How to start a timer using another timer in Android Studio - java

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();

Related

handler.postDelayed not working correctly

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.

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.

synchronized countdown timer- android development

I have an app that has one countdown timer that should show up the same for every user when they open the app. In order to do this, I have based the time that the users' phones show on Epoch time. I do the following calculations to (what I thought would...) ensure that each phone shows the same time, and that the countdown clock is continuous and accurate. However, every time I open the app up, the clock is at a totally different time, when I think it should be continuously counting down and resetting. What's wrong? I have included my code below:
private static final int COUNTDOWN_DURATION = 30; //time in seconds
private static final long BASE_TIME = 1470729402L; //an arbitrary Epoch time that I have picked as a reference point
private TextView tvTimer;
private Long currentTimeMillis;
private int finalTime;
private boolean firstTime;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState)
//set up basics
...
//set up timer
tvTimer = (TextView) findViewById(R.id.tvTimer);
firstTime = true;
setCurrentTime();
}
private void setCurrentTime() {
currentTimeMillis = System.currentTimeMillis();
long currentTimeSecs = currentTimeMillis/1000;
long timeDiff = currentTimeSecs - BASE_TIME;
//determines what spot the countdown timer is at when the app is started
finalTime = (int) (timeDiff % COUNTDOWN_DURATION);
resetTimer();
}
public void resetTimer(){
if (firstTime) {
CountDownTimer countDownTimer = new CountDownTimer(finalTime * 1000, 1000) {
public void onTick(long millisUntilFinished) {
tvTimer.setText(" " + millisUntilFinished / 1000 + " ");
}
public void onFinish() {
resetTimer();
}
};
countDownTimer.start();
firstTime = false;
}
else {
CountDownTimer countDownTimer = new CountDownTimer(COUNTDOWN_DURATION * 1000, 1000) {
public void onTick(long millisUntilFinished) {
tvTimer.setText(" " + millisUntilFinished / 1000 + " ");
}
public void onFinish() {
resetTimer();
}
};
countDownTimer.start();
}
}

Android: How to pause and resume a Count Down Timer?

