My Code should frequently update a number (not only show the result, delay of 100) from a loop in an EditText after you click on a button.
Old Code:
button2.setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
while (repeat > 0) {
num1 = new Random().nextInt(6)+1;
edit1.setText(String.valueOf(num1));
repeat = repeat - 1;
rep.setText(String.valueOf(repeat));
}
}
});
Now I have this:
final Handler randomHandler = new Handler();
final Runnable randomUpdate = new Runnable() {
#Override
public void run() {
num1 = new Random().nextInt(6) + 1;
edit1.setText(String.valueOf(num1));
repeat--;
rep.setText(String.valueOf(repeat));
randomHandler.postDelayed(this, 1000);
}
};
btnpl5.setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
repeat = repeat + 5;
rep.setText(String.valueOf(repeat));
button2.setClickable(true);
button2.setEnabled(true);
}
});
button2.setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
randomUpdate.run();
button2.setClickable(false);
button2.setEnabled(false);
}
Problem: it won't stop after repeat is 0 (it goes on -1 -2 -3 -4 ..)?
You must always be on the UI thread when calling any method on any
view. If you are doing work on other threads and want to update the
state of a view from that thread, you should use a Handler.
Try this,
handler.postDelayed(new Runnable(){
#Override
public void run() {
num1 = new Random().nextInt(6)+1;
// get previous value and append new generated
edit1.setText(edit1.getText().toString()+String.valueOf(num1));
}
}, (1000)); // run this method in every 1000 milliseconds
This may help you.
You can use an AsyncTask to delay in the background, and publishProgress() to update the UI.
class TextDisplayTask extends AsyncTask<Integer, Integer, Void> {
private int DELAY_MILLIS = 100; // ... set your delay here
#Override
protected Void doInBackground(Integer... params) {
for (int i = 0; i < params[0]; i++) {
int num = new Random().nextInt(6) + 1;
publishProgress(num);
Thread.sleep(DELAY_MILLIS);
}
return null;
}
#Override
protected void onProgressUpdate(Integer... values) {
edit1.setText(String.valueOf(values[0]));
}
}
button.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
new TextDisplayTask().execute(20); // show a number 20 times
}
});
Related
I am trying to learn coding. So I decided to make a little project but i stuck.
I am trying to make a CountDownTimer. I have 3 different times. For example first one is 10 sec, second one 5 sec and the third one is 7 sec. So I wanna make an app that start the count from 10 sec and when it finish it start the count from second timer and then third one.
public class MainActivity extends AppCompatActivity {
private Button mStartButton;
private Button mResetButton;
private Button mStopButton;
private TextView mTextViewCountDown;
private TextView mTextViewCounter;
private CountDownTimer mCountDownTimer;
private int countme = 0 ;
private int [] array = new int[3];
#Override
protected void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
mStartButton = findViewById(R.id.button_start);
mStopButton = findViewById(R.id.button_stop);
mResetButton = findViewById(R.id.button_reset);
mTextViewCountDown = findViewById(R.id.text_view_countdown);
mTextViewCounter = findViewById(R.id.text_s);
array[0]=10000;
array[1]=5000;
array[2]=70000;
mStartButton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
for(int i = 0; i<3; i++){
mCountDownTimer = new CountDownTimer(array[i], 1000) {
#Override
public void onTick(long millisUntilFinished) {
mTextViewCountDown.setText(""+ millisUntilFinished/1000);
}
#Override
public void onFinish() {
countme++;
if(countme / 3 == 3){
mCountDownTimer.cancel();
}else{
start();
} } }.start();
}
}
}); } }
I don't think for loop is right for my problem. It does not increase variable i once, it increase in every ontick i guess. As a beginner, I couldn't figure out what should I do.
