I am trying to set a button to green for 1 second, then back to red. But It won't change to green anymore, if I comment out the "change to red" part, it will turn green fine. I have used Log.d and it shows that there is a second difference between changing from "change to green" to "change to red" so you should see the green before the red, but for some reason this is not working.
Any Ideas?
public void level1() throws InterruptedException {
int Low = 1000;
int High = 3000;
int t = r.nextInt(High-Low) + Low;
Thread.sleep(t);
handleTime.post(new Runnable() {
#Override
public void run() {
int i = r.nextInt(5);
switch(i) {
case 1:
try {
setGreen(tLeft);
tLActive = true;
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} finally {
tLActive = false;
setRed(tLeft);
}
break;
case 2:
try {
setGreen(tRight);
tRActive = true;
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} finally {
tRActive = false;
setRed(tRight);
}
break;
case 3:
try {
setGreen(center);
cActive = true;
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} finally {
cActive = false;
setRed(center);
}
break;
case 4:
try {
setGreen(bLeft);
bLActive = true;
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} finally {
bLActive = false;
setRed(bLeft);
}
break;
case 5:
try {
setGreen(bRight);
bRActive = true;
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} finally {
bRActive = false;
setRed(bRight);
}
break;
}
}
});
}
private void setGreen(ImageButton b) {
b.setBackgroundResource(R.drawable.green);
Log.d("green", "green");
}
private void setRed(ImageButton b) {
b.setBackgroundResource(R.drawable.red);
Log.d("red", "red");
}
You able to use Handler.class
As simple example:
setGreenColor();
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
setRedColor();
}
}, 1000);
where postDelayed will be called in UI thread.
The Runnable in this case runs on the UI thread. The same thread responsible for drawing. But drawing is not immediate instead the UI element gets invalidated because it wants to be redraw and when the UI thread has time it will preform the redraw.
{ //the essence of the runnable code
setGreen(bRight); //UI element is invalidated, it wants to be redrawn green
Thread.sleep(1000); //UI thread is tied up here (blocked) so nothing can happen on UI
setRed(bRight); //UI element is invalidated again, it wants to be redrawn red now
// replacing the green before it's even been seen
} //end of runnable code
//now the redrawing occurs, and it will only be red.
As Eldar Mensutov points out one solution is to post another runnable with a delay. That way the UI thread will not be blocked by the Thread.sleep.
Related
I am trying to stop the for loop and wait until the method has finished and continue once it has called onFinish. I was suggested to use either CyclicBarrier or syncronized wait/notify, but neither of them work.
When I run the method without the "stoppers", it always reaches to the onFinish, calling all 3 System.out.prints, but when I add either CyclicBarrier or syncronized it just does not start ticking. Meaning it only prints the first line countDownTimer first call and then stops and does nothing.
Just to make it shorter I have added both stoppers here to show how I did either of them, but I did use them seperately.
What can I do to make it "tick" ?
cyclicBarrier = new CyclicBarrier(2);
object = new Object();
for (int i = 0; i < sentenceList.size() - 1; i++) {
String currentLyricLine = sentenceList.get(i).content;
long diff = sentenceList.get(i+1).fromTime - sentenceList.get(i).fromTime;
int interval = (int) (diff / sentenceList.get(i).wordCount);
if(isFirstLine) {
startLyricCountDownTimer(diff, interval, currentLyricLine, coloredLyricsTextViewFirstLine);
isFirstLine = false;
} else {
startLyricCountDownTimer(diff, interval, currentLyricLine, coloredLyricsTextViewSecondLine);
isFirstLine = true;
}
//First tried with this
synchronized (object) {
try {
object.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
//Then tried with this
try {
cyclicBarrier.await();
} catch (InterruptedException e) {
e.printStackTrace();
} catch (BrokenBarrierException e) {
e.printStackTrace();
}
}
}
private void startLyricCountDownTimer(final long millisInFuture, final int countDownInterval, String lyrics, final ColoredLyricsTextView coloredLyricsText){
System.out.println("countDownTimer first call" );
coloredLyricsText.setText(lyrics);
new Handler(Looper.getMainLooper()).post(new Runnable() {
#Override
public void run() {
new CountDownTimer(millisInFuture,10) {
#Override
public void onTick(long millisUntilFinished) {
System.out.println("countDownTimer second call + " + millisUntilFinished);
//Do some stuff (irrelevant since it never gets here)
}
#Override
public void onFinish() {
System.out.println("countDownTimer last call" );
//First tried with this
synchronized (object) {
object.notify();
}
//Then tried with this
try {
cyclicBarrier.await();
} catch (InterruptedException e) {
e.printStackTrace();
} catch (BrokenBarrierException e) {
e.printStackTrace();
}
}
}.start();
}
});
}
If i understand correctly then it was also mentioned that I run my loop on UI thread which is why everything stops. And well I do not wish to stop the UI thread, just to wait for one countDownTimer to finish, then start a new loop.
