I'm designing a music player app for Android that will feature pop-up controls. I'm currently trying to get these controls to close after a certain period of inactivity but there doesn't seem to be a clearly documented method of doing this. So far I have managed to cobble the following solution together using a few suggestions both from this site and others.
private Timer originalTimer = new Timer();
#Override
public void onCreate(Bundle savedInstanceState){
super.onCreate(savedInstanceState);
setContentView(R.layout.playcontrols);
View exitButton = findViewById(R.id.controls_exit_pane);
exitButton.setOnClickListener(this);
View volUpButton = findViewById(R.id.controls_vol_up);
volUpButton.setOnClickListener(this);
View playButton = findViewById(R.id.controls_play);
playButton.setOnClickListener(this);
View volDownButton = findViewById(R.id.controls_vol_down);
volDownButton.setOnClickListener(this);
musicPlayback();
originalTimer.schedule(closeWindow, 5*1000); //Closes activity after 10 seconds of inactivity
}
And the code that should close the window
//Closes activity after 10 seconds of inactivity
public void onUserInteraction(){
closeWindow.cancel(); //not sure if this is required?
originalTimer.cancel();
originalTimer.schedule(closeWindow, 5*1000);
}
private TimerTask closeWindow = new TimerTask() {
#Override
public void run() {
finish();
}
};
The above code makes perfect sense to me but it force closes upon any user interaction. It does however close normally if untouched and won't close after interaction if I remove the second schedule, so this seems to be the problem. Also note that I imagine I will be moving this timing task to another thread to help keep the UI snappy. I need to get it working first though :D. If there's any more info I need to supply please ask and thanks for any help...Ye guys are brilliant!
Based on #CommonsWare's suggestion, switched to a Handler. Works perfectly. Thanks very much!
private final int delayTime = 3000;
private Handler myHandler = new Handler();
#Override
public void onCreate(Bundle savedInstanceState){
super.onCreate(savedInstanceState);
setContentView(R.layout.playcontrols);
View exitButton = findViewById(R.id.controls_exit_pane);
exitButton.setOnClickListener(this);
View volUpButton = findViewById(R.id.controls_vol_up);
volUpButton.setOnClickListener(this);
View playButton = findViewById(R.id.controls_play);
playButton.setOnClickListener(this);
View volDownButton = findViewById(R.id.controls_vol_down);
volDownButton.setOnClickListener(this);
musicPlayback();
myHandler.postDelayed(closeControls, delayTime);
}
and the other methods...
//Closes activity after 10 seconds of inactivity
public void onUserInteraction(){
myHandler.removeCallbacks(closeControls);
myHandler.postDelayed(closeControls, delayTime);
}
private Runnable closeControls = new Runnable() {
public void run() {
finish();
overridePendingTransition(R.anim.fadein, R.anim.fadeout);
}
};
To complete the answer above, note that the Activity.onUserInteraction() is adequate only if you care about clicks.
The documentation at http://developer.android.com/reference/android/app/Activity.html#onUserInteraction%28%29 states: "Note that this callback will be invoked for the touch down action that begins a touch gesture, but may not be invoked for the touch-moved and touch-up actions that follow."
Actual implementation proved it indeed ignores all movements on the tablet, which means the clock is never reset while, say, drawing without releasing the finger. On the other hand, it also means that the clock is not reset too often, which limits the overhead.
Related
I tried to get the width of a LinearLayout.
Here is the code of the MainActivity.java:
public class MainActivity extends AppCompatActivity {
BoardClass board;
private int widthareagame;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
final LinearLayout gamearea;
ImageView im1 ;
Button abutton;
abutton = (Button) findViewById(R.id.buttonnew);
gamearea = ( LinearLayout) findViewById(R.id.boardarea);
gamearea.post(new Runnable(){
public void run(){
widthareagame = gamearea.getWidth();
}
});
board = new BoardClass(this,widthareagame);
gamearea.addView(board);
}
The value of widthareagame at new BoardClass(this,widthareagame); is still Zero.
Thanks
Here is what documentation says about View#post():
Causes the Runnable to be added to the message queue. The runnable
will be run on the user interface thread.
Your task, of modifying the value of widthareagame variable, has been pushed to the message queue of the view. It doesn't guarantee that it will get executed at the very same instance. The control then proceeds to the next line, where you still get the unmodified value.
You can try something like this, to ensure that you are able to use the modified value:
gamearea.post(new Runnable(){
public void run(){
widthareagame = gamearea.getWidth();
board = new BoardClass(this,widthareagame);
gamearea.addView(board);
}
});
This is because post method call queued the setting of widthareagame where as your view is rendering.You didn't guarantee the order of execution.
You have to make sure the statements inside the run method execute first and then new Board(.. is invoked.For that you can do something like this
final AtomicBoolean done = new AtomicBoolean(false);
run(){
//inside run method
done.set(true);
notify();
}
then do something like this
synchronized(task) {
while(!done.get()) {
task.wait();
}
new Board(..
}
where task is your runnable task defined something like this
final Runnable task = new Runnable() {
#Override
public void run() {
The reason is zero is because within the onCreate the LinearLayout has not been measured yet.
