ChainedCountDownTimer next) {
this.next = next;
next.first = this.first;
return this.next;
}
private static final int MSG = 1;
// handles counting down
private Handler mHandler = new Handler() {
#Override
public void handleMessage(Message msg) {
synchronized (ChainedCountDownTimer.this) {
if (first.mCancelled) {
return;
}
final long millisLeft = mStopTimeInFuture - SystemClock.elapsedRealtime();
if (millisLeft <= 0) {
onFinish();
if (next != null) {
next.startInternal();
}
} else if (millisLeft < mCountdownInterval) {
// no tick, just delay until done
sendMessageDelayed(obtainMessage(MSG), millisLeft);
} else {
long lastTickStart = SystemClock.elapsedRealtime();
onTick(millisLeft);
// take into account user's onTick taking time to execute
long delay = lastTickStart + mCountdownInterval - SystemClock.elapsedRealtime();
// special case: user's onTick took more than interval to
// complete, skip to next interval
while (delay < 0) delay += mCountdownInterval;
sendMessageDelayed(obtainMessage(MSG), delay);
}
}
}
};
}
You can use it like this.
ChainedCountDownTimer timer1 = new ChainedCountDownTimer(3 * 1000, 1000) {
#Override
public void onTick(long millisUntilFinished) {
Log.d(TAG, "timer1 onTick");
}
#Override
public void onFinish() {
Log.d(TAG, "timer1 onFinish");
}
};
ChainedCountDownTimer timer2 = new ChainedCountDownTimer(30 * 1000, 1000) {
#Override
public void onTick(long millisUntilFinished) {
Log.d(TAG, "timer2 onTick");
}
#Override
public void onFinish() {
Log.d(TAG, "timer2 onFinish");
}
};
timer1.setNext(timer2).start();

Pausing a CountDownTimer whilst another one runs - Android

I have two countdown timers in my program, a longer one (120 sec) and a shorter one (3.5 sec). I want the 120 second timer to be paused whilst the 3.5 second timer is running, and for the longer timer to continue running whenever the 3.5 second timer isn't running. So the program starts with the 120 sec remaining whilst the 3.5 sec one runs, then when the 3.5 sec one runs the 120 sec one will start and only pause when the 3.5 sec one runs again (once users presses enter.) How would I do this?
final CountDownTimer loop = new CountDownTimer(3500, 1000) {
#Override
public void onTick(long millisUntilFinished) {
}
#Override
public void onFinish() {
number.setVisibility(View.GONE);
final TextView prompt = (TextView) findViewById(R.id.prompt);
prompt.setVisibility(View.VISIBLE);
prompt.setText(" Enter the number");
final EditText input = (EditText) findViewById(R.id.enterAnswer);
input.setVisibility(View.VISIBLE);
input.setOnKeyListener(new View.OnKeyListener() {
#Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
if (event.getAction() == KeyEvent.ACTION_DOWN) {
switch (keyCode) {
case KeyEvent.KEYCODE_ENTER:
Editable answer = input.getText();
int finalAnswer = Integer.parseInt(String.valueOf(answer));
int finalLoadG1 = Integer.parseInt(String.valueOf(number.getText()));
input.setVisibility(View.GONE);
prompt.setVisibility(View.GONE);
if (finalAnswer == finalLoadG1) {
score++;
}
number.setVisibility(View.VISIBLE);
if (score>=0 && score<=2){
int loadG1 = generateG1.nextInt(89999)+10000;
number.setText(""+loadG1);
}
else if (score>=3 && score<=5){
int loadG1 = generateG1.nextInt(899999)+100000;
number.setText(""+loadG1);
}
else if (score>=6 && score<=9){
int loadG1 = generateG1.nextInt(8999999)+1000000;
number.setText(""+loadG1);
}
else if (score>=10 && score<=14){
int loadG1 = generateG1.nextInt(89999999)+10000000;
number.setText(""+loadG1);
}
else if (score>=15 && score<=20){
int loadG1 = generateG1.nextInt(899999999)+100000000;
number.setText(""+loadG1);
}
else if (score>=21) {
int loadG1 = generateG1.nextInt((int) 8999999999L)+1000000000;
number.setText(""+loadG1);
}
input.getText().clear();
start();
return true;
default:
}
}
return false;
}
});
}
}.start();
new CountDownTimer(120000, 1000) {
#Override
public void onTick (long millisUntilFinished) {
}
#Override
public void onFinish() {
TextView result = (TextView) findViewById(R.id.outcome);
result.setText("Score: "+ score);
TextView prompt = (TextView) findViewById(R.id.prompt);
prompt.setVisibility(View.GONE);
final EditText input = (EditText) findViewById(R.id.enterAnswer);
input.setVisibility(View.GONE);
loop.cancel();
number.setVisibility(View.GONE);
}
}.start();
I have asked this before, but was not given a valid answer unfortunately. Would be grateful if anyone is capable of answering this question. Please feel free to insert any code that'll help explain your answer. Many thanks in advance.
