Java Clock Synchronizing - java

I have to show multiple clocks in screen from different places like New Delhi, Hong Kong, Frankfurt, Washington, etc. And these times are changing like any other real clock but as Time-Left to a fixed date-time and they are added to the screen at different moments as the user adds them. For example:
New Delhi 1d 4h 20 min 5s
Hong Kong 9h 2min 55s
Washington 22min 3s
...
I have a Class which makes all the calculations to get those times in that format. The problem comes when these times are shown on screen. How do I make them to update their time at the same time? So all the changes in the seconds are shown at the same time. I know it won't be theoretically at the same time, but the most close to it. This is the timer I am using:
Timer t = new Timer();
t.scheduleAtFixedRate(
new TimerTask()
{
public void run() {
Platform.runLater(new Runnable() {
#Override
public void run() {
label[id].setText(getTimeLeft(id));
}
});
}
},
0, // run first occurrence immediately
1000); // run every seconds
Also, some of them freeze eventually. Does any body knows why?

How do I make them to update their time at the same time? So all the changes in the seconds are shown at the same time. I know it won't be theoretically at the same time, but the most close to it. This is the timer I am using:
Instead of using separate Timers for each label, use a single Timer for ALL the labels
Timer t = new Timer();
t.scheduleAtFixedRate(
new TimerTask()
{
public void run() {
Platform.runLater(new Runnable() {
#Override
public void run() {
for (int id = 0; id < label.length; id++) {
label[id].setText(getTimeLeft(id));
}
}
});
}
},
0, // run first occurrence immediately
1000); // run every seconds
This will reduce the overhead of resources on you system (one timer instead of n times), possible event queue spamming as multiple timers trigger simultaneously and allow the times to "seem" to update at the same time, as they are all updated within the event queue, so they won't update until the next paint cycle, which won't happen until you exit the run block...
You could also make use Timeline, which would reduce the need for Platform.runLater, see How to update the label box every 2 seconds in java fx? for an example.

Related

Run method in Timer task is executing two times

I have created a Timer which runs for every 20 seconds. Timer task is taking more than a minute to finish the task. Run method in Timer task is executing two times after 20 seconds before timer task is finished.
class A {
static Timer timer;
TimerTask timertask = new TimerTask({
public void run(){
if(check for some data in the database before inserting )
// Insert records into database
}
}
public test(){
A.timer.scheduleAtFixedRate(imertask,0, 20*1000);
}
}
Two records of the same data are inserted into the database with the time difference of 14 seconds. I am expecting only one record to be in the database Any help on this so much appreciated.
By intent, if the first execution takes more than 20 seconds, the second execution will start immediately after. If the first execution takes more than 40 seconds, the third execution will start immediately after the second execution. And so on until you catch up to having approximately N/20 executions after N seconds.
Documentation link
In fixed-rate execution, each execution is scheduled relative to the
scheduled execution time of the initial execution. If an execution is
delayed for any reason (such as garbage collection or other background
activity), two or more executions will occur in rapid succession to
"catch up." In the long run, the frequency of execution will be
exactly the reciprocal of the specified period (assuming the system
clock underlying Object.wait(long) is accurate).
If you're inserting the same data twice, then it seems that problem would be with however you decide whether you've already inserted that data, rather than with the interval between executions.
If the task runs for about a minute, is that indicative of a bug, or just how long it takes (for example to connect to a remote database)?
This worked fine
class A {
static Timer timer;
TimerTask timerTask = new TimerTask() {
#Override
public void run() {
System.out.println("Task is running");
}
};
public void test() {
timer = new Timer();
timer.scheduleAtFixedRate(timerTask, 0, 5 * 1000);
}
public static void main(String[] args) {
A a = new A();
a.test();
}
}
I could not figure why Timer task is running concurrently. I have written same logic and scheduling using Thread and everything is working now.

Why android.os.Handler's method "postDelay" is delayed 1-3 ms every time

I done simple timer that count the difference between time of clicking of button, and current time. Every second (1000ms).
The main part is :
Runnable timerRunnable = new Runnable() {
#Override
public void run() {
MainActivity.this.timerHandler.postDelayed(this,1000);
long mlSecondToGo;
mlSecondToGo = System.currentTimeMillis() - MainActivity.this.clickedButtonTime;
MainActivity.this.timerTextView.setText(Long.toString(mlSecondToGo));
}
};
Whole code : https://gist.github.com/anonymous/7830279
I wonder why it the "1000ms" delay of the handler:
MainActivity.this.timerHandler.postDelayed(this,1000);
is delayed of 1-3 every time I call it.
I mean the TextView shows:
1001 then 1002 then 3004 and so on.
I made the video of it (using of Android's 4.4 screenrecord command from ADB)
http://youtu.be/TyFyS6k5L5c
Thank you very much for an answer.

