I to restart a CountDownTimer. I read a lot of question here but no one of the answer helped me. When I use the following code
if(Const.counter != null){
private fun startTimer() {
var timeInMilliSeconds = 11000L
val countDownTimer: CountDownTimer = object : CountDownTimer(timeInMilliSeconds, 1000) {
override fun onFinish() {
Timber.d("Times Up!")
setupResult("")
this.cancel()
timeInMilliSeconds = 11000L
this.start()
}
override fun onTick(p0: Long) {
val seconds = (p0 / 1000) % 60
Timber.d("Timer: $p0")
timer?.text = "$seconds"
}
}
countDownTimer.start()
}
coutdown timer for quiz
if(countDownTimer!=null)
{
countDownTimer.cancel();
countDownTimer.start();
}
else {
countDownTimer = new CountDownTimer(30000, 1000) {
public void onTick(long l) {
mtimer.setText("remaining time" + l / 1000);//mtime is a textview
}
public void onFinish() {//here mnext is the button from which we can get next question.
mnext.performClick();//this is used to perform clik automatically
}
}.start();
I did some different trick here. Hope this will help you.
if (myCountDownTimer != null) {
myCountDownTimer.cancel();
}
myCountDownTimer = new MyCountDownTimer(10000, 500);
myCountDownTimer.start();
Just call again the start()
method:
CountDownTimer cdt = new CountDownTimer(30000, 1000) {
public void onTick(long millisUntilFinished) {
mTextField.setText("seconds remaining: " + millisUntilFinished / 1000);
}
public void onFinish() {
this.start(); //start again the CountDownTimer
}
};
You can realize it by cancelling and restarting. The following example should work.
CountDownTimer mCountDownTimer = new CountDownTimer(500, 1000) {
@Override
public void onTick(long millisUntilFinished) {}
@Override
public void onFinish() {
isCounterRunning = false;
}
};
boolean isCounterRunning = false;
private void yourOperation() {
if( !isCounterRunning ){
isCounterRunning = true;
mCountDownTimer.start();
}
else{
mCountDownTimer.cancel(); // cancel
mCountDownTimer.start(); // then restart
}
}