how to use postDelayed() correctly in android studio?

109,511

Solution 1

You're almost using postDelayed(Runnable, long) correctly, but just not quite. Let's take a look at your Runnable.

final Runnable r = new Runnable() {
    public void run() {
        handler.postDelayed(this, 1000);
        gameOver();
    }
};

When we call r.run(); the first thing it's going to do is tell your handler to run the very same Runnable after 1000 milliseconds, and then to call gameOver(). What this will actually result in is your gameOver() method being called twice: once right away, and a second time once the Handler is done waiting 1000 milliseconds.

Instead, you should change your Runnable to this:

final Runnable r = new Runnable() {
    public void run() {
        gameOver();
    }
};

And call it like this:

handler.postDelayed(r, 1000);

Hope this helps.

Solution 2

Below is the code that I use which works same as the accepted answer but is quite simple to write and understand.

final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
    @Override
    public void run() {
        // Write whatever to want to do after delay specified (1 sec)
        Log.d("Handler", "Running Handler");
    }
}, 1000);

Solution 3

Thread(Runnable {
    // background work here ... 
    Handler(Looper.getMainLooper()).postDelayed(Runnable {
        // Update UI here ...
    }, 10000) // It will wait 10 sec before updating UI
}).start()

Solution 4

Using a parameterless Handler constructor is deprecated, and not using lambdas also make the code look clunky, so with that being said, here's how it looks a more modern use:

final Runnable _r_ = new Runnable(){...};

Handler handler = new Handler(Looper.getMainLooper());
handler.postDelayed(() -> _r_.run(), 666);

You might also update it to use method reference

handler.postDelayed(_r_::run(), 666);

Or more simple with just a qualifier

handler.postDelayed(_r_, 666);
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109,511
Ryder Thacker
Author by

Ryder Thacker

Updated on July 09, 2022

Comments

  • Ryder Thacker
    Ryder Thacker almost 2 years

    I have a countDownTimer and if the user does not hit the gameButton within the 12th second I want the gameOver method called. problem I either get game function called instantly when countDownTimer is 12 or the timer just keeps counting down. So I am trying to use the postDelayed() method to give the user a full second to hit the button and let the countDownTimer to continue but as my code is right now the game stops on 12 regardless.

    import android.app.Activity;
    import android.os.CountDownTimer;
    import android.os.Handler;
    import android.support.v7.app.AppCompatActivity;
    import android.os.Bundle;
    import android.view.View;
    import android.widget.Button;
    import android.widget.TextView;
    import android.widget.Toast;
    
    
    
    public class GameScreen extends Activity {
    
        private TextView time;
        private Button start;
        private Button cancel;
        private Button gameButton;
        private CountDownTimer countDownTimer;
        public static int count = 0;
        public static int countFail = 0;
    
        final Handler handler = new Handler();
        final Runnable r = new Runnable() {
            public void run() {
                handler.postDelayed(this, 1000);
                gameOver();
            }
        };
    
    
        private View.OnClickListener btnClickListener = new View.OnClickListener(){
    
            @Override
            public void onClick(View v) {
    
                switch(v.getId()){
                    case R.id.start_ID :
                        start();
                        break;
                    case R.id.cancel :
                        cancel();
                        break;
                    case R.id.gameButton_ID :
                        gameButton();
                        break;
                }
    
            }
    
    
        };
    
    
        @Override
        protected void onCreate(Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
            setContentView(R.layout.activity_game_screen);
    
    
            start = (Button) findViewById(R.id.start_ID);
            start.setOnClickListener(btnClickListener);
            cancel = (Button) findViewById(R.id.cancel);
            cancel.setOnClickListener(btnClickListener);
            time = (TextView) findViewById(R.id.time);
            gameButton = (Button) findViewById(R.id.gameButton_ID);
            gameButton.setOnClickListener(btnClickListener);
    
    
        }
    
        public void start(){
    
            time.setText("16");
            //This doesn't work and makes app crash when you hit start button
    
            countDownTimer = new CountDownTimer(16 * 1000, 1000) {
                @Override
                public void onTick(long millsUntilFinished){
                    time.setText("" + millsUntilFinished / 1000);
    
                    //turns textview string to int
                    int foo = Integer.parseInt(time.getText().toString());
    
                    if(time.getText().equals("12")){
    
                        r.run();
    
                    }
    
                }
    
                public void onFinish() {
                    time.setText("Done !");
                }
            };
            countDownTimer.start();
        }
    
        private void cancel(){
            if(countDownTimer != null){
                countDownTimer.cancel();
                countDownTimer = null;
            }
        }
    
        private void gameOver(){
            Toast.makeText(getApplicationContext(), "You scored " + count, Toast.LENGTH_SHORT).show();
            count = 0;
            countFail = 0;
            cancel();
        }
    
        private void gameButton(){
    
            int foo = Integer.parseInt(time.getText().toString());
    
            if(foo  % 2 == 0 ) {
                Toast.makeText(getApplicationContext(), "PASS", Toast.LENGTH_SHORT).show();
                handler.removeCallbacks(r);
                ++count;
            }
    
            else{
                gameOver();
            }
        }
    
    }
    
  • Shivanshu
    Shivanshu about 5 years
    @DanielLaneDC said that "handler to run the very same Runnable after 1000 milliseconds" ,but the Runnable also includes the gameover() method that should be executed each time whenever the run method executes.
  • starriet
    starriet over 3 years
    Isn't the gameOver() called infinitely every second, rather than being called twice? It looks like infinite recursion.