And the reason it only works when within the Runnable is because since this one has been posted then it will run on the next execution cycle, which is after the onCreate and the rest of the Activity lifecycle methods (onStart, onResume, etc.) and even onAttachedToWindow have been called, at which point will be already measured and give the correct size.
Said all that, a safer way to get your layout metrics with certainty would be to listen when the layout state changes.
gamearea.getViewTreeObserver().addOnGlobalLayoutListener(new ViewTreeObserver.OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
// Remove the listener here unless you want to get this callback for
// "every" layout pass, which can get you into an infinite loop if you
// modify the layout from within this method
gamearea.getViewTreeObserver().removeGlobalOnLayoutListener(this);
// A this point you can get the width and height
widthareagame = gamearea.getWidth();
}
});
I have an app with a title screen. When the app first starts, I have an onCreate method that contains the following code:
setContentView(R.layout.title_screen);
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
setContentView(R.layout.main_screen);
}
}, 2000);
When I run my app and press the back button while on the main_screen layout, it closes the app (as it should). However, when I reopen the app, it displays the title_screen layout for two seconds again even though the app is already running. How can I prevent this?
This will prevent the delay appearing again when resumed:
private static boolean flag = false;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
if(!flag){
setContentView(R.layout.title_screen);
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
setContentView(R.layout.main_screen);
}
}, 2000);
flag = true;
} else {
setContentView(R.layout.main_screen);
}
}
Btw, if your app was on background and it is calling onCreate again while being resumed, it means that it is killed by the OS. Therefore it is normal to have the initial delay again.
What I would do is to implement two different activities first one showing title_screen and the second which is started after 2s should show your main screen.
After looking at your code I can see that you ALWAYS start with title_screen then after 2s, you change to main_screen. Therefore, when you press back, that means you finish your activity. When you re-open your app, onCreated is called again, and it run every line of code as the previous opening.Of course, there's no difference in 2 times you open your app. To overcome it, I recommend to use SharedPreference to store the flag to check main_screen or title_screen.
Hi everyone out there,
i am developing an android application against API 7 at the moment in which i use an activity which need to be restarted. Lets say my activity looks like this:
public class AllocActivity extends Activity implements OnClickListener{
Button but;
private Handler hand = new Handler();
#Override
protected void onCreate(Bundle savedInstanceState) {
setContentView(R.layout.activity_alloc);
but = (Button) findViewById(R.id.button);
but.setText("RELOAD");
but.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View arg0){
Intent intent = getIntent();
startActivity(intent);
finish();
}
});
}
#Override
protected void onDestroy(){
super.onDestroy();
System.gc();
}
/****** THREADS AND RUNNABLES ******/
final Runnable fullAnim = new Thread(new Runnable(){
#Override
public void run(){
try{
hand.post(anim1);
Thread.sleep(2000);
hand.post(anim2);
Thread.sleep(1000);
// and so on
}catch(InterruptedException ie){ie.printStackTrace();}
}
});
final Runnable anim1 = new Runnable() {
#Override
public void run(){
// non-static method findViewById
ImageView sky = (ImageView)findViewById(R.id.sky);
}
};
}
The problem is that the gc doesnt seem to free the fullAnim thread so that the heap is growing by ~100K at every restart - till it slows down and crashes. Declaring fullAnim as static does solve this problem - but as i use non static references this doesnt work out for me.
So at this point i am kindof lost - and i hope u can advice me where to go next. Is there something i might be doing wrong or is there a tool i can use to manage threads to drop and free heap after restart.
kindly regards
UPDATE
thanks to everyone who answered - helped alot. using TimerTask did the trick in the end. i did the following change:
/****** THREADS AND RUNNABLES ******/
final TimerTask fullAnim = new TimerTask(){
#Override
public void run(){
try{
hand.post(anim1);
Thread.sleep(2000);
hand.post(anim2);
Thread.sleep(1000);
// and so on
}catch(InterruptedException ie){ie.printStackTrace();}
}
};
as the activity was more than 6k loc long this was a pretty decent solution without facing bigger impacts. KUDOS!
i dont use a Timer to shedule the task - dont know if its bad practice but
the animation is called like this:
Thread t = new Thread(fullAnim);
t.start();
A running Thread is never garbage collected.
A Thread is not stopped automatically if your Activity stops or is destroyed. It could run forever.
Every non-static inner class keeps a reference to the enclosing instance. E.g. hand.post(anim1); works inside that inner class because it has an implicit reference to AllocActivity.this.
So what you effectively do is to keep a reference to your Activity alive for longer than it is supposed to be alive, i.e. until after onDestroy.
Make sure to stop threads manually if you don't want them anymore.
Because final variable have low priority for GC. So you need to explicitly release the runneable objects in onPause() method because there is not ensurence onDestory() will call immediate after finish() call .
#Override
protected void onPause(){
super.onPause();
//cancel timer to stop animations
if(t!=null){
t.cancel();
}
System.gc();
}
UPDATE
use timer to achieve this
boolean isFirstAnim=true;
Timer t = new Timer();
t.schedule(new TimerTask() {
#Override
public void run() {
if(isFirstAnim){
// play your first animation at every
}else{
// play your second animation at every
}
}
}, 0, 3000);
What happens when all activities of an application finishes?
