I've created a class to make a countdown and used it to return the formated time as a TextView. However, I'm not beeing able to get the time to be exibed on in place. When, instead of calling the method getTime() I use a string, it shows fine.
The main method is like this:
setContentView(R.layout.activity_main);
matchTime = findViewById(R.id.match_Time);
playTime = new Play();
matchTime.setText(playTime.getPlayTime());
While my class Play goes like this:
//Other implementations
private void updatePlay() {
int minutes = (int) (timeUntilEnd/ 1000) / 60;
int seconds = (int) (timeUntilEnd/ 1000) % 60;
timeUntilEndFormated= String.format(Locale.getDefault(),"%02d:%02d", minutes, seconds);
playTime.setText(timeUntilEndFormated);
}
public TextView getPlayTime() {
return playTime;
}
It looks like you are setting the text of matchTime to a TextView.
setText is a method that should receive a String, not a TextView object.
But, if you simply return a String in getPlayTime(), updatePlay() wont work because playTime.setText() wont affect matchTime at all.
To solve this you pass matchTime to Play's constructor, and then update it directly:
public class Play{
private TextView matchTime;
public Play(TextView matchTime){
this.matchTime = matchTime;
}
private void updatePlay() {
int minutes = (int) (timeUntilEnd/ 1000) / 60;
int seconds = (int) (timeUntilEnd/ 1000) % 60;
timeUntilEndFormated= String.format(Locale.getDefault(),"%02d:%02d", minutes, seconds);
matchTime.setText(timeUntilEndFormated);
}
}
And then you only need to do this in your main method:
playTime = new Play(matchTime);
playTime.updatePlay();
Be careful with passing TextView's to other objects. This can create a memory leak, since TextView holds an instance of your Context. To avoid memory leaks you have to release the object in your activity's onDestroy() method:
public void onDestroy() {
super.onDestroy();
playTime = null;
}
I'm working on an Android application where I would like the CountdownTimer to skip 5 seconds when the reset button is pressed. For example, if the reset button is pressed when count down timer is at t = 15, the timer will skip the next five seconds and hence the timer will now display t = 10. Here's what I tried but it didn't work:
Button Code:
buttonReset = (Button) findViewById(R.id.ButtonReset);
buttonReset.setOnClickListener(
new OnClickListener() {
#Override
public void onClick(View v) {
TextView output = (TextView) findViewById(R.id.Display);
r = 1;
output.setText("");
resetStatus = true;
}
}
);
Edit: I have updated the timer code. Now, I cancel the old timer and start a new one.
Count down timer code:
public void start()
{
new CountDownTimer(59*1000, 1000)
{
TextView timer = (TextView) findViewById(R.id.Timer);
public void onTick(long millisUntilFinished)
{
int TimeSeconds = (int) millisUntilFinished/1000;
if (resetStatus)
{
cancel();
TimeSeconds = TimeSeconds - 5;
final int finalTimeSeconds = TimeSeconds;
new CountDownTimer(finalTimeSeconds*1000, 1000)
{
#Override
public void onTick(long millisUntilFinished) {
if (finalTimeSeconds >= 10)
{
//displays time
timer.setText("00:" + finalTimeSeconds);
}
else
{
//displays time
timer.setText("00:0" + finalTimeSeconds);
}
resetStatus = false;
}
#Override
public void onFinish() {
gameOverDialogue();
}
}.start();
}
else
{
if (TimeSeconds >= 10)
{
//displays time
timer.setText("00:" + TimeSeconds);
}
else
{
//displays time
timer.setText("00:0" + TimeSeconds);
}
}
}
public void onFinish()
{
gameOverDialogue();
}
}.start();
}
When I press the reset button now, the timer skips 5 seconds after which the display freezes. However, the timer keeps ticking and reaches 0. I think it's because in the second count down timer the final variable finalTimeSecondsis used instead of TimeSeconds. Any suggestions?
Thanks in advance
In your code you only modify, one time, the time to display, but your CountDownTimer is not affected by this edit.
You should restart another CountDownTimer with the new delay and cancel the current one.
The problem is that your display changes with your flag, but the timer doesn't. Your assignment
int TimeSeconds = (int) millisUntilFinished/1000;
runs on every tick. You check the resetStatus flag and adjust the TextView, but that has no effect on the actual timer. The next time it ticks, it will have the proper (undeducted) time remaining.
Solving this problem can be kind of tricky. You can, as #MoraS suggested, create a new CountdownTimer each time a deduction is warranted. This solution will work, but if you expect deductions often, it may slow down the app a bit.
My suggestion would be to keep track of the total number of deductions, use that to keep the TextView up to date, and cancel the timer early as appropriate.