I want to add timer in my applet

I made CountDown.java file and try to add in my Word-trouble.java file (which is main applet) as CountDown ct = new CountDown();
but it is not showing timer in main applet.
Here is coding:
package pack.urdu;
import java.awt.*; //windows toolkit
import java.applet.*; //applet support
public class CountDown extends Applet implements Runnable{
int counter; Thread cd;
public void start() { // create thread
counter = 60; cd = new Thread(this); cd.start();
}
public void stop() { cd = null;}
public void run() { // executed by Thread
while (counter>0 && cd!=null) {
try{Thread.sleep(1000);} catch (InterruptedException e){}
--counter; repaint(); //update screen
}
}
public void paint(Graphics g) {
g.drawString(String.valueOf(counter),25,75);
}
}
You are making a mistake that I see a lot of programmers make: you are mixing up the calculation of elapsed time, with the calculation of the refresh time. If the duration of sleep takes long than a second because of thread contention, your timer will drift.
Instead of tracking a counter that increments every second, just record the start time:
long startTime = System.currentTimeMillis();
Then later, your paint method becomes:
public void paint(Graphics g) {
int elapsedSeconds = (int)(System.currentTimeMillis()-startTime)/1000
g.drawString(String.valueOf(elapsedSeconds),25,75);
}
This method can be called as often, and as many times as you like, and it will always display the correct elapsed seconds. There is no need to increment anything at any specified time.
The only other thing you have to do is to arrange that the screen gets refreshed. (I like to say that you only have to refresh the screen when the user looks at it :-) but since we don't know that we need to refresh more often). The mechanism for this may depend upon the graphic library. One lazy idea is to refresh ten times a second and the screen will be right most of the time.
If you do want to have a thread that sends repaint events, you should have those events sent just at the time that timer clicks over to a new value, and thereby send only one per second. This is done with:
while (stillRunning) {
long elapsedTime = System.currentTimeMillis() - startTime;
long timeTillNextDisplayChange = 1000 - (elapsedTime % 1000);
Thread.sleep(timeTillNextDisplayChange);
repaint();
}
Note that you do not sleep 1000ms! If your system is performing well, this will be very close to 1000ms, but slightly less than that to account for (1) the thread startup delay, possibly caused by thread contention, and (2) the processing time for this loop (which is quite small). In any case, calculating the sleep in this way will prevent timer drift, and assure that your display updates just as the seconds value changes.
See an extended discussion of Common Misunderstandings of Timers on my website.

With each successive call to this `timerMethod` , timerInt's value increases faster than before

I am working on an app, which gets a sort of restart with an event. On the first run, the timer works perfect (1sec = 1 increment). but, on next run (1sec = 2 increment) on third run (1sec = 4 increment) and so on...
I think there is something wrong with the new TimerTask object being created. but, dunno how to handle it. any suggestion or alternate ?
CODE SNIPPET:
Timer t = new Timer();
void timerMethod()
{
t.schedule(new TimerTask() {
public void run() {
timerInt++;
//TODO bug in timer in consecutive runs. To confirm, see log
Log.d("timer", "timer " + timerInt);
/* runOnUiThread(new Runnable() {
#Override
public void run() {
timerDisplayPanel.setText( timerInt + " Sec");
}
});*/
}
}, 1000, 1000);
}
It sounds like you're calling timerMethod() multiple times.
When you've called it three times, you've got three timer tasks scheduled - so they'll all fire each second, and all increment timerInt. You either need to not call it multiple times, or cancel the existing timer tasks before adding more.
If that's not the case, please provide a short but complete program to show what's happening. The context is fairly vague at the moment.
The snippet you provided is working properly
1 sec 1 increment
2 sec 2 increment
3 sec 3 increment
etc
So probably the problem is somewhere else in your code.

Recurring Countdown Timer in Java

I'm trying to implement a countdown timer into a pre-existing public class and I have a few questions.
An overview: I want to have a timer within a program that counts down from 60 (seconds) once the program is initialized.
If the timer reaches zero, the program quits.
If the user meets certain parameters within the 60 second time frame, the timer resets to 60, presents a new set of parameters, and begins the countdown again. It should be able to do this an infinite number of times, until the user fails to meet parameters within 60 seconds.
There will also be some sort of (TBD) GUI representation of the timer, most likely either numerical countdown or JProgressBar.
I'm semi-new (~3 months) to programming, self-taught, and still learning lots (so be gentle) :)
My questions are:
What is the best way to implement this?
I'm assuming this needs to run in a thread?
Will the timer be easily configurable? (not important, just interesting)
Thanks for your help. If you need to see code, I can find some.
EDIT: Just for some clarification/context:
This is for a timed racing video game I'm working on to develop my skills as a programmer. The idea is that a player has 60 seconds to complete a lap. If the player completes a successful lap, the timer resets to 60 seconds and the track changes to be slightly more difficult. The game runs until the player is unable to complete a lap in 60 seconds due to the difficulty. The game records the number of laps as a high score, and asks to player if they would like to try again.
If I were you, I'd use:
an AtomicInteger variable which would keep the current countdown value;
a timer thread that would wake up every 1s and decrementAndGet() the variable, comparing the result to zero and terminating the app if the result is zero;
(possibly) a thread that would also wake up every 1s to repaint the GUI -- the best approach here depends on your GUI framework.
Finally, whenever you need to reset the count back to 60s, you just call set(newValue) from any thread.
The timer thread's run() method could be as simple as:
for (;;) {
if (counter.decrementAndGet() <= 0) {
// TODO: exit the app
}
Thread.sleep(1000);
}
I think it's much easier to get this right than trying to manage multiple Timer objects.
The best way to impliment timer in your application is using some sheduler frameworks like Quartz
You could use java.util.Timer to schedule an execution of a method and then cancel it if the requirements is met.
Like this:
timer = new Timer();
timer.schedule(new Task(), 60 * 1000);
And then make a class like this to handle the timerschedule:
class Task extends TimerTask {
public void run() {
System.exit(0);
}
}
If the requirements is met, then do this to stop it from executing:
timer.cancel();
If you need to update your GUI better to use SwingWorker http://en.wikipedia.org/wiki/SwingWorker
I would write something like this:
SwingWorker<String, Integer> timer = new SwingWorker<String, Integer>() {
Integer timer=60;
#Override
protected String doInBackground() throws Exception {
//update guiModel
//label.setText(timer.toString());
while(timer>0){
Thread.sleep(1000);
timer--;
}
return null;
}
#Override
public void done(){
System.exit(0);
}
};
JButton restart = new JButton(){
{
addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
timer.cancel(true);
timer.execute();
}
});
}
};

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