I have the following CountDownTimer that helps me to set a button visible every 490 ms 30 seconds long.
Is it possible to say that the first 10 seconds the "tick" should be for example 1000ms, the next 10 seconds 700 ms and the last 10 seconds 490ms ?
new CountDownTimer(30000, 490) {
#Override
public void onTick(long millisUntilFinished) {
for(int i = 0; i< arr.size(); i++){
Button aga = arr.get(i);
if(aga.getVisibility() == View.VISIBLE){
aga.setVisibility(View.GONE);
}
}
int zufall = (int) (Math.random()*23);
setNextButton(arr.get(zufall));
}
Hope this will helpful.
public void countDown(long time) {
if (time == 490) {
return;
}
new CountDownTimer(10000, time) {
public void onTick(long millisUntilFinished) {
// Do whatever you want
}
public void onFinish() {
countDown(nextTime); // nextTime can be 700, 100, ... It's up to you. (Your rule). :">
}
}.start();
}
Aside from launching new timers at those intervals to handle the new requirement, your best bet would just be to find a common divisor and set that as your interval, then use a switch with modulus to act at your desired times.
Timer mTimer; // Global
public void countDownTimerCaller()
{
static int count = 0;
int time;
switch(count)
{
case 0:
time = 1000;
break;
case 1:
time = 700;
break;
case 2:
time = 490;
break;
default:
mTimer.cancel(); // stop timer
return;
}
new CountDownTimer(10000, time) {
#Override
public void onTick(long millisUntilFinished) {
for(int i = 0; i< arr.size(); i++){
Button aga = arr.get(i);
if(aga.getVisibility() == View.VISIBLE){
aga.setVisibility(View.GONE);
}
}
int zufall = (int) (Math.random()*23);
setNextButton(arr.get(zufall));
}
}
count++;
}
mTimer = new Timer().schedule(countDownTimerCaller, 10000); // call from where ever you created CountDownTimer instance
Related
I am struggling with wierd issue, I've made countdown timer with round progressbar. Sometimes as the time runs out, there is few pixels of progressbar left (orange between x and t), even though it reaches onFinish function. It's not a problem no more as I set countDownInterval to 10, but then showProgress function doesn't quite work, it enters else statement, but doesn't actually set progressbar to 0.
private void startCountingTime() {
if (!counting) {
timeLeftInMillis = maxTime * 1000;
endTime = System.currentTimeMillis() + timeLeftInMillis;
}
if (maxTime != 0) {
countDownTimer = new CountDownTimer(timeLeftInMillis, 100) {
#Override
public void onTick(long l) {
String text = String.format(Locale.getDefault(), "%02d:%02d",
TimeUnit.MILLISECONDS.toMinutes(l) % 60,
TimeUnit.MILLISECONDS.toSeconds(l) % 60);
timeLeftInMillis = l;
showProgress(l, maxTime);
counting = true;
question.setText(exposePasswd ? text : currentQuestion);//displays the timer or question
}
#Override
public void onFinish() {
step = 4;
counting = false;
progressBar.setProgress(0);
question.setText("Out of time! doubletap for next question");
}
}.start();
} else {
question.setText("tap to reveal, doubletap for next");
exposePasswd = false;
}
}
private void showProgress(long l, int maxTime) {
maxTime = maxTime * 1000;
int prog = (int) ((l * 100) / maxTime);
if (exposePasswd) {
// progressBar.setVisibility(View.VISIBLE);
if (progressBar.getProgress() == 0) {
progressBar.setProgress(prog);
} else if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
progressBar.setProgress(prog, true);
} else {
progressBar.setProgress(prog);
}
} else {
progressBar.setProgress(0);
Log.wtf("idk","setted");
}
}
Any ideas how to fix it?
Im not sure, why this is happening, but you could probably easily bypass this issue by adding:
progressbar.setVisibility(Visibility.GONE);
in the else statement and
progressbar.setVisibility(Visibility.VISIBLE);
when the timer starts.