I would like to create a stopwatch as an android app. My problem is that I got a stackoverflow. Basically I have a class Timer and an onCreate method that instatiate it. Thats my implementation:
public abstract class Timer implements Runnable {
private boolean running;
public void start(){
running = true;
this.start();
}
#Override
public void run() {
long milliSeconds = 0;
long seconds = 0;
long minutes = 0;
long baseTime = SystemClock.elapsedRealtime();
while(running){
long time = SystemClock.elapsedRealtime() - baseTime;
long rest = time % 60000;
milliSeconds = rest % 1000;
seconds = rest - milliSeconds;
minutes = time - seconds - milliSeconds;
display(milliSeconds, seconds, minutes);
}
}
public void stop(){
running = false;
}
public abstract void display(long milliSeconds, long seconds, long minutes);
}
And my onCreate method:
public TextView time;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.opslimit);
time = (TextView)findViewById(R.id.textView3);
Timer timer = new Timer(){
#Override
public void display(long milliSeconds, long seconds, long minutes) {
time.setText(minutes + ":" + seconds + ":" + milliSeconds);
}
};
timer.start();
}
Has anyone an idea why I got a Stackoverflow. May be it deals with the display part?
You call start method recursively within itself. Fix it, and you won't get SO exception.
Note, however, that even if you change to :
public void start(){
running = true;
this.run();
}
which will fix stackoverflow, your code will run in a main thread and therefore your app won't work. You have to spawn a new thread.
I really suggest you use CountDownTimer - it will be clean code and less boilerplate threading, check example at the link.
You can, however, make your code work by doing this changes :
make Timer extends Thread instead of implementing Runnable.
change start to :
public void start(){
running = true;
super.start(); // <- note super here
}
Optionally add Override notation to start/stop methods, or rename your stop -> stopTimer
Ok - I know there has got to be a simple solution to this but for the life of me I can't figure it out.
Programming a very basic android activity to simply iterate through 0-99. I have a textview that I want to display the count. What happens is that it simply stays blank until the end and then shows the ending count (99).
Not sure if a textview is the right way to display or what the answer is. Any help is greatly appreciated. Thanks in advance
Try using code like this in onCreate (where number is defined as a field):
textView.post(new Runnable() {
#Override
public void run() {
number++;
textView.setText("counting: " + number);
if (number < 100) {
textView.postDelayed(this, 50);
}
}
});
Edit: code was edited as View classes have post and postDelayed, which propagates call to Handler instance they have internally.
You need to read a bit about Handler class.
Warning: this code leaks Activity for the time of approximatelly 5 seconds and should not be used directly in production code. You need to remove Runnable from the message queue at the appropriate time (maybe in onDestroy, but it depends on your needs).
View.removeCallbacks for anti-memory-leak.
My guess is that your onCreate() has code like this:
for (int i=0;i<100;i++) {
tv.setText(String.valueOf(i));
Thread.sleep(100); // or something to delay for a bit
}
That will give you the output that you are describing.
As with many GUI frameworks, Android's UI is event-driven. Calling setText() does not update the screen. Rather, it puts a message on a queue, asking for the screen to be updated. That queue is processed by the main application thread... the same thread that is calling onCreate() in the first place. Hence, what you are doing is queuing up 100 setText() calls, none of which will be processed until your loop is complete. Applying the 100 of them takes very little time, giving the visual result of only seeing the last change.
User a timer scheduled at a fixed rate. Increment a counter every second. Set the text on the UI thread. cancel the timer when required.
public class MainActivity extends Activity {
TextView _tv;
Timer _t;
int _count=0;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
_tv = (TextView) findViewById( R.id.textView1 );
_t = new Timer();
_tv.setText(""+_count);
_t.scheduleAtFixedRate( new TimerTask() {
#Override
public void run() {
_count++;
runOnUiThread(new Runnable() //run on ui thread
{
public void run()
{
_tv.setText(""+_count);
if(_count==99)
{
_t.cancel();
}
}
});
}
}, 1000, 1000 );
}
#Override
protected void onDestroy() {
// TODO Auto-generated method stub
super.onDestroy();
_t.cancel();
}
}
Use a countdown timer, in below code, onTick() will get called every second, here you can display/update your number each second.
set interval according to your need. Its in mili seconds.