Ok, I will try to give an example, but no guarantee that this is exactly what you need:
create a global variable and the CountDownTimer objects:
Long remainingTime = 120000L;
ThreePointFiveSecondsTimer mThreePointFiveSecondsTimer;
HundredTwentySecondsTimer mHundredTwentySecondsTimer;
create the 120 seconds timer:
public class HundredTwentySecondsTimer extends CountDownTimer {
public HundredTwentySecondsTimer(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
#Override
public void onTick(long millisUntilFinished) {
}
#Override
public void onFinish() {
}
}
create the 3.5 seconds timer:
public class ThreePointFiveSecondsTimer extends CountDownTimer {
public ThreePointFiveSecondsTimer(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}
#Override
public void onTick(long millisUntilFinished) {
remainingTime = millisUntilFinished;//set the remaining time
}
#Override
public void onFinish() {
//start the 120 second countdowntimer again
mHundredTwentySecondsTimer = new MyCountDownTimer(remainingTime, 1000);
mHundredTwentySecondsTimer.start();
}
}
start the 120 second timer:
mHundredTwentySecondsTimer = new MyCountDownTimer(remainingTime, 1000);
mHundredTwentySecondsTimer.start();
Then, at any time, you decide to start the 3.5 timer:
mThreePointFiveSecondsTimer = new ThreePointFiveSecondsTimer (3500, 1000);
mThreePointFiveSecondsTimer.start();
mHundredTwentySecondsTimer.cancel();
mHundredTwentySecondsTimer = null;
That´s just the idea behind, but you have to adjust this to your needs. Sorry, but can´t give you all the stuff you need, that will be beyond the frame.
You can try like this (I have not tested but hope it will work)
public class MainActivity extends BaseActivity {
private long remainingTimeForTimer = 0;
private CountDownTimer mCountDownTimer
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Start first timer
test1(120 * 1000);
// now on the basis of remaining timer you can cancel current timer and after that second timer you can start that timer with remaining time
if(remainingTimeForTimer > 0)
{
test1(remainingTimeForTimer);
}
}
private void test1(long totalTimerTime)
{
mCountDownTimer = new CountDownTimer(totalTimerTime, 1000) {
#Override
public void onTick(long millisUntilFinished) {
remainingTimeForTimer = millisUntilFinished;
}
#Override
public void onFinish() {
//trialCount = 0;
}
};
mCountDownTimer.start();
}
#Override
protected void onDestroy() {
if (mCountDownTimer != null) {
mCountDownTimer.cancel();
}
super.onDestroy();
}
}
Resolved
I have resolved this issue after trying multiple times. I ended up putting the larger timer in the onFinish of the shorter one and setting the initial time of that longer timer equal to millisUntilFinished. Then I cancel the long timer when the user presses enter and it automatically starts with the updated time whenever the EditText box is displayed.

how to use an android timer [duplicate]

Can someone give a simple example of updating a textfield every second or so?
I want to make a flying ball and need to calculate/update the ball coordinates every second, that's why I need some sort of a timer.
