How to change android timer period? - java

I am writing simple game, where some action must accelerating during the process. The question is how to change timer's period?
timer = new Timer();
timerTask = new TimerTask() {
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
//
// I need to change timer's period here
//
}
});
}
};
timer.schedule(timerTask, 0, period);
Will be glad to hear any advices.

I assume that you are performing some logic within the run() method of the TimerTask.
I think a simpler way to go about this would be to use a Handler. This is possibly more idiomatic for Android:
private final Handler mHandler = new Handler();
private final Runnable mTask = new Runnable() {
#Override
public void run() {
// Do your logic.
// Now post again.
mHandler.postDelayed(mTask, /* choose a new delay period */);
}
};
public void init() {
delay = 1000L; // 1 second.
mHandler.postDelayed(mTask, delay);
}

Related

Changing Color of Circle with Timer

I'm just trying to change the color of my drawn circle with a timer. I have implemented following code into my "onCreate" method:
Timer t = new Timer();
t.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
Drawing.switchColor();
}
});
}
},
1000,
1000);
The method switchColor() does the following action:
public static void switchColor() {
Random r = new Random(30);
int random = r.nextInt();
if(random < 10) {
p.setColor(Color.GREEN);
}
else if(random >10 && random < 20) {
p.setColor(Color.BLUE);
}
else {
p.setColor(Color.RED);
}
}
When I run this, the color stays at it's default.
Does anyone know whether I have to use a handler within or a different timer model?
Thanks in advance!
I now found a suitable solution:
//-------------------Part 1 of AddCircleTimer------------------------
//Declare the timerAddCircle
timerAddCircle = new Timer();
timerAddCircle.schedule(new TimerTask() {
#Override
public void run() {
TimerMethodAddCircle();
}
}, 1000, 1000);
//-------------------Part 2 of AddCircleTimer------------------------
private void TimerMethodAddCircle()
{
//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_Add);
}
private Runnable Timer_Add = new Runnable() {
public void run() {
//This method runs in the same thread as the UI.
//Do something to the UI thread here
Drawing.addCircle();
d.invalidate();
}
};
//-------------------END Part 2 of AddCircleTimer------------------------
This works very fine and I can use it for even more timers and different methods!
Thanks to all!
Your t.start() is missing, either in onCreate, onStart, or onResume, depending on when you want to start your timer.

Change a View from inside a Timer Function

I need to have my TextView be blue for half a second, and then turn white again (user clicks, it blinks blue).
To do this, I tried setting the colour to blue, setting a 500ms timer, and then changing it back to white. Like this:
// defining the TextView
final TextView showDatabase = new TextView(this);
showDatabase.setText("Show Database");
showDatabase.setTextColor(Color.WHITE);
// click listener
showDatabase.setOnClickListener (new View.OnClickListener() {
public void onClick(View v) {
showDatabase.setTextColor(Color.BLUE); // make it blue
// wait 500ms, then make it white again
Timer timer = new Timer();
timer.schedule(new TimerTask() {
#Override
public void run() {
showDatabase.setTextColor(Color.WHITE);
}
}, 500);
}
});
Logcat:
Only the original thread that created a view hierarchy can touch its views.
I can't simply create an instance of the TextView inside the timer function (I think) because it's not an element on a layout.
How can I let myself manipulate the TextView from inside the timer function?
Timer runs on a different thread. You cannot update ui from there. Use a Handler or runOnUiThread.
runOnUiThread(new Runnable() {
#Override
public void run() {
showDatabase.setTextColor(Color.WHITE);
}
});
Using Handler
Handler m_handler;
Runnable m_handlerTask ;
m_handler = new Handler();
m_handlerTask = new Runnable()
{
#Override
public void run() {
showDatabase.setTextColor(Color.WHITE);
m_handler.postDelayed(m_handlerTask, 500);
}
};
m_handlerTask.run();
To cancel
m_handler.removeCallbacks(m_handlerTask);
Add a runOnUiThread in your timer:
Timer timer = new Timer();
timer.schedule(new TimerTask() {
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
// do UI updates here
}
});
}
}, 500);