public class TimerActivity extends Activity {
private final long startTime = 100 * 1000;
private final long interval = 1 * 1000;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_timer);
countDownTimer = new MyCountDownTimer(startTime, interval);
countDownTimer.start();
public class MyCountDownTimer extends CountDownTimer {
public MyCountDownTimer(long startTime, long interval) {
super(startTime, interval);
}
#Override
public void onFinish() {
text.setText("Time's up!");
}
#Override
public void onTick(long millisUntilFinished) {
text.setText(100 - millisUntilFinished/1000);
}
}
}
Code:
public class SMH extends Activity {
public void onCreate(Bundle b) {
super.onCreate(b);
setContentView(R.layout.main);
TextView tv = (TextView) findViewById(R.id.tv);
new CountDownTimer(10000, 2000) {
public void onTick(long m) {
long sec = m/1000+1;
tv.append(sec+" seconds remain\n");
}
public void onFinish() {
tv.append("Done!");
}
}.start();
}
Output:
10 seconds remain
8 seconds remain
6 seconds remain
4 seconds remain
Done!
Problem:
How do I get it to show "2 seconds remain"? The time elapsed is indeed 10 seconds, but the last onTick() never happens. If I change the second parameter from 2000 to 1000, then this is the output:
10 seconds remain
9 seconds remain
8 seconds remain
7 seconds remain
6 seconds remain
5 seconds remain
4 seconds remain
3 seconds remain
2 seconds remain
Done!
So you see, it seems to be skipping that last onTick() call. And btw, the XML file is basically the default main.xml with the TextView assigned the id tv and the text set to "".
I checked the source code of CountDownTimer. The "missing tick" comes from a special feature of CountDownTimer that I have not yet seen being documented elsewhere:
At the start of every tick, before onTick() is called, the remaining time until the end of the countdown is calculated. If this time is smaller than the countdown time interval, onTick is not called anymore. Instead only the next tick (where the onFinish() method will be called) is scheduled.
Given the fact that hardware clocks are not always super precise, that there may be other processes in the background that delay the thread running CountDownTimer plus that Android itself will probably create a small delay when calling the message handler of CountDownTimer it is more than likely that the call for the last tick before the end of the count down will be at least one millisecond late and therefore onTick() will not be called.
For my application I solved this problem simply by making the tick intervals "slightly" smaller (500 ms)
myCountDownTimer = new CountDownTimer(countDownTime, intervalTime - 500) {
...
}
and I could leave my code just as it is. For applications where the length of the interval time is critical, the other solutions posted here are probably the best.
I don't know why the last tick is not working but you can create your own timer with Runable , for example.
class MyCountDownTimer {
private long millisInFuture;
private long countDownInterval;
public MyCountDownTimer(long pMillisInFuture, long pCountDownInterval) {
this.millisInFuture = pMillisInFuture;
this.countDownInterval = pCountDownInterval;
}
public void Start()
{
final Handler handler = new Handler();
Log.v("status", "starting");
final Runnable counter = new Runnable(){
public void run(){
if(millisInFuture <= 0) {
Log.v("status", "done");
} else {
long sec = millisInFuture/1000;
Log.v("status", Long.toString(sec) + " seconds remain");
millisInFuture -= countDownInterval;
handler.postDelayed(this, countDownInterval);
}
}
};
handler.postDelayed(counter, countDownInterval);
}
}
and to start it,
new MyCountDownTimer(10000, 2000).Start();
EDIT FOR GOOFY'S QUESTION
you should have a variable to hold counter status (boolean) . then you can write a Stop() method like Start().
EDIT-2 FOR GOOFY'S QUESTION
actually there is no bug on stopping counter but there is a bug on start again after stop(resume).
I'm writing a new updated full code that I had just tried and it's working. It's a basic counter that show time on screen with start and stop button.
class for counter
public class MyCountDownTimer {
private long millisInFuture;
private long countDownInterval;
private boolean status;
public MyCountDownTimer(long pMillisInFuture, long pCountDownInterval) {
this.millisInFuture = pMillisInFuture;
this.countDownInterval = pCountDownInterval;
status = false;
Initialize();
}
public void Stop() {
status = false;
}
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);
}
}
activity class
public class CounterActivity extends Activity {
/** Called when the activity is first created. */
TextView timeText;
Button startBut;
Button stopBut;
MyCountDownTimer mycounter;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
timeText = (TextView) findViewById(R.id.time);
startBut = (Button) findViewById(R.id.start);
stopBut = (Button) findViewById(R.id.stop);
mycounter = new MyCountDownTimer(20000, 1000);
RefreshTimer();
}
public void StartTimer(View v) {
Log.v("startbutton", "saymaya basladi");
mycounter.Start();
}
public void StopTimer(View v) {
Log.v("stopbutton", "durdu");
mycounter.Stop();
}
public void RefreshTimer()
{
final Handler handler = new Handler();
final Runnable counter = new Runnable(){
public void run(){
timeText.setText(Long.toString(mycounter.getCurrentTime()));
handler.postDelayed(this, 100);
}
};
handler.postDelayed(counter, 100);
}
}
main.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:weightSum="1">
<TextView android:textAppearance="?android:attr/textAppearanceLarge"
android:text="TextView" android:layout_height="wrap_content"
android:layout_width="wrap_content"
android:id="#+id/time">
</TextView>
<Button android:text="Start"
android:id="#+id/start"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:onClick="StartTimer">
</Button>
<Button android:text="Stop"
android:id="#+id/stop"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:onClick="StopTimer">
</Button>
</LinearLayout>
I've spent hours trying to figure out this problem, and I'm happy to show you a nice work around. Don't bother waiting for the onFinish() call, just add 1 (or whatever your interval is) to your units, then add an if statement in the onTick() calls. Just do your onFinish() task(s) on the last onTick(). Here's what I've got:
new CountDownTimer( (countDownTimerValue + 1) * 1000, 1000) { //Added 1 to the countdownvalue before turning it into miliseconds by multiplying it by 1000.