I need to make an image bounce on the screen. I am trying to do this by shifting the image up 5 units, then taking a one second break, then shifting another 5 units up, etc. I am trying to shift up 5 times and then shifting down 5 times, with a one second break between each shift. I need help making the timer for one second so it acts like a break between each shift. I need to write the time() method.
public void moveIt(KeyEvent evt) throws InterruptedException {
switch (evt.getKeyCode()) {
case KeyEvent.VK_DOWN:
myY += 0;
break;
case KeyEvent.VK_UP:
for (int i = 1; i <= 10; i++) {
if (i <= 5) {
bounceUp();
} else {
bounceDown();
}
time();
}
break;
case KeyEvent.VK_LEFT:
myX -= 5;
break;
case KeyEvent.VK_RIGHT:
myX += 5;
break;
}
repaint();
}
Timer timer = new Timer();
public void bounceUp() throws InterruptedException {
myY -= 10;
}
public void bounceDown() throws InterruptedException {
myY += 10;
}
public void time() {
}
Try this:
try{
Thread.sleep(1000);
}catch(InterruptedException e) {
}
TimerTask task = new TimerTask()
{
#Override
public void run()
{
time();//executed each second
}
}
timer.schedule(TimerTask task,1000,1000)
That should help
Welcome to SO!
Try using the schedule in Timer, like this:
Timer timer = new Timer();
timer.schedule(new YourClass(), 0, 1000);
Also, here's a great answer on the same issue:
https://stackoverflow.com/a/12908477/10713658
I'm trying to add an AlarmManager to update a watch face on half minute intervals.
This is for a ternary clock.
This is my first time programming with Java or android studio.
I'm following a guide at https://developer.android.com/training/wearables/apps/always-on.html
The guide says to "declare the alarm manager and the pending intent in the onCreate() method of your activity"
Should I use
#Override
public Engine onCreateEngine() {
return new Engine();
}
or
#Override
public Engine onCreateEngine() {
return new Engine();
}
or should I start a new method or declare it elsewhere?
Currently I'm using
private class Engine extends CanvasWatchFaceService.Engine {
final Handler mUpdateTimeHandler = new EngineHandler(this);
for most of my initialization.
This is my code without the alarm manager. The issue is that it must update during half minutes, because as balanced ternary the time should be to the nearest minute.
public class ternary extends CanvasWatchFaceService {
private static final Typeface NORMAL_TYPEFACE =
Typeface.create(Typeface.SANS_SERIF, Typeface.NORMAL);
private static final int MSG_UPDATE_TIME = 0;
#Override
public Engine onCreateEngine() {
return new Engine();
}
private static class EngineHandler extends Handler {
private final WeakReference<ternary.Engine> mWeakReference;
public EngineHandler(ternary.Engine reference) {
mWeakReference = new WeakReference<>(reference);
}
#Override
public void handleMessage(Message msg) {
ternary.Engine engine = mWeakReference.get();
if (engine != null) {
switch (msg.what) {
case MSG_UPDATE_TIME:
engine.handleUpdateTimeMessage();
break;
}
}
}
}
private class Engine extends CanvasWatchFaceService.Engine {
final Handler mUpdateTimeHandler = new EngineHandler(this);
boolean mRegisteredTimeZoneReceiver = false;
Paint mBackgroundPaint;
Paint mTextPaint;
boolean mAmbient;
Time mTime;
final BroadcastReceiver mTimeZoneReceiver = new BroadcastReceiver() {
#Override
public void onReceive(Context context, Intent intent) {
mTime.clear(intent.getStringExtra("time-zone"));
mTime.setToNow();
}
};
int mTapCount;
float mXOffset;
float mYOffset;
// adjust text size
float textRatio = (float)1; // 2/3;
// make adjusted offset for hours
float hrsIndent;
float hrsIndentAdjust = textRatio * 55;
// vertical offset for multiple lines
float ySpacer = textRatio * 65;
// first run.
boolean yesFirstRun = true;
// flag for seconds
boolean yesSecs;
// prior state of yesSecs
boolean wasSecs = true;
// flag for conservation mode (no seconds in ambient)
boolean yesConcerve = false;
// flag for allowing seconds
boolean allowSecs = true;
// for execution control
boolean openGate = false;
// counter for next draw
int c = 0;
// counter for time loops
int k;
boolean drawNow = true;
// strings for draw
String hrs = "";
String mns = "";
String sks = "";
// register for milliseconds
long millis = 0;
// float for calculating trits from time.
float tim = 0;
// ints for minute and hour offsets.
int minInt = 0;
int hourInt = 0;
// lists for time to trit for loop conversions.
int [] trits3 = {9, 3, 1};
int [] trits4 = {27, 9, 3, 1};
// absolute count for trouble shooting
// long x = 0;
/**
* Whether the display supports fewer bits for each color in ambient mode. When true, we
* disable anti-aliasing in ambient mode.
