Code:
public class SMH extends Activity { public void onCreate(Bundle b) { super.onCreate(b); setContentView(R.layou
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);
}
}
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>
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());
}
}
}
}
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.
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();
}
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.