I have developed a Count Down Timer and I am not sure how to pause and resume the timer as the textview for the timer is being clicked. Click to start then click again to pause and to resume, click again the timer's text view.
This is my code:
Timer = (TextView) this.findViewById(R.id.time); //TIMER
Timer.setOnClickListener(TimerClickListener);
counter = new MyCount(600000, 1000);
}//end of create
private OnClickListener TimerClickListener = new OnClickListener() {
public void onClick(View v) {
updateTimeTask();
}
private void updateTimeTask() {
if (decision == 0) {
counter.start();
decision = 1;
} else if (decision == 2) {
counter.onResume1();
decision = 1;
} else {
counter.onPause1();
decision = 2;
}//end if
}
;
};
class MyCount extends CountDownTimer {
public MyCount(long millisInFuture, long countDownInterval) {
super(millisInFuture, countDownInterval);
}//MyCount
public void onResume1() {
onResume();
}
public void onPause1() {
onPause();
}
public void onFinish() {
Timer.setText("00:00");
p1++;
if (p1 <= 4) {
TextView PScore = (TextView) findViewById(R.id.pscore);
PScore.setText(p1 + "");
}//end if
}//finish
public void onTick(long millisUntilFinished) {
Integer milisec = new Integer(new Double(millisUntilFinished).intValue());
Integer cd_secs = milisec / 1000;
Integer minutes = (cd_secs % 3600) / 60;
Integer seconds = (cd_secs % 3600) % 60;
Timer.setText(String.format("%02d", minutes) + ":"
+ String.format("%02d", seconds));
///long timeLeft = millisUntilFinished / 1000;
/}//on tick
}//class MyCount
protected void onResume() {
super.onResume();
//handler.removeCallbacks(updateTimeTask);
//handler.postDelayed(updateTimeTask, 1000);
}//onResume
#Override
protected void onPause() {
super.onPause();
//do stuff
}//onPause
/*
* Copyright (C) 2010 Andrew Gainer
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// Adapted from Android's CountDownTimer class
package com.cycleindex.multitimer;
import android.os.Handler;
import android.os.Message;
import android.os.SystemClock;
/**
* Schedule a countdown until a time in the future, with
* regular notifications on intervals along the way.
*
* The calls to {#link #onTick(long)} are synchronized to this object so that
* one call to {#link #onTick(long)} won't ever occur before the previous
* callback is complete. This is only relevant when the implementation of
* {#link #onTick(long)} takes an amount of time to execute that is significant
* compared to the countdown interval.
*/
public abstract class CountDownTimerWithPause {
/**
* Millis since boot when alarm should stop.
*/
private long mStopTimeInFuture;
/**
* Real time remaining until timer completes
*/
private long mMillisInFuture;
/**
* Total time on timer at start
*/
private final long mTotalCountdown;
/**
* The interval in millis that the user receives callbacks
*/
private final long mCountdownInterval;
/**
* The time remaining on the timer when it was paused, if it is currently paused; 0 otherwise.
*/
private long mPauseTimeRemaining;
/**
* True if timer was started running, false if not.
*/
private boolean mRunAtStart;
/**
* #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 in millis at which to execute
* {#link #onTick(millisUntilFinished)} callbacks
* #param runAtStart True if timer should start running, false if not
*/
public CountDownTimerWithPause(long millisOnTimer, long countDownInterval, boolean runAtStart) {
mMillisInFuture = millisOnTimer;
mTotalCountdown = mMillisInFuture;
mCountdownInterval = countDownInterval;
mRunAtStart = runAtStart;
}
/**
* Cancel the countdown and clears all remaining messages
*/
public final void cancel() {
mHandler.removeMessages(MSG);
}
/**
* Create the timer object.
*/
public synchronized final CountDownTimerWithPause create() {
if (mMillisInFuture <= 0) {
onFinish();
} else {
mPauseTimeRemaining = mMillisInFuture;
}
if (mRunAtStart) {
resume();
}
return this;
}
/**
* Pauses the counter.
*/
public void pause () {
if (isRunning()) {
mPauseTimeRemaining = timeLeft();
cancel();
}
}
/**
* Resumes the counter.
*/
public void resume () {
if (isPaused()) {
mMillisInFuture = mPauseTimeRemaining;
mStopTimeInFuture = SystemClock.elapsedRealtime() + mMillisInFuture;
mHandler.sendMessage(mHandler.obtainMessage(MSG));
mPauseTimeRemaining = 0;
}
}
/**
* Tests whether the timer is paused.
* #return true if the timer is currently paused, false otherwise.
*/
public boolean isPaused () {