I don't get anything from here.
ok since this isn't cleared up yet there are 3 simple ways to handle this.
Below is an example showing all 3 and at the bottom is an example showing just the method I believe is preferable. Also remember to clean up your tasks in onPause, saving state if necessary.
import java.util.Timer;
import java.util.TimerTask;
import android.app.Activity;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.os.Handler.Callback;
import android.view.View;
import android.widget.Button;
import android.widget.TextView;
public class main extends Activity {
TextView text, text2, text3;
long starttime = 0;
//this posts a message to the main thread from our timertask
//and updates the textfield
final Handler h = new Handler(new Callback() {
#Override
public boolean handleMessage(Message msg) {
long millis = System.currentTimeMillis() - starttime;
int seconds = (int) (millis / 1000);
int minutes = seconds / 60;
seconds = seconds % 60;
text.setText(String.format("%d:%02d", minutes, seconds));
return false;
}
});
//runs without timer be reposting self
Handler h2 = new Handler();
Runnable run = new Runnable() {
#Override
public void run() {
long millis = System.currentTimeMillis() - starttime;
int seconds = (int) (millis / 1000);
int minutes = seconds / 60;
seconds = seconds % 60;
text3.setText(String.format("%d:%02d", minutes, seconds));
h2.postDelayed(this, 500);
}
};
//tells handler to send a message
class firstTask extends TimerTask {
#Override
public void run() {
h.sendEmptyMessage(0);
}
};
//tells activity to run on ui thread
class secondTask extends TimerTask {
#Override
public void run() {
main.this.runOnUiThread(new Runnable() {
#Override
public void run() {
long millis = System.currentTimeMillis() - starttime;
int seconds = (int) (millis / 1000);
int minutes = seconds / 60;
seconds = seconds % 60;
text2.setText(String.format("%d:%02d", minutes, seconds));
}
});
}
};
Timer timer = new Timer();
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
text = (TextView)findViewById(R.id.text);
text2 = (TextView)findViewById(R.id.text2);
text3 = (TextView)findViewById(R.id.text3);
Button b = (Button)findViewById(R.id.button);
b.setText("start");
b.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
Button b = (Button)v;
if(b.getText().equals("stop")){
timer.cancel();
timer.purge();
h2.removeCallbacks(run);
b.setText("start");
}else{
starttime = System.currentTimeMillis();
timer = new Timer();
timer.schedule(new firstTask(), 0,500);
timer.schedule(new secondTask(), 0,500);
h2.postDelayed(run, 0);
b.setText("stop");
}
}
});
}
#Override
public void onPause() {
super.onPause();
timer.cancel();
timer.purge();
h2.removeCallbacks(run);
Button b = (Button)findViewById(R.id.button);
b.setText("start");
}
}
the main thing to remember is that the UI can only be modified from the main ui thread so use a handler or activity.runOnUIThread(Runnable r);
Here is what I consider to be the preferred method.
import android.app.Activity;
import android.os.Bundle;
import android.os.Handler;
import android.view.View;
import android.widget.Button;
import android.widget.TextView;
public class TestActivity extends Activity {
TextView timerTextView;
long startTime = 0;
//runs without a timer by reposting this handler at the end of the runnable
Handler timerHandler = new Handler();
Runnable timerRunnable = new Runnable() {
#Override
public void run() {
long millis = System.currentTimeMillis() - startTime;
int seconds = (int) (millis / 1000);
int minutes = seconds / 60;
seconds = seconds % 60;
timerTextView.setText(String.format("%d:%02d", minutes, seconds));
timerHandler.postDelayed(this, 500);
}
};
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.test_activity);
timerTextView = (TextView) findViewById(R.id.timerTextView);
Button b = (Button) findViewById(R.id.button);
b.setText("start");
b.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
Button b = (Button) v;
if (b.getText().equals("stop")) {
timerHandler.removeCallbacks(timerRunnable);
b.setText("start");
} else {
startTime = System.currentTimeMillis();
timerHandler.postDelayed(timerRunnable, 0);
b.setText("stop");
}
}
});
}
#Override
public void onPause() {
super.onPause();
timerHandler.removeCallbacks(timerRunnable);
Button b = (Button)findViewById(R.id.button);
b.setText("start");
}
}
It is simple!