Using handler/runnable to delay the resubmission of a method

I want to run the getVehicles() method every 10 seconds, I have the following code:
Handler vehiclehandler = new Handler();
final Runnable vehiclerunnable = new Runnable() {
public void run() {
getVehicles(null);
vehiclehandler.postDelayed(this, 10000);
}
};
Yet at the moment it does nothing, I've searched around and can't figure it out.
I'm new to android and have never used a handler before, only a runnable to tell something to 'runOnUiThread'.
did you run
vehiclehandler.post(vehiclerunnable)
at least once?
I mean outside the Runnable
final Handler lHandler = new Handler();
Runnable lRunnable = new Runnable() {
#Override
public void run() {
// do stuff
lHandler.postDelayed(this, 10000);
}
};
lHandler.post(lRunnable);
Here is an adjustment to your code that will make it run properly
Handler vehiclehandler = new Handler();
vehiclehandler.postDelayed(new Runnable(){
public void run(){
getVehicles(null);
}
},10000);
But this will just delay your code before get executed. If you want to repeat the process over and over again you have to use Timer, something like:
private static Timer timer = new Timer();
timer.scheduleAtFixedRate(new mainTask(), 0, 10000);
private class mainTask extends TimerTask
{
public void run()
{
getVehicles(null);
}
}

Java Timer in android

How can this be done in android?
public final Timer timer = new Timer(10, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// Do task here
}
});
I need to be able to call timer.start(); from the Activity that timer is in.
In most cases it is much better to use a Handler instead of Timer. Handler is capable of sending delayed messages. Benefits of using Handler are:
it runs on the main (UI) thread -> can access Views (unlike the
Timer, which cannot dircetly access Views)
You can remove pending delayed messages if you want
Less code
Example:
class MyActivity extends Activity {
private static final int DISPLAY_DATA = 1;
// this handler will receive a delayed message
private Handler mHandler = new Handler() {
#Override
public void handleMessage(Message msg) {
// Do task here
if (msg.what == DISPLAY_DATA) displayData();
}
};
#Override
void onCreate(Bundle b) {
//this will post a message to the mHandler, which mHandler will get
//after 5 seconds
mHandler.sendEmptyMessageDelayed(DISPLAY_DATA, 5000);
}
}
Android has a nice CountDownTimer class, too
Try something like this:
// this will run when timer elapses
TimerTask myTimerTask = new TimerTask() {
#Override
public void run() {
// ...
}
};
// new timer
Timer timer = new Timer();
// schedule timer
timer.schedule(myTimerTask, delayInMs);
If you want task to be done in activity's main thread, modify it like this:
// get a handler (call from main thread)
final Handler handler = new Handler();
// this will run when timer elapses
TimerTask myTimerTask = new TimerTask() {
#Override
public void run() {
// post a runnable to the handler
handler.post(new Runnable() {
#Override
public void run() {
// ...
}
});
}
};
// new timer
Timer timer = new Timer();
// schedule timer
timer.schedule(myTimerTask, delayInMs);
I have answered this in another question.
I would avoid the TimerTask, if you fire a lot of them off, they are not only difficult to manage but bad for performance.
I would recommend a Handler for pretty much any Time based task these days.
See Timer application

Pausing/stopping and starting/resuming Java TimerTask continuously?