You do not need for loop try something like this:
private void startCountDowntimer(long millis, int count) {
count ++;
int finalCount = count;
new CountDownTimer(millis, 1000) {
#Override
public void onTick(long millisUntilFinished) {
mTextViewCountDown.setText(""+ millisUntilFinished/1000);
}
#Override
public void onFinish() {
if (finalCount == 1) {
startCountDowntimer(5000, 1);
} else if (finalCount == 2) {
startCountDowntimer(7000, 2);
} else {
//all finished
}
}
}.start();
}
and on the button click:
mStartButton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
startCountDowntimer(10000, 0);
}
});
I'm working on a tank-game and I have a TextView which represents the shot. Now I want to display the TextView at the specific point and remove it after a second that it looks like the shot goes further step by step. But when I add a countdown or a Thread.sleep the program stops for a second but the TextView doesn't disappear. i want to move the TextView over the screen and after every iteration of my for loop i want to wait a second and then rearrange it again?
Here is the code :
public void shot(float power, float winkel, Button button) {
if(winkel>90) {
winkel = winkel - 10;
}else if(winkel<90){
winkel = winkel +10;
}
for (double i = 0; i<100;i = i+ 1) {
final TextView textView = new TextView(context);
textView.setText(".");
double x = tanks.get(currentTank).getxPos()+(i*power*Math.cos(winkel *(Math.PI/180)));
double y = tanks.get(currentTank).getyPos()+(-1*(i*power*Math.sin(winkel *(Math.PI/180))));
double gravity = (-1*((9.81/2)*Math.pow(i,2)));
y = (y-gravity);
textView.setX((float) x);
textView.setY((float) y);
layout.addView(textView);
for (int j = 0;j<tanks.size();j++){
if(textView.getX()>tanks.get(j).getxPos()&&textView.getX()<tanks.get(j).getxPos()+100){
if(textView.getY()>tanks.get(j).getyPos()&&textView.getY()<tanks.get(j).getyPos()+100){
float k = tanks.get(j).getxPos()-textView.getX();
if(k<0){
k = k*-1;
}
makeDamage(k,tanks.get(j));
}
}
}
new CountDownTimer(2000,1000){
#Override
public void onTick(long millisUntilFinished) {
}
#Override
public void onFinish() {
layout.removeView(textView);
}
}.start();
}
newTurn();
}
I want to pause the program after adding the TextView for one second and the remove it. The program stops but the TextView doesn't disappear till the for-loop finished. Then all TextViews disappear.
Problem solved:
i've added all positions in a array and then this
public void drawShot(final Button firework, final ArrayList<TextView> toDraw){
final int[] i = {0};
final Handler mHandler = new Handler();
firework.setOnClickListener(new View.OnClickListener() {
#RequiresApi(api = Build.VERSION_CODES.JELLY_BEAN)
#Override
public void onClick(View v) {
firework(firework,toDraw.get(i[0]).getX(),toDraw.get(i[0]).getY());
}
});
Runnable runnable = new Runnable() {
#Override
public void run() {
layout.addView(toDraw.get(i[0]));
if(!check(toDraw.get(i[0]))) {
mHandler.postDelayed(this, (long) 1);
}
i[0]++;
}
};
// start it with:
mHandler.post(runnable);
}
probably need to run the remove command on main thread
Handler mainHandler = new Handler(context.getMainLooper());
Runnable myRunnable = new Runnable() {
#Override
public void run() {
layout.removeView(textView);
}
};
mainHandler.post(myRunnable);
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game);
Toolbar toolbar = (Toolbar) findViewById(R.id.toolbar);
setSupportActionBar(toolbar);
take = getIntent();
levelone = take.getIntArrayExtra("level1");
take = getIntent();
leveltwo = take.getIntArrayExtra("level2");
take = getIntent();
levelthree = take.getIntArrayExtra("level3");
colors[0] = (R.drawable.blue1);//Suppose to give integer value for the colors
colors[1] = (R.drawable.purple1);
colors[2] = (R.drawable.yellow1);