You create new timer.
Timer timer = new Timer();
Then you extend the timer task
class UpdateBallTask extends TimerTask {
Ball myBall;
public void run() {
//calculate the new position of myBall
}
}
And then add the new task to the Timer with some update interval
final int FPS = 40;
TimerTask updateBall = new UpdateBallTask();
timer.scheduleAtFixedRate(updateBall, 0, 1000/FPS);
Disclaimer: This is not the ideal solution. This is solution using the Timer class (as asked by OP). In Android SDK, it is recommended to use the Handler class (there is example in the accepted answer).
If you also need to run your code on UI thread (and not on timer thread), take a look on the blog: http://steve.odyfamily.com/?p=12
public class myActivity extends Activity {
private Timer myTimer;
/** Called when the activity is first created. */
#Override
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(Timer_Tick);
}
private Runnable Timer_Tick = new Runnable() {
public void run() {
//This method runs in the same thread as the UI.
//Do something to the UI thread here
}
};
}
If one just want to schedule a countdown until a time in the future with regular notifications on intervals along the way, you can use the CountDownTimer class that is available since API level 1.
new CountDownTimer(30000, 1000) {
public void onTick(long millisUntilFinished) {
editText.setText("Seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
editText.setText("Done");
}
}.start();
This is some simple code for a timer:
Timer timer = new Timer();
TimerTask t = new TimerTask() {
#Override
public void run() {
System.out.println("1");
}
};
timer.scheduleAtFixedRate(t,1000,1000);
I think you can do it in Rx way like:
timerSubscribe = Observable.interval(1, TimeUnit.SECONDS)
.subscribeOn(Schedulers.io())
.observeOn(AndroidSchedulers.mainThread())
.subscribe(new Action1<Long>() {
#Override
public void call(Long aLong) {
//TODO do your stuff
}
});
And cancel this like:
timerSubscribe.unsubscribe();
Rx Timer http://reactivex.io/documentation/operators/timer.html
I'm surprised that there is no answer that would mention solution with RxJava2. It is really simple and provides an easy way to setup timer in Android.
First you need to setup Gradle dependency, if you didn't do so already:
implementation "io.reactivex.rxjava2:rxjava:2.x.y"
(replace x and y with current version number)
Since we have just a simple, NON-REPEATING TASK, we can use Completable object:
Completable.timer(2, TimeUnit.SECONDS, Schedulers.computation())
.observeOn(AndroidSchedulers.mainThread())
.subscribe(() -> {
// Timer finished, do something...
});
For REPEATING TASK, you can use Observable in a similar way:
Observable.interval(2, TimeUnit.SECONDS, Schedulers.computation())
.observeOn(AndroidSchedulers.mainThread())
.subscribe(tick -> {
// called every 2 seconds, do something...
}, throwable -> {
// handle error
});
Schedulers.computation() ensures that our timer is running on background thread and .observeOn(AndroidSchedulers.mainThread()) means code we run after timer finishes will be done on main thread.
To avoid unwanted memory leaks, you should ensure to unsubscribe when Activity/Fragment is destroyed.
Because this question is still attracting a lot of users from google search(about Android timer) I would like to insert my two coins.
First of all, the Timer class will be deprecated in Java 9 (read the accepted answer).
The official suggested way is to use ScheduledThreadPoolExecutor which is more effective and features-rich that can additionally schedule commands to run after a given delay, or to execute periodically. Plus,it gives additional flexibility and capabilities of ThreadPoolExecutor.
Here is an example of using plain functionalities.
Create executor service:
final ScheduledExecutorService SCHEDULER = Executors.newScheduledThreadPool(1);
Just schedule you runnable:
final Future<?> future = SCHEDULER.schedule(Runnable task, long delay,TimeUnit unit);
You can now use future to cancel the task or check if it is done for example:
future.isDone();
Hope you will find this useful for creating a tasks in Android.