So I've updated my code with the help of Cruncher, and now the clicker appears to work better. However whilst the while(pressed) loop is running, no other events are called & so it stays running.
public class Function implements NativeMouseListener {
private Robot robot;
private boolean pressed = false;
private boolean skip = false;
public Function()
{
try {
robot = new Robot();
} catch (AWTException e) {
e.printStackTrace();
}
}
private void repeatMouse()
{
skip = true;
robot.mouseRelease(InputEvent.BUTTON1_MASK);
while (pressed)
{
System.out.println("pressed while loop " + pressed);
robot.mousePress(InputEvent.BUTTON1_MASK);
robot.mouseRelease(InputEvent.BUTTON1_MASK);
try {
Thread.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
#Override
public void nativeMouseClicked(NativeMouseEvent nativeMouseEvent) {
}
#Override
public void nativeMousePressed(NativeMouseEvent nativeMouseEvent) {
System.out.println("GG");
if (!(nativeMouseEvent.getButton() == NativeMouseEvent.BUTTON1)) {
System.out.println("Returned.");
return;
}
if (!Native.get().getData().getEnabled())
{
System.out.println("Isn't enabled.");
return;
}
pressed = true;
repeatMouse();
}
#Override
public void nativeMouseReleased(NativeMouseEvent nativeMouseEvent) {
System.out.println("released");
if (!(nativeMouseEvent.getButton() == NativeMouseEvent.BUTTON1)) {
System.out.println("Returned 2");
return;
}
if (!skip)
{
System.out.println("pressed " + pressed);
pressed = false;
System.out.println("pressed " + pressed);
} else {
skip = false;
}
}
}
Any idea why the while loop would stop events from being called? Do I need to use multi threading or some of that jazz?
Thank you.
For one, your main method is not included in your code, but I assume it contains the following line(or similar):
new Project()
try {
bot = new Robot();
} catch (AWTException e) {
e.printStackTrace();
}
while (pressed) {
bot.mousePress(InputEvent.BUTTON1_MASK);
//bot.mouseRelease(InputEvent.BUTTON1_MASK);
try {
Thread.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
Now let's look at this code. When this runs, pressed will be false at the beginning(presumably), and it will just exit and not be running on later clicks.
What you want to do is have your loop started when you register a click. Let's move it into another method
private void repeatMouse() {
bot.mouseRelease(InputEvent.BUTTON1_MASK);
while (pressed) {
bot.mousePress(InputEvent.BUTTON1_MASK);
bot.mouseRelease(InputEvent.BUTTON1_MASK);
try {
Thread.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
Now let's call it in your mouse down native hook
#Override
public void nativeMousePressed(NativeMouseEvent nativeMouseEvent) {
if (nativeMouseEvent.getButton() == NativeMouseEvent.BUTTON1)
{
pressed = true;
System.out.println(pressed);
repeatMouse();
}
}
EDIT:
It appears your other problem is that after the first mouseRelease, the handler will get called from the native library. I have a potential solution for this.
First next to where you define your pressed variable, define a new skipRelease
boolean skipRelease = false;
Then before every call to mouseRelease, first set skipRelease to true. Then change your mouseRelease handler to the following
#Override
public void nativeMouseReleased(NativeMouseEvent nativeMouseEvent) {
if (nativeMouseEvent.getButton() == NativeMouseEvent.BUTTON1)
{
if(skipRelease) {
skipRelease = false;
return;
}
pressed = false;
System.out.println(pressed);
}
}
I know time and time again people have asked how to start a thread after it's been stopped and everyone says you can't. This isn't a duplicate to that because I've found no solution for the problem.