return (mPauseTimeRemaining > 0);
}
/**
* Tests whether the timer is running. (Performs logical negation on {#link #isPaused()})
* #return true if the timer is currently running, false otherwise.
*/
public boolean isRunning() {
return (! isPaused());
}
/**
* Returns the number of milliseconds remaining until the timer is finished
* #return number of milliseconds remaining until the timer is finished
*/
public long timeLeft() {
long millisUntilFinished;
if (isPaused()) {
millisUntilFinished = mPauseTimeRemaining;
} else {
millisUntilFinished = mStopTimeInFuture - SystemClock.elapsedRealtime();
if (millisUntilFinished < 0) millisUntilFinished = 0;
}
return millisUntilFinished;
}
/**
* Returns the number of milliseconds in total that the timer was set to run
* #return number of milliseconds timer was set to run
*/
public long totalCountdown() {
return mTotalCountdown;
}
/**
* Returns the number of milliseconds that have elapsed on the timer.
* #return the number of milliseconds that have elapsed on the timer.
*/
public long timePassed() {
return mTotalCountdown - timeLeft();
}
/**
* Returns true if the timer has been started, false otherwise.
* #return true if the timer has been started, false otherwise.
*/
public boolean hasBeenStarted() {
return (mPauseTimeRemaining <= mMillisInFuture);
}
/**
* 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();
private static final int MSG = 1;
// handles counting down
private Handler mHandler = new Handler() {
#Override
public void handleMessage(Message msg) {
synchronized (CountDownTimerWithPause.this) {
long millisLeft = timeLeft();
if (millisLeft <= 0) {
cancel();
onFinish();
} 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 = mCountdownInterval - (SystemClock.elapsedRealtime() - lastTickStart);
// special case: user's onTick took more than mCountdownInterval to
// complete, skip to next interval
while (delay < 0) delay += mCountdownInterval;
sendMessageDelayed(obtainMessage(MSG), delay);
}
}
}
};
}
Source : This Gist.
A nice and simple way to create a Pause/Resume for your CountDownTimer is to create a separate method for your timer start, pause and resume as follows:
public void timerStart(long timeLengthMilli) {
timer = new CountDownTimer(timeLengthMilli, 1000) {
#Override
public void onTick(long milliTillFinish) {
milliLeft=milliTillFinish;
min = (milliTillFinish/(1000*60));
sec = ((milliTillFinish/1000)-min*60);
clock.setText(Long.toString(min)+":"+Long.toString(sec));
Log.i("Tick", "Tock");
}
}
timer.start();
The timerStart has a long parameter as it will be reused by the resume() method below. Remember to store your milliTillFinished (above as milliLeft) so that you may send it through in your resume() method. Pause and resume methods below respectively:
public void timerPause() {
timer.cancel();
}
private void timerResume() {
Log.i("min", Long.toString(min));
Log.i("Sec", Long.toString(sec));
timerStart(milliLeft);
}
Here is the code for the button FYI:
startPause.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
if(startPause.getText().equals("Start")){
Log.i("Started", startPause.getText().toString());
startPause.setText("Pause");
timerStart(15*1000);
} else if (startPause.getText().equals("Pause")){
Log.i("Paused", startPause.getText().toString());
startPause.setText("Resume");
timerPause();
} else if (startPause.getText().equals("Resume")){
startPause.setText("Pause");
timerResume();
}
Well there are no API to pause or resume it. What you should do is cancel() the timer and store the time remaining in a variable. When the resume button is hit again, restart the timer with the value from the variable.
You know Chronometers may be of interest to you.
I wrote a extended CountDownTimer here. Let's try this and leave your comment:
Eg:
// Init timer
lateinit var timerExt: CountDownTimerExt
timerExt = object : CountDownTimerExt(TIMER_DURATION, TIMER_INTERVAL) {
override fun onTimerTick(millisUntilFinished: Long) {
Log.d("MainActivity", "onTimerTick $millisUntilFinished")
}
override fun onTimerFinish() {
Log.d("MainActivity", "onTimerFinish")
}
}
// Start/Resume timer
timerExt.start()
// Pause timer
timerExt.pause()
// Restart timer
timerExt.restart()
You can try using a library I created, Hourglass
Hourglass hourglass = new Hourglass(50000, 1000) {
#Override
public void onTimerTick(long timeRemaining) {
// Update UI