Complete example:
ScheduledExecutorService scheduler = Executors.newScheduledThreadPool(1);
Future<?> sampleFutureTimer = scheduler.schedule(new Runnable(), 120, TimeUnit.SECONDS);
if (sampleFutureTimer.isDone()){
// Do something which will save world.
}
for whom wants to do this in kotlin:
val timer = fixedRateTimer(period = 1000L) {
val currentTime: Date = Calendar.getInstance().time
runOnUiThread {
tvFOO.text = currentTime.toString()
}
}
for stopping the timer you can use this:
timer.cancel()
this function has many other options, give it a try
import kotlin.concurrent.fixedRateTimer
val timer = fixedRateTimer("Tag", false, 1000, 2500) { /* Your code here */ }
Pretty simple with Kotlin
You want your UI updates to happen in the already-existent UI thread.
The best way is to use a Handler that uses postDelayed to run a Runnable after a delay (each run schedules the next); clear the callback with removeCallbacks.
You're already looking in the right place, so look at it again, perhaps clarify why that code sample isn't what you want. (See also the identical article at Updating the UI from a Timer).
He're is simplier solution, works fine in my app.
public class MyActivity extends Acitivity {
TextView myTextView;
boolean someCondition=true;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.my_activity);
myTextView = (TextView) findViewById(R.id.refreshing_field);
//starting our task which update textview every 1000 ms
new RefreshTask().execute();
}
//class which updates our textview every second
class RefreshTask extends AsyncTask {
#Override
protected void onProgressUpdate(Object... values) {
super.onProgressUpdate(values);
String text = String.valueOf(System.currentTimeMillis());
myTextView.setText(text);
}
#Override
protected Object doInBackground(Object... params) {
while(someCondition) {
try {
//sleep for 1s in background...
Thread.sleep(1000);
//and update textview in ui thread
publishProgress();
} catch (InterruptedException e) {
e.printStackTrace();
};
return null;
}
}
}
You can also use an animator for it:
int secondsToRun = 999;
ValueAnimator timer = ValueAnimator.ofInt(secondsToRun);
timer.setDuration(secondsToRun * 1000).setInterpolator(new LinearInterpolator());
timer.addUpdateListener(new ValueAnimator.AnimatorUpdateListener()
{
#Override
public void onAnimationUpdate(ValueAnimator animation)
{
int elapsedSeconds = (int) animation.getAnimatedValue();
int minutes = elapsedSeconds / 60;
int seconds = elapsedSeconds % 60;
textView.setText(String.format("%d:%02d", minutes, seconds));
}
});
timer.start();
For those who can't rely on Chronometer, I made a utility class out of one of the suggestions:
public class TimerTextHelper implements Runnable {
private final Handler handler = new Handler();
private final TextView textView;
private volatile long startTime;
private volatile long elapsedTime;
public TimerTextHelper(TextView textView) {
this.textView = textView;
}
#Override
public void run() {
long millis = System.currentTimeMillis() - startTime;
int seconds = (int) (millis / 1000);
int minutes = seconds / 60;
seconds = seconds % 60;
textView.setText(String.format("%d:%02d", minutes, seconds));
if (elapsedTime == -1) {
handler.postDelayed(this, 500);
}
}
public void start() {
this.startTime = System.currentTimeMillis();
this.elapsedTime = -1;
handler.post(this);
}
public void stop() {
this.elapsedTime = System.currentTimeMillis() - startTime;
handler.removeCallbacks(this);
}
public long getElapsedTime() {
return elapsedTime;
}
}
to use..just do:
TimerTextHelper timerTextHelper = new TimerTextHelper(textView);
timerTextHelper.start();
.....