private void runInBackground() {
new Thread(new Runnable() {
#Override
public void run() {
while (running) {
try {
checkPixel();
} catch (AWTException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}).start();
}
#Override
public void nativeKeyPressed(NativeKeyEvent e) {
// TODO Auto-generated method stub
System.out.println("Key Pressed: " + NativeKeyEvent.getKeyText(e.getKeyCode()));
if(NativeKeyEvent.getKeyText(e.getKeyCode()).equals("F9")){
stop();
}
else if(NativeKeyEvent.getKeyText(e.getKeyCode()).equals("F10")){
}
So in my code I'm listening for global key events using JNativeHook. I can successfully stop the checkPixels() using the F9 key but I'm not understanding what I should do using F10 when I wanna start up checkPixel() again.
checkPixel() basically checks for a change in pixel color
ANSWERED Added an if statement for my state variable running and keep the while loop true allows me to turn on/off the method while keeping the thread open. Thank you Jaboyc
private void runInBackground() {
new Thread(new Runnable() {
#Override
public void run() {
while (true) {
if(running){
try {
checkPixel();
} catch (AWTException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
}).start();
}
Would this work
while (true) {
if (running) {
doStuff();
}
}
in the run method?
I am trying to switch the flash LED on for a certain amount of time but my code is not working as expected:
if(context.getPackageManager().hasSystemFeature(PackageManager.FEATURE_CAMERA_FLASH))
{
Log.i("Flash Present", "Yes");
//Camera Has Flash
final Camera cam = Camera.open();
Parameters p = cam.getParameters();
p.setFlashMode(Parameters.FLASH_MODE_TORCH);
cam.setParameters(p);
ExecutorService service = Executors.newSingleThreadExecutor();
try {
Runnable r = new Runnable() {
#Override
public void run() {
Log.i("Starting Flash", "Now");
cam.startPreview();
}
};
Future<?> f = service.submit(r);
f.get(10, TimeUnit.SECONDS); // attempt the task for two minutes
}
catch (final InterruptedException e) {
// The thread was interrupted during sleep, wait or join
}
catch (final TimeoutException e) {
// Took too long!
cam.stopPreview();
cam.release();
}
catch (final ExecutionException e) {
// An exception from within the Runnable task
}
finally {
cam.stopPreview();
cam.release();
service.shutdown();
}
}
The LED doesn't switch off after 10 seconds and when another call is made to this function an exception is thrown saying that my camera resource is still in use and not free.
Ok I figured out the solution myself. Here is what I have done to my code.
public void NotifyWithFlash(Context context){
boolean ShouldIGlow = true;
while(ShouldIGlow){
flashON();
try {
Thread.sleep(10000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}finally{
ShouldIGlow = false;
flashOFF();
}
}
}
public void flashON(){
cam = Camera.open();
Parameters p = cam.getParameters();
p.setFlashMode(Parameters.FLASH_MODE_TORCH);
cam.setParameters(p);
cam.startPreview();
}
public void flashOFF(){
cam.stopPreview();
cam.release();
}
In my android application I want an automatically refresh every 60 seconds. So I tried it like this:
public void refresh_check() {
Thread myThread = new Thread()
{
int counter = 0;
#Override
public void run() {
MyActivity.this.runOnUiThread(new Runnable(){
#Override
public void run() {
while (counter < 60) {
try {
Thread.sleep(1000);
counter += 1;
System.out.println("Counter: " + counter);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
refresh();
}});
super.run();
}
};
myThread.start();
}
This works in the way that it prints the counter into logcat but in my Application I get a black view. refresh() is just a function with a http request, and this works alone, so the mistake has to be in the thread at any place :/ Can someone help?
You are not utilizing the Thread correctly. Running long tasks on the UI thread is just like not using a Thread at all. To accomplish what you need you should do it like this:
public void refresh_check() {
Thread myThread = new Thread()
{
int counter = 0;
#Override
public void run() {
while (counter < 60) {
try {
Thread.sleep(1000);
counter += 1;
System.out.println("Counter: " + counter); //I think this may cause exception, if it does try removing it
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
refresh(); // In refresh(), use TextView.post(runnable) to post update the TextView from outside the UI thread or use handlers
}});
super.run();
};
myThread.start();
}
Also, take a look at AsyncTask class, it enables you to run long tasks outside UI thread (doInBackground()) as well as update UI with the result from (onPostExecute())