public void onTick(long millisUntilFinished) {
//We know that the last onTick() happens at 2000ms remaining (skipping the last 1000ms tick for some reason, so just throw in this if statement.
if (millisUntilFinished < 2005){
//Stuff to do when finished.
}else{
mTextField.setText("Time remaining: " + (((millisUntilFinished) / 1000) - 1)); //My textfield is obviously showing the remaining time. Note how I've had to subtrack 1 in order to display the actual time remaining.
}
}
public void onFinish() {
//This is when the timer actually finishes (which would be about 1000ms later right? Either way, now you can just ignore this entirely.
}
}.start();
The most simple solution I came up with is as follows. Note that it only works if you need a simple screen to display with a seconds countdown.
mTimer = new CountDownTimer(5000, 100){
public void onTick(long millisUntilFinished) {
mTimerView.setText(Long.toString(millisUntilFinished/1000));
}
public void onFinish() {
mTimerView.setText("Expired");
}
};
mTimer.start();
In the code above the onTick() is called every 100 milliseconds but visually only seconds are displayed.
While the solution above is valid, it can be further improved. It unnecessarily has a runnable inside another class (which can already be treated on it's own). So just create a class that extends a thread (or runnable).
class MyTimer extends Thread {
private long millisInFuture;
private long countDownInterval;
final Handler mHandler = new Handler();
public MyTimer(long pMillisInFuture, long pCountDownInterval) {
this.millisInFuture = pMillisInFuture;
this.countDownInterval = pCountDownInterval;
}
public void run() {
if(millisInFuture <= 0) {
Log.v("status", "done");
} else {
millisInFuture -= countDownInterval;
mHandler.postDelayed(this, countDownInterval);
}
}
}
I found easy solution. I need CountDown to update ProgressBar, so I did this:
new CountDownTimer(1000, 100) {
private int counter = 0;
#Override
public void onTick(long millisUntilFinished) {
Log.d(LOG_TAG, "Tick: " + millisUntilFinished);
if (++counter == 10) {
timeBar.setProgress(--lenght); // timeBar and lenght defined in calling code
counter = 0;
}
}
#Override
public void onFinish() {
Log.d(LOG_TAG, "Finish.");
timeBar.setProgress(0);
}
};
Small tick do the trick :)
So I think I went a little over board because my timer runs in its own thread instead of using postDelay handlers, though it always posts back to the thread it was created in. I also knew that I only cared about seconds so its simplified around that idea. It also lets you cancel it and restart it. I do not have pausing built in because that's not in my needs.
/**
* Created by MinceMan on 8/2/2014.
*/
public abstract class SecondCountDownTimer {
private final int seconds;
private TimerThread timer;
private final Handler handler;
/**
* #param secondsToCountDown Total time in seconds you wish this timer to count down.
*/
public SecondCountDownTimer(int secondsToCountDown) {
seconds = secondsToCountDown;
handler = new Handler();
timer = new TimerThread(secondsToCountDown);
}
/** This will cancel your current timer and start a new one.