timerTextHelper.stop();
long elapsedTime = timerTextHelper.getElapsedTime();
enter code here
Thread th=new Thread(new Runnable() {
#Override
public void run() {
try { for(int i=0;i<5;i++) {
b1.setText(""+i);
Thread.sleep(5000);
runOnUiThread(new Runnable() {
#Override
public void run() {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
pp();
}
}
});
}} catch (InterruptedException e) {
e.printStackTrace();
}
}
});
th.start();
Here is the solution for this you need to add the following class in your code. And you can directly add a view to your XML file.
import android.annotation.TargetApi;
import android.content.Context;
import android.os.Build;
import android.util.AttributeSet;
import android.view.View;
import android.widget.TextView;
import java.util.Locale;
import java.util.Timer;
import java.util.TimerTask;
import java.util.concurrent.TimeUnit;
public class TimerTextView extends TextView {
private static final int DEFAULT_INTERVAL = 1000;
private Timer timer = new Timer();
private long endTime = 0;
private long interval = DEFAULT_INTERVAL;
private boolean isCanceled = false;
public TimerTextView(Context context) {
super(context);
}
public TimerTextView(Context context, AttributeSet attrs) {
super(context, attrs);
}
public TimerTextView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
}
#TargetApi(Build.VERSION_CODES.LOLLIPOP)
public TimerTextView(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) {
super(context, attrs, defStyleAttr, defStyleRes);
}
#Override protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
stopTimer();
}
#Override protected void onVisibilityChanged(View changedView, int visibility) {
super.onVisibilityChanged(changedView, visibility);
if (VISIBLE == visibility) {
startTimer();
} else {
stopTimer();
}
}
public void setInterval(long interval) {
if (interval >= 0) {
this.interval = interval;
stopTimer();
startTimer();
}
}
public void setEndTime(long endTime) {
if (endTime >= 0) {
this.endTime = endTime;
stopTimer();
startTimer();
}
}
private void startTimer() {
if (endTime == 0) {
return;
}
if (isCanceled) {
timer = new Timer();
isCanceled = false;
}
timer.scheduleAtFixedRate(new TimerTask() {
#Override public void run() {
if (null == getHandler()) {
return;
}
getHandler().post(new Runnable() {
#Override public void run() {
setText(getDurationBreakdown(endTime - System.currentTimeMillis()));
}
});
}
}, 0, interval);
}
private void stopTimer() {
timer.cancel();
isCanceled = true;
}
private String getDurationBreakdown(long diff) {
long millis = diff;
if (millis < 0) {
return "00:00:00";
}
long hours = TimeUnit.MILLISECONDS.toHours(millis);
millis -= TimeUnit.HOURS.toMillis(hours);
long minutes = TimeUnit.MILLISECONDS.toMinutes(millis);
millis -= TimeUnit.MINUTES.toMillis(minutes);
long seconds = TimeUnit.MILLISECONDS.toSeconds(millis);
return String.format(Locale.ENGLISH, "%02d:%02d:%02d", hours, minutes, seconds);
//return "${getWithLeadZero(hours)}:${getWithLeadZero(minutes)}:${getWithLeadZero(seconds)}"
}
}
You need to create a thread to handle the update loop and use it to update the textarea. The tricky part though is that only the main thread can actually modify the ui so the update loop thread needs to signal the main thread to do the update. This is done using a Handler.
Check out this link: http://developer.android.com/guide/topics/ui/dialogs.html#
Click on the section titled "Example ProgressDialog with a second thread". It's an example of exactly what you need to do, except with a progress dialog instead of a textfield.
void method(boolean u,int max)
{
uu=u;
maxi=max;
if (uu==true)
{
CountDownTimer uy = new CountDownTimer(maxi, 1000)
{
public void onFinish()
{
text.setText("Finish");
}
#Override
public void onTick(long l) {
String currentTimeString=DateFormat.getTimeInstance().format(new Date());
text.setText(currentTimeString);
}
}.start();
}
else{text.setText("Stop ");
}
If anyone is interested, I started playing around with creating a standard object to run on an activities UI thread. Seems to work ok. Comments welcome. I'd love this to be available on the layout designer as a component to drag onto an Activity. Can't believe something like that doesn't already exist.