"When you call finish() this doesn't mean the Activity instance is
garbage collected. You're telling Android you want to close the
Activity (do not show it anymore). It will still be present until
Android decides to kill the process (and thus terminate the DVM) or
the instance is garbage-collected."
You need to implement your own stop method to stop the running thread, you can make a call to it in onDestroy
refer this Stopping a runnable
Alternatively
you can perform your operation in an asynctask and use onProgressUpdate() to publish progress on UI thread and use cancel(true) in combination with check in doInBackground() whether cancel has been called to stop the task.
Im trying to make a timer for a game, and I'm stuck atm.
This is my code so far. I made a new activity for the intent, cause I read somewhere that's one way to do it.
public class MainActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
//Timer timer = new Timer();
//task = new TimerTask() {
Button b1 = (Button) findViewById(R.id.button1);
b1.setOnClickListener(new View.OnClickListener() {
public void onClick(View v){
startActivity(new Intent("com.loltimer.Timer"));
}
});
};
}
When I press the first button I want to have a timer that goes from 5minutes down to 0. And at 0 I want a sound to be played.
Thanks in advance!
Has got to be the Android count down timer class: http://developer.android.com/reference/android/os/CountDownTimer.html
Timing operations are best handled by a Handler in Android.
http://developer.android.com/reference/android/os/Handler.html
You can wrap the operation you want to run in the future as a Runnable and pass it to postDelayed(). If the operation needs to run repeatedly on that interval, you can call postDelayed() at the end of the Runnable to schedule the next run.
CountdownTimer can also be useful if you need to run some code a finite number of times on a regular interval. This class is actually just a thin wrapper around Handler.
The example is pretty straightforward: i want to let the user know about what the app is doing by just showing a text (canvas.drawText()). Then, my first message appears, but not the other ones. I mean, i have a "setText" method but it doesn't updates.
onCreate(Bundle bundle) {
super.onCreate(bundle);
setContentView(splash); // splash is the view class
loadResources();
splash.setText("this");
boundWebService();
splash.setText("that"):
etc();
splash.setText("so on");
}
The view's text drawing works by doing just a drawText in onDraw();, so setText changes the text but doesn't show it.
Someone recommended me replacing the view with a SurfaceView, but it would be alot of trouble for just a couple of updates, SO... how the heck can i update the view dinamically at runtime?
It should be quite simple, just showing a text for say 2 seconds and then the main thread doing his stuff and then updating the text...
Thanks!
Update:
I tried implementing handler.onPost(), but is the same story all over again. Let me put you the code:
public class ThreadViewTestActivity extends Activity {
Thread t;
Splash splash;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
splash = new Splash(this);
t = new Thread(splash);
t.start();
splash.setTextow("OA");
try { Thread.sleep(4000); } catch (InterruptedException e) { }
splash.setTextow("LALA");
}
}
And:
public class Splash implements Runnable {
Activity activity;
final Handler myHandler = new Handler();
public Splash(Activity activity) {
this.activity=activity;
}
#Override
public void run() {
// TODO Auto-generated method stub
}
public synchronized void setTextow(final String textow) {
// Wrap DownloadTask into another Runnable to track the statistics
myHandler.post(new Runnable() {
#Override
public void run() {
TextView t = (TextView)activity.findViewById(R.id.testo);
t.setText(textow);
t.invalidate();
}
});
}
}
Although splash is in other thread, i put a sleep on the main thread, i use the handler to manage UI and everything, it doesn't changes a thing, it only shows the last update.
I haven't hit this yet, but I think the usual pattern is to do lengthy initialization in a background thread, and use Handler.post() to update the UI. See http://developer.android.com/reference/android/widget/ProgressBar.html for a different, but possibly related, example.
Also see this answer, especially the first paragraph:
The problem is most likely that you
are running the splash screen (some
sort of Dialog such as ProgressDialog
I assume) in the same thread as all
the work being done. This will keep
the view of the splash screen from
being updated, which can keep it from
even getting displayed to the screen.
You need to display the splash screen,
kick off an instance of AsyncTask to
go download all your data, then hide
the splash screen once the task is
complete.
Update (based on your update and your comment): You are not supposed to update the UI in any thread except the one where your Activity is created. Why is it impossible for you to load your resources in a background thread?
First: onCreate is executed on main UI thread of application so no UI updates until you leave it. Basically you need one thread to execute long running tasks and some mechanism to push updates into the UI.
Most usual approach is to extend AsyncTask see this link for further info
i suppose that your view is an extended view and you call onDraw for drawing the view, so, maybe the view isnĀ“t 'refresh' their state, so try this
onCreate(Bundle bundle) {
setContentView(splash); // splash is the view class
loadResources();
splash.setText("this");
splash.invalidate();
boundWebService();
splash.setText("that"):
splash.invalidate();
etc();
splash.setText("so on");
splash.invalidate();
}