colors[3] = (R.drawable.green1);
colors1[0] = (R.drawable.blue);//Suppose to set the colors back to origin
colors1[1] = (R.drawable.purple);
colors1[2] = (R.drawable.yellow);
colors1[3] = (R.drawable.green);
purple = findViewById(R.id.purplee); //1
green = findViewById(R.id.greenn);//2
yellow = findViewById(R.id.yelloww);//3
blue = findViewById(R.id.bluee);//4
for (int i = 0; i < btn.length; i++) {
buttons[i] = findViewById(btn[i]);
buttons[i].setOnClickListener(this);
}
/*new CountDownTimer(5000,1000)//5000=5sec to wait and 1000=1sec for interval
{
// loop for timer
#Override
public void onTick(long l) {
Toast.makeText(Main.this, ""+l/1000, Toast.LENGTH_SHORT).show();
}
//what happend after finish 5 sec
#Override
public void onFinish() {
Intent go=new Intent(Main.this,Start.class);
startActivity(go);
}
}.start();*/
new CountDownTimer(2000,500)//5000=5sec to wait and 1000=1sec for interval
{
// loop for timer
#Override
public void onTick(long l) {
buttons[1].setBackgroundResource(colors1[1]);//purple Butttons[1]
buttons[2].setBackgroundResource(colors1[2]);//Yellow Buttons[2]
buttons[3].setBackgroundResource(colors1[3]);//Green Buttons[3]
buttons[0].setBackgroundResource(colors1[0]);//Blue Buttons[0]
}
//what happend after finish 5 sec
#Override
public void onFinish() {
}
}.start();
I want to change the buttons color by delay so I ran a couple of options to do so and none of them worked, I mean I didn't see the delay and the color of the buttons didn't change as it supposed to so how should I do that? In the code, I have tried something but it didn't work so if you have any ideas I will be happy to hear.
You can use a handler
Handler handler = new Handler();
for(int i=0; i<btn.size; i++){
handler.postDelayed(new Runnable() {
#Override
public void run() {
buttons[i].setBackgroundResource(colors1[i]);
}
},1000); // Delay every "1" second
}
//Write This Code Inside onCreate Methode
Timer timer = new Timer();
MyTimer myTimer = new MyTimer();
timer.schedule(myTimer, 1000, 1000);
//Make this Class Outside onCreate Methode
class MyTimer extends TimerTask {
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
Random random = new Random();
for (int i = 0; i < btn.size; i++) {
buttons[i].setBackgroundColor(Color.argb(255, random.nextInt(256), random.nextInt(256), random.nextInt(256)));
}
}
});
}
}
I need a timer to start any time I press a button (on the button itself) that shows how many seconds it's been since it's pressed in real time. Whenever it's pressed again, timer is reset to 0 and starts incrementing again
I know this isn't the way to do it, the button works fine but the timer should be in onCreate? I'm not sure how this is supposed to work with a button
public class MainActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
downloadedImg = (ImageView) findViewById(R.id.imageView);
}
public void clickAsync(View view) {
new ImageDownloader().execute(downloadUrl);
int seconds = 0;
Button button = (Button) view;
button.setText("Seconds since clicked: " + seconds);
Timer timer = new Timer();
//each time button is clicked, time is reset to 0 and increments in real time
timer.scheduleAtFixedRate(new TimerTask()
{
public void run()
{
seconds = 0;
seconds++;
button.setText("Seconds since clicked: " + seconds);
}
}, 0, 1000);
}
}
Another easy way to do this is to use Handler
mHandler = new Handler();
Just call updateSec();method on click of a button it'll update sec in interval of one seconds
Runnable UpdateRunnable = new Runnable() {
#Override
public void run() {
updateSec();
}
};
public void updateSec() {
mSeconds++;
mHandler.postDelayed(UpdateRunnable, 1000);
}
Example
button.setOnClickListener(new OnClickListener() {
public void onClick(View v) {
mSeconds = 0;
updateSec();//it'll update sec variable every second.