* This call will override your timer duration only one time. **/
public SecondCountDownTimer start(int secondsToCountDown) {
if (timer.getState() != State.NEW) {
timer.interrupt();
timer = new TimerThread(secondsToCountDown);
}
timer.start();
return this;
}
/** This will cancel your current timer and start a new one. **/
public SecondCountDownTimer start() {
return start(seconds);
}
public void cancel() {
if (timer.isAlive()) timer.interrupt();
timer = new TimerThread(seconds);
}
public abstract void onTick(int secondsUntilFinished);
private Runnable getOnTickRunnable(final int second) {
return new Runnable() {
#Override
public void run() {
onTick(second);
}
};
}
public abstract void onFinish();
private Runnable getFinishedRunnable() {
return new Runnable() {
#Override
public void run() {
onFinish();
}
};
}
private class TimerThread extends Thread {
private int count;
private TimerThread(int count) {
this.count = count;
}
#Override
public void run() {
try {
while (count != 0) {
handler.post(getOnTickRunnable(count--));
sleep(1000);
}
} catch (InterruptedException e) { }
if (!isInterrupted()) {
handler.post(getFinishedRunnable());
}
}
}
}
To expand on Nantoka's answer. Here's my code to ensure the view is updated correctly:
countDownTimer = new CountDownTimer(countDownMsec, 500)
{
public void onTick(long millisUntilFinished)
{
if(millisUntilFinished!=countDownMsec)
{
completedTick+=1;
if(completedTick%2==0) // 1 second has passed
{
// UPDATE VIEW HERE based on "seconds = completedTick/2"
}
countDownMsec = millisUntilFinished; // store in case of pause
}
}
public void onFinish()
{
countDownMsec = 0;
completedTick+=2; // the final 2 ticks arrive together
countDownTimer = null;
// FINAL UPDATE TO VIEW HERE based on seconds = completedTick/2 == countDownMsec/1000
}
}
I also faced the same issue with CountDownTimer and I tried different approaches.
So one of the easiest ways is in solution provided by #Nantoca - he suggests to double the frequency from 1000ms to 500ms. But I don't like this solution because it makes more work which will consume some extra battery resource.
So I decided to use #ocanal's soultion and to write my own simple CustomCountDownTimer.
But I found couple of flaws in his code:
It's a bit inefficient (creating second handler to publish results)
It starts to publish first result with a delay. (You need to do a post() method rather than postDelayed() during first initialization)
odd looking. Methods with capital letter, status instead of classic isCanceled boolean and some other.
So I cleaned it a bit and here is the more common version of his approach:
private class CustomCountDownTimer {
private Handler mHandler;
private long millisUntilFinished;
private long countDownInterval;
private boolean isCanceled = false;
public CustomCountDownTimer(long millisUntilFinished, long countDownInterval) {
this.millisUntilFinished = millisUntilFinished;
this.countDownInterval = countDownInterval;
mHandler = new Handler();
}
public synchronized void cancel() {
isCanceled = true;
mHandler.removeCallbacksAndMessages(null);
}
public long getRemainingTime() {
return millisUntilFinished;
}
public void start() {
final Runnable counter = new Runnable() {
public void run() {
if (isCanceled) {
publishUpdate(0);
} else {
//time is out
if(millisUntilFinished <= 0){
publishUpdate(0);
return;
}
//update UI:
publishUpdate(millisUntilFinished);
millisUntilFinished -= countDownInterval;
mHandler.postDelayed(this, countDownInterval);
}
}
};
mHandler.post(counter);
}
}
if Your time Interval is more than 4 sec then every onTick() call would not be proper. So if you want precise result then keep interval less than 5 sec. The Reseaon is at the start of every tick, before onTick() is called, the remaining time until the end of the countdown is calculated and If this time is smaller than the countdown time interval, onTick() would not not called anymore. Instead only the next tick (where the onFinish() method will be called) is scheduled.
Add a few milliseconds to your timer to allow it time to process the code.
I added +100 to your timer-length, and also Math.ceil() to round up the result, rather than adding 1.
Also... the first tick is AFTER 2000 millis, so you won't get a "10 seconds left" entry unless you add it.
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
final TextView tv = (TextView) findViewById(R.id.tv);
tv.setText("10 Seconds remain\n"); //displayed before the first tick.
new CountDownTimer(10000+25, 1000) { //25 to account for processing time
public void onTick(long m) {
long sec = (long) Math.ceil(m / 2000 ); //round up, don't add 1
tv.append(sec + " seconds remain\n");
}
public void onFinish() {
tv.append("Done!");
}
}.start();
}
You are calculating time remaining incorrectly. The callback gets the number of milliseconds until completion of the task.
public void onTick(long m) {
long sec = m/1000+1;
tv.append(sec+" seconds remain\n");
}
should be
public void onTick(long m) {
long sec = m/1000;
tv.append(sec+" seconds remain\n");
}
I've never used this class myself but it looks like you will not get a callback the instant it starts, which is why it appears like you're missing an entry. e.g. 10000 ms, 1000 ms per tick you'd get a total of 9 update callbacks, not 10 - 9000, 8000, 7000, 6000, 5000, 4000, 3000, 2000, 1000, finish.