Replacing CountDownTimer with Handler and Runnable for better performance - java

I've got game based on CountDownTimer, which is continuously repeating countdowns. This countDown is counting time for user to react on some action related to number, if user reacts onFinish() is called by some clickListener or by itself if the time was up. Depending of succesCondition(), method success or fail is called and those methods are defining if game is still running.
OnCreate
loop = gameLoop(time).start();
MainActivity
public CountDownTimer gameLoop(int time){
return new CountDownTimer(time, time+100) {
#Override
public void onTick(long millisUntilFinished) {
}
#Override
public void onFinish() {
if (!Conditions.succesCondition(number)) {
success();
} else {
fail();
}
}
};
}
public void success() {
loop.cancel();
scoreCount++;
animation.start();
}
public void fail(){
loop.cancel();
}
However this timer runs on Main thread and that provides well known issue skipped xx frames, your app might be doing too much work on its main thread and I found that this is common issue for CountDownTimer and replacing it with Handler is a solution.
I can't put this timer in AsyncTask because it performs mainly UI related tasks (TextViews, TextSwitcher, some progressBar etc. in success() method. I didn't put that in code in those methods for more clean view of the main problem. I'm trying to reconstruct CountDownTimer- like concept with handler and runnable to replace my Timer, but I'm actually stuck with nothing. As you can see I'm using only onFinish method, onTick is not necessary.

I suggest using a combination of java.util.Timer, java.util.TimerTask and Activity.runOnUiThread(). First create a Timer and call one of its schedule...()methods. Any action that needs to be done on the main (ui) thread can be wrapped in runOnUiThread(() -> { ...}). Be sure to call cancel() on TimerTask and Timer if those objects are no longer needed. Cancelling the Timer cancels the TimerTask as well.
Here is how this may look like:
public class TimerTaskActivity extends Activity {
Timer timer;
TimerTask timerTask;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.timertask);
...
}
#Override
protected void onStart() {
super.onStart();
timer = new Timer();
timerTask = new TimerTask() {
#Override
public void run() {
runOnUiThread(() -> {
....
});
}
};
timer.scheduleAtFixedRate(timerTask, 2000, 2000);
}
#Override
protected void onPause() {
super.onPause();
timer.cancel();
}
}

You may handle this situation using AsyncTask as well overriding the onProgressUpdate method.
Here's an example about how you can achieve the behaviour to interact with your main thread from AsyncTask. The example shows the update of a download which can be easily transformed to your specific problem of timer.
Update
In my case almost all code would be in onProgressUpdate, would it
still make any sense?
No, your code will not be in onProgressUpdate. The onProgressUpdate method will only be updating your timer in your UI. As far as I could understand, the success and the fail will be triggered based on user action as well. Then those actions are triggered, you can stop the AsyncTask to update your timer as well. You just need to AsyncTask to update the timer value time to time.
You will get a callback in your Activity when the AsyncTask finishes. See the mNotificationHelper.completed(); function in the above example. When you are notified in your Activity when the timer finishes, you might then execute the following task there.
public void completed() {
if (!Conditions.succesCondition(number)) {
success();
} else {
fail();
}
}

OK. I finally figured out how to handle it with handler (hehe):
public void startGameAction() {
//My game actions
handler = new Handler();
runnable = () -> {
if (!Conditions.succesCondition(number)) {
success();
} else {
fail();
}
};
handler.postDelayed(runnable,time);
}
public void success(){
handler.removeCallbacks(runnable);
handler = null;
scoreCount++;
//other stuff
startGameAction();
}
private void fail() {
handler.removeCallbacks(runnable);
//other stuff
}
onCreate only startGame call, handler and runnable defined as class fields
startGameAction();

Related

Can `android.os.Handler.postDelayed` fail?