}
});
try this: use a handler
long startTime = 0;
long elapsedTime ;
//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;
int hours = minutes / 60;
seconds = seconds % 60;
//textview for displaying time..
timerTextView.setText(String.format("%d:%02d:%02d", hours, minutes, seconds));
timerHandler.postDelayed(this, 1000);
}
};
b.setOnClickListener(new View.OnClickListener() { //b is your button
#Override
public void onClick(View v) {
Button b = (Button) v;
if (b.getText().equals("Stop")) {
elapsedTime = System.currentTimeMillis() - startTime;
timerHandler.removeCallbacks(timerRunnable);
b.setText("Resume");
} else {
startTime = System.currentTimeMillis() - elapsedTime;
timerHandler.postDelayed(timerRunnable, 0);
Calendar cs = Calendar.getInstance();
System.out.println("Current time => " + cs.getTime());
SimpleDateFormat df = new SimpleDateFormat("HH:mm");
String formattedDate = df.format(cs.getTime());
timerTextView.setText(formattedDate);
b.setText("Stop");
}
}
});
it will calculate the elapsed time and show time after stop...
You can use threads:
#Override
public void onClick(View view){
switch(view.getId()){
case R.id.button:
new Thread(new Runnable() {
#Override
public void run() {
try{
Thread.sleep(1000);
} catch(InterruptedException e) {
e.printStackTrace();
}
count++;
textView.post(new Runnable() {
#Override
public void run() {
textView.setText(count + "");
}
});
}
}
}).start;
break;
}
}
the view must be updated on main thread, and so you need to use post() method that has runnable instance as parameter.
Alternatively, you can also use AsyncTask.
i'm new to android programming. I have the following code happening on a button click
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
final Button button = (Button) findViewById(R.id.morse_btn);
button.setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
loopCode();
}
});
}
which calls this:
public void loopCode()
{
String code = "Hello There";
TextView view = (TextView) findViewById(R.id.code_txt);
String s = "";
for(int i = 0; i < code.length(); i++)
{
s+=code.charAt(i);
view.setText(s);
try {
TimeUnit.SECONDS.sleep(1);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
but when i run it on my phone, the text does not get appended until after the for loop has gone through, i.e i press the button, and after a few seconds, the whole string "Hello There" appears.
How can I make it write the text one character at a time, like a typewriter style.
Thanks
You need to use view.append("") which will append new text to the existing one.
Try this code:
int i = 0; //declare this globally
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
if(i != 10) {
text.append(" " + i);
i++;
handler.postDelayed(this, 1000);
}
}
}, 1000);
}
This code will append a new number to the TextView every one second until it has reached the count 10. You can apply the same logic.
I had provided this solution to a question here -
[EDIT]
Try this:
String code = "Hello There"; //declare variable globally
int i = 0; //declare globally
TextView view; //declare globally
public void loopCode()
{
view = (TextView) findViewById(R.id.code_txt);
//String s = "";
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
if(i != code.length()) {
view.append(" " + code.charAt(i));
i++;
handler.postDelayed(this, 1000);
}
}
}, 1000);
}
}
Don't forget to declare int i = 0 and String code = "Hello There" globally.
Exist 2 different method setText in TextView.
public final void setText (int resid)
public final void setText (CharSequence text)
when you put variable int in setText, the android try find String in classe R variable in same code.
To resolve this you then cast int to string using String.valueOF(...)
see more in;
http://developer.android.com/reference/android/widget/TextView.html#setText(java.lang.CharSequence)
http://docs.oracle.com/javase/6/docs/api/java/lang/String.html#valueOf(int)
try
public void loopCode()
{
String code = "Hello There";
TextView view = (TextView) findViewById(R.id.code_txt);
String s = "";
for(int i = 0; i < code.length(); i++)
{
view.setText(String.valueOf(i));
try {
TimeUnit.SECONDS.sleep(1);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}