package com.example.util.timer;
import java.util.Timer;
import java.util.TimerTask;
import android.app.Activity;
public class ActivityTimer {
private Activity m_Activity;
private boolean m_Enabled;
private Timer m_Timer;
private long m_Delay;
private long m_Period;
private ActivityTimerListener m_Listener;
private ActivityTimer _self;
private boolean m_FireOnce;
public ActivityTimer() {
m_Delay = 0;
m_Period = 100;
m_Listener = null;
m_FireOnce = false;
_self = this;
}
public boolean isEnabled() {
return m_Enabled;
}
public void setEnabled(boolean enabled) {
if (m_Enabled == enabled)
return;
// Disable any existing timer before we enable a new one
Disable();
if (enabled) {
Enable();
}
}
private void Enable() {
if (m_Enabled)
return;
m_Enabled = true;
m_Timer = new Timer();
if (m_FireOnce) {
m_Timer.schedule(new TimerTask() {
#Override
public void run() {
OnTick();
}
}, m_Delay);
} else {
m_Timer.schedule(new TimerTask() {
#Override
public void run() {
OnTick();
}
}, m_Delay, m_Period);
}
}
private void Disable() {
if (!m_Enabled)
return;
m_Enabled = false;
if (m_Timer == null)
return;
m_Timer.cancel();
m_Timer.purge();
m_Timer = null;
}
private void OnTick() {
if (m_Activity != null && m_Listener != null) {
m_Activity.runOnUiThread(new Runnable() {
#Override
public void run() {
m_Listener.OnTimerTick(m_Activity, _self);
}
});
}
if (m_FireOnce)
Disable();
}
public long getDelay() {
return m_Delay;
}
public void setDelay(long delay) {
m_Delay = delay;
}
public long getPeriod() {
return m_Period;
}
public void setPeriod(long period) {
if (m_Period == period)
return;
m_Period = period;
}
public Activity getActivity() {
return m_Activity;
}
public void setActivity(Activity activity) {
if (m_Activity == activity)
return;
m_Activity = activity;
}
public ActivityTimerListener getActionListener() {
return m_Listener;
}
public void setActionListener(ActivityTimerListener listener) {
m_Listener = listener;
}
public void start() {
if (m_Enabled)
return;
Enable();
}
public boolean isFireOnlyOnce() {
return m_FireOnce;
}
public void setFireOnlyOnce(boolean fireOnce) {
m_FireOnce = fireOnce;
}
}
In the activity, I have this onStart:
#Override
protected void onStart() {
super.onStart();
m_Timer = new ActivityTimer();
m_Timer.setFireOnlyOnce(true);
m_Timer.setActivity(this);
m_Timer.setActionListener(this);
m_Timer.setDelay(3000);
m_Timer.start();
}
Here is a simple reliable way...
Put the following code in your Activity, and the tick() method will be called every second in the UI thread while your activity is in the "resumed" state. Of course, you can change the tick() method to do what you want, or to be called more or less frequently.
#Override
public void onPause() {
_handler = null;
super.onPause();
}
private Handler _handler;
#Override
public void onResume() {
super.onResume();
_handler = new Handler();
Runnable r = new Runnable() {
public void run() {
if (_handler == _h0) {
tick();
_handler.postDelayed(this, 1000);
}
}
private final Handler _h0 = _handler;
};
r.run();
}
private void tick() {
System.out.println("Tick " + System.currentTimeMillis());
}
For those interested, the "_h0=_handler" code is necessary to avoid two timers running simultaneously if your activity is paused and resumed within the tick period.