*/
boolean mLowBitAmbient;
#Override
public void onCreate(SurfaceHolder holder) {
super.onCreate(holder);
setWatchFaceStyle(new WatchFaceStyle.Builder(ternary.this)
.setCardPeekMode(WatchFaceStyle.PEEK_MODE_VARIABLE)
.setBackgroundVisibility(WatchFaceStyle.BACKGROUND_VISIBILITY_INTERRUPTIVE)
.setShowSystemUiTime(false)
.setAcceptsTapEvents(true)
.build());
Resources resources = ternary.this.getResources();
// shift y offset up
mYOffset = -30 + resources.getDimension(R.dimen.digital_y_offset);
mBackgroundPaint = new Paint();
mBackgroundPaint.setColor(resources.getColor(R.color.background));
mTextPaint = new Paint();
mTextPaint = createTextPaint(resources.getColor(R.color.digital_text));
mTime = new Time();
}
#Override
public void onDestroy() {
mUpdateTimeHandler.removeMessages(MSG_UPDATE_TIME);
super.onDestroy();
}
private Paint createTextPaint(int textColor) {
Paint paint = new Paint();
paint.setColor(textColor);
paint.setTypeface(NORMAL_TYPEFACE);
paint.setAntiAlias(true);
return paint;
}
#Override
public void onVisibilityChanged(boolean visible) {
super.onVisibilityChanged(visible);
if (visible) {
registerReceiver();
// Update time zone in case it changed while we weren't visible.
mTime.clear(TimeZone.getDefault().getID());
mTime.setToNow();
} else {
unregisterReceiver();
}
// Whether the timer should be running depends on whether we're visible (as well as
// whether we're in ambient mode), so we may need to start or stop the timer.
updateTimer();
}
private void registerReceiver() {
if (mRegisteredTimeZoneReceiver) {
return;
}
mRegisteredTimeZoneReceiver = true;
IntentFilter filter = new IntentFilter(Intent.ACTION_TIMEZONE_CHANGED);
ternary.this.registerReceiver(mTimeZoneReceiver, filter);
}
private void unregisterReceiver() {
if (!mRegisteredTimeZoneReceiver) {
return;
}
mRegisteredTimeZoneReceiver = false;
ternary.this.unregisterReceiver(mTimeZoneReceiver);
}
#Override
public void onApplyWindowInsets(WindowInsets insets) {
super.onApplyWindowInsets(insets);
// Load resources that have alternate values for round watches.
Resources resources = ternary.this.getResources();
boolean isRound = insets.isRound();
// shift offset 75 to the right
mXOffset = 75 + resources.getDimension(isRound
? R.dimen.digital_x_offset_round : R.dimen.digital_x_offset);
float textSize = resources.getDimension(isRound
? R.dimen.digital_text_size_round : R.dimen.digital_text_size);
// adjust hrs Indent to MXOffset
hrsIndent = hrsIndentAdjust + mXOffset;
// adjust size to textRatio
mTextPaint.setTextSize(textSize * textRatio );
}
#Override
public void onPropertiesChanged(Bundle properties) {
super.onPropertiesChanged(properties);
mLowBitAmbient = properties.getBoolean(PROPERTY_LOW_BIT_AMBIENT, false);
}
#Override
public void onTimeTick() {
super.onTimeTick();
invalidate();
}
#Override
public void onAmbientModeChanged(boolean inAmbientMode) {
super.onAmbientModeChanged(inAmbientMode);
if (mAmbient != inAmbientMode) {
mAmbient = inAmbientMode;
if (mLowBitAmbient) {
mTextPaint.setAntiAlias(!inAmbientMode);
}
invalidate();
}
// Whether the timer should be running depends on whether we're visible (as well as
// whether we're in ambient mode), so we may need to start or stop the timer.
updateTimer();
}
/**
* Captures tap event (and tap type) and toggles the background color if the user finishes
* a tap.