I have one simple question regarding Java TimerTask. How do I pause/resume two TimerTask tasks based on a certain condition? For example I have two timers that run between each other. When a certain condition has been met inside the task of first timer, the first timer stops and starts the second timer, and the same thing happens when a certain condition has been met inside the task of second timer. The class below shows exactly what I mean:
public class TimerTest {
Timer timer1;
Timer timer2;
volatile boolean a = false;
public TimerTest() {
timer1 = new Timer();
timer2 = new Timer();
}
public void runStart() {
timer1.scheduleAtFixedRate(new Task1(), 0, 1000);
}
class Task1 extends TimerTask {
public void run() {
System.out.println("Checking a");
a = SomeClass.getSomeStaticValue();
if (a) {
// Pause/stop timer1, start/resume timer2 for 5 seconds
timer2.schedule(new Task2(), 5000);
}
}
}
class Task2 extends TimerTask{
public void run() {
System.out.println("Checking a");
a = SomeClass.getSomeStaticValue();
if (!a) {
// Pause/stop timer2, back to timer1
timer1.scheduleAtFixedRate(new Task1(), 0, 1000);
}
// Do something...
}
}
public static void main(String args[]) {
TimerTest tt = new TimerTest();
tt.runStart();
}
}
So my question is, how do I pause timer1 while running timer2 and vice versa while timer2 is running? Performance and timing is my main concern as this needs to be implemented inside another running thread. By the way I am trying to implement these concurrent timers on Android.
Thanks for your help!
From TimerTask.cancel():
Note that calling this method from
within the run method of a repeating
timer task absolutely guarantees that
the timer task will not run again.
So once cancelled, it won't ever run again. You'd be better off instead using the more modern ScheduledExecutorService (from Java 5+).
Edit: The basic construct is:
ScheduledExecutorService exec = Executors.newSingleThreadScheduledExecutor();
exec.scheduleAtFixedRate(runnable, 0, 1000, TimeUnit.MILLISECONDS);
but looking into it there's no way of cancelling that task once its started without shutting down the service, which is a bit odd.
TimerTask might be easier in this case but you'll need to create a new instance when you start one up. It can't be reused.
Alternatively you could encapsulate each task as a separate transient service:
final ScheduledExecutorService exec = Executors.newSingleThreadScheduledExecutor();
Runnable task1 = new Runnable() {
public void run() {
a++;
if (a == 3) {
exec.shutdown();
exec = Executors.newSingleThreadScheduledExecutor();
exec.scheduleAtFixedRate(task2, 0, 1000, TimeUnit.MILLISECONDS)
}
}
};
exec.scheduleAtFixedRate(task1, 0, 1000, TimeUnit.MILLISECONDS);
easiest solution i found: just add a boolean in the run code in the timer task, like so:
timer.schedule( new TimerTask() {
public void run() {
if(!paused){
//do your thing
}
}
}, 0, 1000 );
If you have already canceled one timer, you can't re-start it, you'll have to create a new one.
See this answer, it contains a video and the source code how I did something similar.
Basically there are two method: pause and resume
In pause:
public void pause() {
this.timer.cancel();
}
In resume:
public void resume() {
this.timer = new Timer();
this.timer.schedule( aTask, 0, 1000 );
}
That makes the perception of pause/resume.
If your timers perform different actions based on the state of the application you may consider use the StatePattern
Fist define a abstract state:
abstract class TaskState {
public void run();
public TaskState next();
}
And provide as many states as you like. The key is that one state leads you to another.
class InitialState extends TaskState {
public void run() {
System.out.println( "starting...");
}
public TaskState next() {
return new FinalState();
}
}
class FinalState extends TaskState {
public void run() {
System.out.println("Finishing...");
}
public TaskState next(){
return new InitialState();
}
}
And then you change the state in your timer.
Timer timer = new Timer();
TaskState state = new InitialState();
timer.schedule( new TimerTask() {