I would like to run a function periodically every 5 seconds in a foreground service. I use android.os.Handler.postDelayed for that, like this:
private Handler handler = new Handler();
private Runnable updater = new Runnable() {
#Override
public void run() {
// Do some work
scheduleTask();
}
};
private void scheduleTask() {
handler.postDelayed(updater, 5000);
}
#Override
public void onCreate() {
super.onCreate();
scheduleTask();
}
#Override
public void onDestroy() {
super.onDestroy();
handler.removeCallbacks(updater);
}
Is it possible for the handler.postDelayed to fail? Can the OS just cancel the delayed request? How to catch that?
I need this to run stable for days.
If the app is in the foreground then there is no chance that the handler gets cancelled. It only gets cancelled when the app is running in background for some time or the Main thread has been destroyed.
For reference you can read the android developers documentation
https://developer.android.com/reference/android/os/Handler

CountDownTimer not working at all

I am trying to run a CountDownTimer inside a Thread, but it just won't work..
So in the MainActivitys onCreate I start it on Button click like that:
public void onClick(final View v) {
Log.d("Main", "onClick");
runOnUiThread(runner);
}
runner is an Instance of a class which implements Runnable:
private CountDownLatch doneSignal = new CountDownLatch(1);
#Override
public void run() {
Log.d("WR", "run");
this.countDown(20);
Log.d("WR", "waiting");
try {
doneSignal.await();
} catch (final InterruptedException ex) {
Log.e("WR", ex.getMessage(), ex);
}
Log.d("WR", "waited");
}
private void countDown(int time) {
final CountDownTimer timer = new CountDownTimer(time * 1000, 1000) {
#Override
public void onTick(final long millisUntilFinished) {
Log.d("WR", "onTick");
}
#Override
public void onFinish() {
Log.d("WR", "onFinish");
doneSignal.countDown();
}
};
Log.d("WR", "starting");
timer.start();
Log.d("WR", "started");
}
With this code, the application just freezes after Logging onClick, run and starting.
Changing runOnUiThread(runner) to new Thread(runner).start(); makes the application crash immediately after Logging onClick with no more output.
Some research said that the CountDownTimer needs to be run on UI-Thread due to the use of a Handler. But it just freezes.
When I remove the entire Thread stuff and just call runner.run(); in the Buttons onClick (also removing the implements Runnable in the runner Instance) I get following Log entries: onCLick, run, starting, started, waiting. But then nothing happens, as if the timer does not run, no call of the onTick method.
How can I fix my CountDownTimer?
CountDownTimer runs on The Ui Thread, and it has to run on the UI Thread, because internally it uses an Handler, which in turns neead a Looper. runOnUiThread(runner); whatever runner does, runs on the UI Thread.
private CountDownLatch doneSignal = new CountDownLatch(1);
calling await() on the UI Thread will block it, and since the countDown() runs on the same thread you practically dead-locked your app

Editing a Button's colour in a nonUI thread (Android)