import java.text.SimpleDateFormat;
import java.util.Calendar;
import java.util.Timer;
import java.util.TimerTask;
import android.os.Bundle;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.CheckBox;
import android.widget.TextView;
import android.app.Activity;
public class MainActivity extends Activity {
CheckBox optSingleShot;
Button btnStart, btnCancel;
TextView textCounter;
Timer timer;
MyTimerTask myTimerTask;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
optSingleShot = (CheckBox)findViewById(R.id.singleshot);
btnStart = (Button)findViewById(R.id.start);
btnCancel = (Button)findViewById(R.id.cancel);
textCounter = (TextView)findViewById(R.id.counter);
btnStart.setOnClickListener(new OnClickListener(){
#Override
public void onClick(View arg0) {
if(timer != null){
timer.cancel();
}
//re-schedule timer here
//otherwise, IllegalStateException of
//"TimerTask is scheduled already"
//will be thrown
timer = new Timer();
myTimerTask = new MyTimerTask();
if(optSingleShot.isChecked()){
//singleshot delay 1000 ms
timer.schedule(myTimerTask, 1000);
}else{
//delay 1000ms, repeat in 5000ms
timer.schedule(myTimerTask, 1000, 5000);
}
}});
btnCancel.setOnClickListener(new OnClickListener(){
#Override
public void onClick(View v) {
if (timer!=null){
timer.cancel();
timer = null;
}
}
});
}
class MyTimerTask extends TimerTask {
#Override
public void run() {
Calendar calendar = Calendar.getInstance();
SimpleDateFormat simpleDateFormat =
new SimpleDateFormat("dd:MMMM:yyyy HH:mm:ss a");
final String strDate = simpleDateFormat.format(calendar.getTime());
runOnUiThread(new Runnable(){
#Override
public void run() {
textCounter.setText(strDate);
}});
}
}
}
.xml
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:paddingBottom="#dimen/activity_vertical_margin"
android:paddingLeft="#dimen/activity_horizontal_margin"
android:paddingRight="#dimen/activity_horizontal_margin"
android:paddingTop="#dimen/activity_vertical_margin"
android:orientation="vertical"
tools:context=".MainActivity" >
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center_horizontal"
android:autoLink="web"
android:text="http://android-er.blogspot.com/"
android:textStyle="bold" />
<CheckBox
android:id="#+id/singleshot"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Single Shot"/>
If you have delta time already.
public class Timer {
private float lastFrameChanged;
private float frameDuration;
private Runnable r;
public Timer(float frameDuration, Runnable r) {
this.frameDuration = frameDuration;
this.lastFrameChanged = 0;
this.r = r;
}
public void update(float dt) {
lastFrameChanged += dt;
if (lastFrameChanged > frameDuration) {
lastFrameChanged = 0;
r.run();
}
}
}
I Abstract Timer away and made it a separate class:
Timer.java
import android.os.Handler;
public class Timer {
IAction action;
Handler timerHandler = new Handler();
int delayMS = 1000;
public Timer(IAction action, int delayMS) {
this.action = action;
this.delayMS = delayMS;
}
public Timer(IAction action) {
this(action, 1000);
}
public Timer() {
this(null);
}
Runnable timerRunnable = new Runnable() {
#Override
public void run() {
if (action != null)
action.Task();
timerHandler.postDelayed(this, delayMS);
}
};
public void start() {
timerHandler.postDelayed(timerRunnable, 0);
}
public void stop() {
timerHandler.removeCallbacks(timerRunnable);
}
}
And Extract main action from Timer class out as
IAction.java
public interface IAction {
void Task();
}
And I used it just like this:
MainActivity.java
public class MainActivity extends Activity implements IAction{
...
Timer timerClass;
#Override
protected void onCreate(Bundle savedInstanceState) {
...
timerClass = new Timer(this,1000);
timerClass.start();
...
}
...
int i = 1;
#Override
public void Task() {
runOnUiThread(new Runnable() {
#Override
public void run() {
timer.setText(i + "");
i++;
}
});
}
...
}
I Hope This Helps 😊👌
I use this way:
String[] array={
"man","for","think"
}; int j;
then below the onCreate
TextView t = findViewById(R.id.textView);
new CountDownTimer(5000,1000) {
#Override
public void onTick(long millisUntilFinished) {}
#Override
public void onFinish() {
t.setText("I "+array[j] +" You");
j++;
if(j== array.length-1) j=0;
start();
}
}.start();
it's easy way to solve this problem.

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