public void run() {
this.state.run();
if( shouldChangeState() ) {
this.state = this.state.next();
}
}
}, 0, 1000 );
Finally, if what you need is to perform the same thing, but at different rates, you may consider using the TimingFramework. It is a bit more complex but let's you do cool animations, by allowing the painting of certain component take place at different rates ( instead of being linear )
In my opinion, this is somewhat misguided. If your code needs time guarantees, you can't use Timer anyway, nor would you want to. "This class does not offer real-time guarantees: it schedules tasks using the Object.wait(long) method."
The answer, IMHO, is that you don't want to pause and restart your timers. You just want to suppress their run methods from doing their business. And that's easy: you just wrap them in an if statement. The switch is on, they run, the switch is off, they miss that cycle.
Edit: The question has shifted substantially from what it was originally, but I'll leave this answer in case it helps anyone. My point is: if you don't care when your event fires in the N millisecond span (just that it doesn't EXCEED once every N milliseconds), you can just use conditionals on the run methods. This is, in fact, a very common case, especially when N is less than 1 second.
Reviewing your source code, here are the changes ( which pretty much validate my previous answer )
In task1:
// Stop timer1 and start timer2
timer1.cancel();
timer2 = new Timer(); // <-- just insert this line
timer2.scheduleAtFixedRate(new Task2(), 0, 1000);
and in task2:
// Stop timer2 and start timer1
timer2.cancel();
timer1 = new Timer(); // <-- just insert this other
timer1.scheduleAtFixedRate(new Task1(), 0, 1000);
It runs on my machine:
Android won't reuse a TimerTask that has already been scheduled once. So it's necessary to reinstantiate both the Timer and TimerTask, for example like this in a Fragment:
private Timer timer;
private TimerTask timerTask;
public void onResume ()
{
super.onResume();
timer = new Timer();
timerTask = new MyTimerTask();
timer.schedule(timerTask, 0, 1000);
}
public void onPause ()
{
super.onPause();
timer.cancel(); // Renders Timer unusable for further schedule() calls.
}
I am able to stop a timer and a task using following code:
if(null != timer)
{
timer.cancel();
Log.i(LOG_TAG,"Number of cancelled tasks purged: " + timer.purge());
timer = null;
}
if(task != null)
{
Log.i(LOG_TAG,"Tracking cancellation status: " + task.cancel());
task = null;
}
Timer timer1;
private boolean videoCompleteCDR=false;
private boolean isVideoPlaying=false;
int videoTime=0;
private int DEFAULT_VIDEO_PLAY_TIME = 30;
#Override
public View onCreate(){
isVideoPlaying = true; //when server response is successfully
}
#Override
public void onPause() {
super.onPause();
if(isVideoPlaying ) {
if(this.timer1 !=null) {
this.timer1.cancel();
}
}
}
#Override
public void onResume() {
super.onResume();
if(isVideoPlaying && !videoCompleteCDR) {
callTimerTask();
}
}
#Override
public void onHiddenChanged(boolean hidden) {
super.onHiddenChanged(hidden);
if (!hidden) {
printLog( "GameFragment visible ");
if(isVideoPlaying && !videoCompleteCDR) {
callTimerTask();
}
} else {
printLog("GameFragment in visible ");
if(isVideoPlaying) {
if(this.timer1 !=null) {
this.timer1.cancel();
}
}
}
}
private void callTimerTask() {
// TODO Timer for auto sliding
printLog( "callTimerTask Start" );
timer1 = new Timer();
timer1.schedule(new TimerTask() {
#Override
public void run() {
if (getActivity() != null) {
getActivity().runOnUiThread(new Runnable() {
#Override
public void run() {
if (getActivity() == null) {
return;
}
videoTime++;
if(DEFAULT_VIDEO_PLAY_TIME ==videoTime){
videoCompleteCDR=true;
Log.e("KeshavTimer", "callTimerTask videoCompleteCDR called.... " +videoTime);
destroyTimer();
}
Log.e("KeshavTimer", "callTimerTask videoTime " +videoTime);
}
});
} else {
printLog("callTimerTask getActivity is null ");
}
}
}, 1000, 1000);
// TODO 300, 2000;
}
private void destroyTimer(){
this.timer1.cancel();
}

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