I've seen some similar questions and got some information but they stop shy of telling me enough to get it working.
What I'm trying to do is make a simple rhythm game where the player taps a button at regular intervals (ie. beats). I wanted to set up a way of signalling when to tap by having the button change colour, and since this would be a repeated task at regular intervals I want to use a timer object with a schedule method.
But when I try calling on this method it tells me that I can't change the UI in a non UI thread. I've tried a few ways to write a method in the main thread that I can call from the timer object but I get the same error every time. I'm assuming that I just have the wrong idea about what counts as being from the UI thread, so I was hoping someone could clear it up.
Here's a snippet of one way I tried it, just to show what my code looks like:
OnClickListener clickButton = new View.OnClickListener() {
public void onClick(View v) {
if (startBeat == 0){
startBeat = System.nanoTime();
timerStart.scheduleAtFixedRate((new TimerTask()
{
public void run()
{
flashButton();
}
}), 0, beatTime);
timerEnd.schedule(new TimerTask()
{
public void run()
{
unflashButton();
}
}, beatTolerance*2, beatTime);
return;
}
};
public void flashButton(){
beatPrompt.setBackgroundColor(getResources().getColor(R.color.primary1transparent_very));
}
public void unflashButton(){
beatPrompt.setBackgroundColor(getResources().getColor(R.color.primary1));
}
To be clear, this is all contained within my MainActivity class along with the OnCreate class.
if you are in an activity all you need to do is use runOnUiThread() and then place the code to change the ui element in there
public void flashButton(){
runOnUiThread(new Runnable() {
#Override
public void run() {
beatPrompt.setBackgroundColor(getResources().getColor(R.color.primary1transparent_very));
}
});
}
You cannot, under any circumstances, touch a UI object from a non UI thread.
You can accomplish your intent using Handler.sendMessageDelayed
UI can only be touched by the main thread. You should post the actions you are performing on the ui thread via handler or via runOnUiThread
Try something similar to this
timerStart.scheduleAtFixedRate((new TimerTask()
{
public void run()
{
//replace MainActivity with your activity
//if inside a fragment use getActivity()
MainActivity.this.runOnUiThread(new Runnable() {
public void run() {
flashButton();
}
});
}
}), 0, beatTime);
If you are in an Activity you could surround flashButton() with an runOnUiThread.
...
runOnUiThread(new Runnable(){
public void run(){
flashButton();
}
});
...
use android.os.Handler Class. Change your code as follows:
private Handler handler=new Handler();
public void flashButton(){
handler.post(new Runnable(){
public void run(){
beatPrompt.setBackgroundColor(getResources().getColor(R.color.primary1transparent_very));
}
});
}
public void unflashButton(){
handler.post(new Runnable(){
public void run(){
beatPrompt.setBackgroundColor(getResources().getColor(R.color.primary1));
}
});
}

Base Activity with runnable

Intro: I have made a Base Activity to extend my other activities to. I have overriden several methods with runnables in the function bodies, for example:
#Override
protected void onStop(){
new Handler().postDelayed(new Runnable()
{
#Override
public void run()
{
BaseActivity.super.onStop();
}
}, Fade.fadeDuration);
}
However, I get a SuperNotCalledException when I try to run the app. If I take the super.onStop() out of the runnable, I get no exception whatsoever.
Question: How do I call the super.onStop from a runnable in a base activity without causing a SuperNotCalledException?
Additional info: I am trying to add a fadeoutanimation which only fades out certain views. This takes about 700ms so I need to delay the onStop for 700ms as well. The problem is that this is a hassle to code in every activity. I want to make a base activity so I don't have to worry about the fading in every single activity.
If you are trying to simply delay execution of the super.onStop I would use a CountDownLatch.
Maybe something like this :
private void CountDownLatch latch;
private void long latchWait = 10L; // seconds
private void TimeUnit latchWaitUnit = SECONDS;
#Override
protected void onStop(){
try{
this.latch.await(this.latchWait, this.latchWaitUnit);
catch(InterruptedException e){
// Handle
}finally{
super.onStop();
}
}
public void startLatch(long wait){
this.latch = new CountDownLatch(1);
this.latchWait = wait;
}
public void releaseLatch(){
this.latch.countDown()
}
I did not test this code.

Android - Setting a Timeout for an AsyncTask?