*/
#Override
public void onTapCommand(int tapType, int x, int y, long eventTime) {
Resources resources = ternary.this.getResources();
switch (tapType) {
case TAP_TYPE_TOUCH:
// The user has started touching the screen.
break;
case TAP_TYPE_TOUCH_CANCEL:
// The user has started a different gesture or otherwise cancelled the tap.
break;
case TAP_TYPE_TAP:
// The user has completed the tap gesture.
mTapCount++;
mBackgroundPaint.setColor(resources.getColor(mTapCount % 2 == 0 ?
R.color.background : R.color.background2));
break;
}
invalidate();
}
#Override
public void onDraw(Canvas canvas, Rect bounds) {
// Greebo counter
// x += 1;
// seconds handling
wasSecs = yesSecs;
yesSecs = allowSecs && !isInAmbientMode();
// for clearing seconds
if (!yesSecs && wasSecs) { sks = ""; }
// Draw at mid second
if (c == 0 && yesSecs) {
drawNow = true;
} else {
c = 0;
// mid minute
if (mTime.second == 30 || isInAmbientMode()) {
drawNow = true;
} else {
// mid hour
if (mTime.second == 0) {
if (mTime.minute == 30) {
drawNow = true;
} else {
// mid night
if (mTime.minute == 0) {
if (mTime.hour == 0) {
drawNow = true;
}
}
}
}
}
}
if (drawNow) {
drawNow = false;
mTime.setToNow();
millis = System.currentTimeMillis() % 1000;
// mid seconds
if (yesSecs) { if (millis > 499) { c = 1; } }
tim = (float)((mTime.minute * 60 + mTime.second) * 1000 + millis)/ 3600000;
// hours past noon
tim += mTime.hour - 12;
// find hrs 9s, 3s, 1s.
openGate = false;
if (yesFirstRun || mTime.minute == 30){ openGate = true; }
else { openGate = mTime.second == 0 && mTime.minute == 0 && mTime.hour == 0;}
if (openGate) {
hrs = "";
hourInt = 0;
// i is for item.
for (int i : trits3) {
if (tim > ((float) i / 2)) {
tim -= i;
hourInt -= i;
hrs = hrs + "1";
} else {
if (tim < ((float) i / -2)) {
tim += i;
hourInt += i;
hrs = hrs + "¬";
} else {
hrs = hrs + "0";
}
}
// add space
if (i > 1) {hrs += " "; }
}
} else { tim += hourInt; }
// minutes 27s, 9s, 3s, 1s
openGate = false;
if (yesFirstRun || mTime.second == 30 || isInAmbientMode()) {openGate = true; }
else { openGate = mTime.second == 0 && (mTime.minute == 30
|| (mTime.minute == 0 && mTime.hour == 0));}
if (openGate) {
mns = "";
tim *= 60;
minInt = 0;
// i is for item.
for (int i : trits4) {
if (tim > ((float) i / 2)) {
tim -= i;
if (yesSecs) {minInt -= i;}
mns = mns + "1";
} else {
if (tim < ((float) i / -2)) {
tim += i;
if (yesSecs) {minInt += i;}
mns = mns + "¬";
} else {
mns = mns + "0";
}
}
// add space
if (i > 1) {mns += " "; }
}
} else { if (yesSecs) { tim += minInt; tim *= 60; } }
// seconds 27s, 9s, 3s, 1s
if (yesSecs) {
sks = "";
tim *= 60;
for (int i : trits4) {
if (tim > ((float) i / 2)) {
tim -= i;
sks = sks + "1";
} else {
if (tim < ((float) i / -2)) {
tim += i;
sks = sks + "¬";
} else {
sks = sks + "0";
}
}
// add space
if (i > 1) {sks += " "; }
}
}
}
// Draw the background.
if (isInAmbientMode()) {
canvas.drawColor(Color.BLACK);
} else {
canvas.drawRect(0, 0, bounds.width(), bounds.height(), mBackgroundPaint);
}
// draw hours
canvas.drawText(hrs, hrsIndent, mYOffset - ySpacer, mTextPaint);
// draw minutes
canvas.drawText(mns, mXOffset, mYOffset, mTextPaint);
// draw or clear seconds
if (yesSecs || wasSecs) {canvas.drawText(sks, mXOffset, mYOffset + ySpacer , mTextPaint);}
// show count and millis for greebo reduction.