Toast.show(MainActivity.this, String.valueOf(timeRemaining), Toast.LENGTH_SHORT).show();
}
#Override
public void onTimerFinish() {
// Timer finished
Toast.show(MainActivity.this, "Timer finished", Toast.LENGTH_SHORT).show();
}
};
Use hourglass.startTimer(); to start the timer.
It has helper methods which allow to pause and resume the timer.
hourglass.pauseTimer();
AND
hourglass.resumeTimer();
I have a simple solution. All you have to do is add an extra variable which stores the current time. The only addition is currentMillis at top and in onTick(). Use cancel() to pause.
PS: I'm using butterknife library, it's used to avoid using findviewbyid and setonclicklisteners. If you do not want to use it then you can just use the basic way of setting listeners and findviewbyid.
#BindView(R.id.play_btn) ImageButton play;
#BindView(R.id.pause_btn) ImageButton pause;
#BindView(R.id.close_btn) ImageButton close;
#BindView(R.id.time) TextView time;
private CountDownTimer countDownTimer;
private long currentMillis=10;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game);
ButterKnife.bind(this);
}
#OnClick(R.id.play_btn) void play_game(){
this.play();
}
#OnClick(R.id.pause_btn) void pause_game(){
this.pause();
}
#OnClick(R.id.close_btn) void close_game(){
this.close();
}
void play(){
play.setVisibility(View.GONE);
close.setVisibility(View.GONE);
pause.setVisibility(View.VISIBLE);
time.setText(""+currentMillis);
countDownTimer = new CountDownTimer(currentMillis*1000,1000) {
#Override
public void onTick(long millisUntilFinish) {
currentMillis=millisUntilFinish/1000;
time.setText(""+millisUntilFinish/1000);
}
#Override
public void onFinish() {
time.setText("Done!");
}
};
countDownTimer.start();
}
void pause(){
play.setVisibility(View.VISIBLE);
close.setVisibility(View.VISIBLE);
pause.setVisibility(View.GONE);
countDownTimer.cancel();
}
void close(){
if(countDownTimer!=null){
countDownTimer.cancel();
countDownTimer=null;
}
Intent intent = new Intent(this,MainActivity.class);
startActivity(intent);
}
}
Although the question doesn't include the Kotlin tag, I still think this answer belongs here due to Android tag.
I've made a very simple library that uses the CountDownTimer internally and inspired by this answer. So far, it works as intended with my very basic use case:
Pause the timer when the app/activity is paused, and resume when the app/activity resumes.
Usage:
class GameActivity : Activity() {
private var timer = CustomTimer(30000, 1000) // 30 seconds duration at 1 second interval
override fun onCreate(savedInstanceState: Bundle?) {
...
timer.onTick = { millisUntilFinished ->
textView.text = "seconds remaining: " + millisUntilFinished / 1000
}
timer.onFinish = {
TODO("do something here")
}
}
override fun onResume() {
super.onResume()
timer.resume()
}
override fun onPause() {
super.onPause()
timer.pause()
}
}
Source code:
Resumable CustomTimer.kt (50 lines)
public static void setTimerMillis(Context context, long millis)
{ SharedPreferences sp =
context.getSharedPreferences(SessionManager.FILE_USER, Context.MODE_PRIVATE);
SharedPreferences.Editor spe = sp.edit(); spe.putLong(SessionManager.TIMER_MILLIS, millis); spe.apply(); }
void setExamTimer() {
setTimerColors();
final long maxTimeToShow = 60000; //testing
final long lastTimeinMillisLeftSaved = TestyBookHelper.getTimerMillis(context); //take saved value from sharedpref
final long intervalTime = 1000;
donut_exam_timer.setMax((int) maxTimeToShow);
CountDownTimer countDownTimer = new CountDownTimer(lastTimeinMillisLeftSaved, intervalTime) {
#Override
public void onTick(long millis) {
TestyBookHelper.setTimerMillis(context, millis);
String hms = String.format("%02d:%02d:%02d", TimeUnit.MILLISECONDS.toHours(millis),
TimeUnit.MILLISECONDS.toMinutes(millis) - TimeUnit.HOURS.toMinutes(TimeUnit.MILLISECONDS.toHours(millis)),
TimeUnit.MILLISECONDS.toSeconds(millis) - TimeUnit.MINUTES.toSeconds(TimeUnit.MILLISECONDS.toMinutes(millis))); System.out.println(hms);
donut_exam_timer.setText(hms);
donut_exam_timer.setProgress(millis);
}
#Override
public void onFinish() {
}
};
countDownTimer.start();
}
public static long getTimerMillis(Context context) {
SharedPreferences sp = context.getSharedPreferences(SessionManager.FILE_USER, Context.MODE_PRIVATE);
return sp.getLong(SessionManager.TIMER_MILLIS, 60000L);}

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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