I have an AsyncTask class that I execute that downloads a big list of data from a website.
In the case that the end user has a very slow or spotty data connection at the time of use, I'd like to make the AsyncTask timeout after a period of time. My first approach to this is like so:
MyDownloader downloader = new MyDownloader();
downloader.execute();
Handler handler = new Handler();
handler.postDelayed(new Runnable()
{
#Override
public void run() {
if ( downloader.getStatus() == AsyncTask.Status.RUNNING )
downloader.cancel(true);
}
}, 30000 );
After starting the AsyncTask, a new handler is started that will cancel the AsyncTask after 30 seconds if it's still running.
Is this a good approach? Or is there something built into AsyncTask that is better suited for this purpose?
Yes, there is AsyncTask.get()
myDownloader.get(30000, TimeUnit.MILLISECONDS);
Note that by calling this in main thread (AKA. UI thread) will block execution, You probably need call it in a separate thread.
Use CountDownTimer Class in side the extended class for AsyncTask in the onPreExecute() method:
Main advantage, the Async monitoring done internally in the class.
public class YouExtendedClass extends AsyncTask<String,Integer,String> {
...
public YouExtendedClass asyncObject; // as CountDownTimer has similar method -> to prevent shadowing
...
#Override
protected void onPreExecute() {
asyncObject = this;
new CountDownTimer(7000, 7000) {
public void onTick(long millisUntilFinished) {
// You can monitor the progress here as well by changing the onTick() time
}
public void onFinish() {
// stop async task if not in progress
if (asyncObject.getStatus() == AsyncTask.Status.RUNNING) {
asyncObject.cancel(false);
// Add any specific task you wish to do as your extended class variable works here as well.
}
}
}.start();
...
change CountDownTimer(7000, 7000) -> CountDownTimer(7000, 1000) for example and it will call onTick() 6 times before calling onFinish(). This is good if you want to add some monitoring.
Thanks for all the good advice I got in this page :-)
In the case, your downloader is based upon an for an URL connection, you have a number of parameters that could help you to define a timeout without complex code:
HttpURLConnection urlc = (HttpURLConnection) url.openConnection();
urlc.setConnectTimeout(15000);
urlc.setReadTimeout(15000);
If you just bring this code into your async task, it is ok.
'Read Timeout' is to test a bad network all along the transfer.
'Connection Timeout' is only called at the beginning to test if the server is up or not.
I don't think there's anything like that built into AsyncTask. Your approach seems to be a good one. Just be sure to periodically check the value of isCancelled() in your AsyncTask's doInBackground method to end this method once the UI thread cancels it.
If you want to avoid using the handler for some reason, you could check System.currentTimeMillis periodically within your AsyncTask and exit on timeout, although I like your solution better since it can actually interrupt the thread.
Context mContext;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mContext = this;
//async task
final RunTask tsk = new RunTask ();
tsk.execute();
//setting timeout thread for async task
Thread thread1 = new Thread(){
public void run(){
try {
tsk.get(30000, TimeUnit.MILLISECONDS); //set time in milisecond(in this timeout is 30 seconds
} catch (Exception e) {
tsk.cancel(true);
((Activity) mContext).runOnUiThread(new Runnable()
{
#SuppressLint("ShowToast")
public void run()
{
Toast.makeText(mContext, "Time Out.", Toast.LENGTH_LONG).show();
finish(); //will close the current activity comment if you don't want to close current activity.
}
});
}
}
};
thread1.start();
}
You can put one more condition to make cancellation more robust. e.g.,
if (downloader.getStatus() == AsyncTask.Status.RUNNING || downloader.getStatus() == AsyncTask.Status.PENDING)
downloader.cancel(true);
Inspiring from question I have written a method which do some background task via AsyncTask and if processing takes more then LOADING_TIMEOUT then an alert dialogue to retry will appear.
public void loadData()
{
final Load loadUserList=new Load();
loadUserList.execute();
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
if (loadUserList.getStatus() == AsyncTask.Status.RUNNING) {
loadUserList.cancel(true);
pDialog.cancel();
new AlertDialog.Builder(UserList.this)
.setTitle("Error..!")
.setMessage("Sorry you dont have proper net connectivity..!\nCheck your internet settings or retry.")
.setCancelable(false)
.setPositiveButton("Retry", new DialogInterface.OnClickListener() {
#Override
public void onClick(DialogInterface dialogInterface, int i) {
loadData();
}
})
.setNegativeButton("Exit", new DialogInterface.OnClickListener() {
#Override
public void onClick(DialogInterface dialogInterface, int i) {
System.exit(0);
}
})
.show();
}
}
}, LOADING_TIMEOUT);
return;
}

Categories