// canvas.drawText(String.format("%1$03d,%2$02d,%3$d", x % 1000, millis / 10, 0), mXOffset, mYOffset + 100, mTextPaint);
//canvas.drawText(String.format("%$02d:%2$02d:%3$02d", mTime.hour, mTime.minute,
// mTime.second), mXOffset, mYOffset + 100, mTextPaint);
}
/**
* Starts the {#link #mUpdateTimeHandler} timer if it should be running and isn't currently
* or stops it if it shouldn't be running but currently is.
*/
private void updateTimer() {
mUpdateTimeHandler.removeMessages(MSG_UPDATE_TIME);
if (shouldTimerBeRunning()) {
mUpdateTimeHandler.sendEmptyMessage(MSG_UPDATE_TIME);
}
}
/**
* Returns whether the {#link #mUpdateTimeHandler} timer should be running. The timer should
* only run when we're visible and in interactive mode.
*/
private boolean shouldTimerBeRunning() {
return isVisible() && !isInAmbientMode();
}
/**
* Handle updating the time periodically in interactive mode.
*/
private void handleUpdateTimeMessage() {
invalidate();
if (shouldTimerBeRunning()) {
long timeMs = System.currentTimeMillis();
long delayMs = INTERACTIVE_UPDATE_RATE_MS
- (timeMs % INTERACTIVE_UPDATE_RATE_MS);
mUpdateTimeHandler.sendEmptyMessageDelayed(MSG_UPDATE_TIME, delayMs);
}
}
}
}
The "onCreate()" method seems to correlate with:
public class ternary extends CanvasWatchFaceService
Your declaration should be as follows:
public class ternary extends CanvasWatchFaceService {
private AlarmManager mAmbientStateAlarmManager;
private PendingIntent mAmbientStatePendingIntent;
And be sure to import android.app.AlarmManager and android.app.PendingIntent
.
Hi im trying to get a button to flash, I have tried to change the background with a loop, but not having much luck any suggestions thanks
int count = 0;
while (count < 10000) { // test: boolean test within (..)
if (count % 2 != 0) {
helpt.setBackgroundColor(getResources().getColor(R.color.Blue));
}
else {
helpt.setBackgroundColor(getResources().getColor(R.color.Red));
}
count = count + 1;
}
This will change the colour every one second:
int count = 0; //Declare as instance variable
Activity activity; //Declare as instance variable
//Inside onCreate()
activity = this;
new Timer().schedule(new TimerTask() {
#Override
public void run() {
activity.runOnUiThread(new Runnable() {
public void run() {
if (count < 10000) {
if (count % 2 != 0) {
helpt.setBackgroundColor(getResources()
.getColor(android.R.color.black));
} else {
helpt.setBackgroundColor(getResources()
.getColor(android.R.color.white));
}
count = count + 1;
}
}
});
}
}, 0, 1000);
You dont have any form of delay, of course you wouldn't see it flash. It will run through that loop very quickly. Also for standards you should be using a for loop, not a while. For is explicityly for when you know how many times you are going to run.
Ok so I have created a game and it works perfectly, except I don't want the player to win after just one defeat I want him to have to kill 10 enemies well I created my spawnmore method and I know the problem I just don't know how to fix it, in my if statement I have it saying if(dead < 10) then do my stuff, when I only want it to do it once every time dead increments one if you get what I mean here's my method thanks
public void spawnMore(){
int delay = 1000;
Timer time = new Timer(delay, new ActionListener(){
public void actionPerformed(ActionEvent e){
if(WizardCells[BadGuy.getx()][BadGuy.gety()].getIcon() != null){
return;
}
if(WizardCells[BadGuy.getx()][BadGuy.gety()].getIcon() == null){
dead += 1;
}
if(dead < 10){
int where = (int)(10 + Math.random() *9);
BadGuy.spawnEnemy(where, where);
move();
}
}
});
time.start();
}
If I understand you correctly, you could just move the if statement inside the previous if statement:
public void spawnMore(){
int delay = 1000;
Timer time = new Timer(delay, new ActionListener(){
public void actionPerformed(ActionEvent e){
if(WizardCells[BadGuy.getx()][BadGuy.gety()].getIcon() != null){
return;
}
if(WizardCells[BadGuy.getx()][BadGuy.gety()].getIcon() == null){
dead += 1;
if(dead < 10){
int where = (int)(10 + Math.random() *9);
BadGuy.spawnEnemy(where, where);
move();
}
}
}
});
time.start();
}