View appearance/disappearance is fine on some device, not on others - java

I am having a really hard time trying to solve this problem :
I programmed an app that allows user to get rid of some colored squares on the screen. In my class coloredSquare, I have a method like this :
public void appearance(){
setLayoutParams(new RelativeLayout.LayoutParams(side/ 10, side/ 10));
final int[] count = {1};
final Runnable run = new Runnable() {
#Override
public void run() {
setLayoutParams(new RelativeLayout.LayoutParams(count[0] * side/ 50, count[0] * side/ 50));//View grows of 1/50 of its final size
if (count[0] < 50){
handler.postDelayed(this, 20);
} else {
setClickable(true);//When done
}
count[0]++;
}
};
handler = new Handler();
handler.postDelayed(run, 10);
}
When running on my Samsung Galaxy S4 mini, it's working juste fine.
But for instance, it does not work on the Wiko Highway 4G or on an emulator 1080x1920 and I can't understand why.
When I say that's not working : The view appears and grows but when it grows, every little view that was here before the postDelayed stays there.
And when I try to make them disappear by tapping on it, it shrinks well but all the other bigger views (before postDelayed) stay there too.
If you do not understand there, you will on the timer below.
In the meantime, I got a very simple timer like this :
final java.util.Timer t = new java.util.Timer();
t.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
runOnUiThread(new Runnable() {
#Override
public void run() {
if(termine){
t.cancel();
}
if(seconds == 0){
vCoul.setText(String.valueOf(minutes) + ":00");
} else if (seconds < 10) {
vCoul.setText(String.valueOf(minutes) + ":0" + String.valueOf(seconds));
} else {
vCoul.setText(String.valueOf(minutes) + ":" + String.valueOf(seconds));
}
seconds -= 1;
if(seconds == -1){
seconds = 59;
minutes=minutes-1;
}
}
});
}
}, 0, 1000);
But every second, the new time is overlapping the former one.
Sorry for the long post, thanks in advance for your answer!

I figured this out some months ago but I hope this answer will help others.
I didn't put any background in the Activity so on most of samsung devices, there were no issues since Samsung handle just fine the no background activities.
Though, on several Wiko and Archos devices, you have to put a background (like background:#000000) so that you can move views smoothly upon it.

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*
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Then when you want to load an image and draw to your imageview you do something like this from your Activity.
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ValueAnimator in Android and how to make it increase by one each second

I'm working on this android app...and I have a textview, where I'd like to count UP. In this textview I have the statement "This page was refreshed X seconds ago". Every 20 seconds I'd like it to restart its countup from 0.
I've implemented a function which uses the ValueAnimator class. However, I'm not sure how to make the ValueAnimator increase the integer value by 1 every second. I'd like it to count up like a clock's second hand 1...2..3...4..5......20. Right now its counting up incredibly fast...and I want to slow it waaayyyy down. 1 count per second.
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The ValueAnimator class:
https://developer.android.com/reference/android/animation/ValueAnimator
In my method I have:
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valueAnimator.setDuration(10000);
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Android postDelayed works but can't put it in a loop?

Sorry I am a noob I've read countless tutorials about making a simple timer and was wondering why it doesn't work until I noticed it is the while-loop causing the issue o.O I have removed it and then it works but only 1 time I need to use the loop though so the movement finishes :C
Heres the code:
old_x is the coordinate from an ImageView and new_x from the onTouch Event, maybe the problem because I am casting them as an int? I don't know what I need to do so it works please help O:
while(old_x != new_x)
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old_x = (int)img.getX();
}
It calls this method which works if I do it without the loop.
public void timedMoveIV(int time_ms)
{
//sleep for time_ms milliseconds
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handler.postDelayed(new Runnable() {
public void run() {
if(new_x > img.getX())
{
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}
else
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img.setX(img.getX() - 1);
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}
}, time_ms);
}
Your main problem is that your loop doesn't take a break, so it's constantly running the function, posting a gazillion runnables.
What you want to do is make the runnable call itself after another 100 ms. Take a look at this example:
if(old_x != new_x)
timedMoveIV(100);
Here you simply call the function once. After that, you let the posted runnable decide whether or not it needs to move again:
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{
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run()
{
if(new_x > img.getX())
img.setX(img.getX() + 1);
else
img.setX(img.getX() - 1);
// if not in position, call again
if((int)img.getX() != new_x)
timedMoveIV(time_ms);
}
}, time_ms);
}
It should stop once img.getX() == new_x. Notice the cast to int, though, because if you leave it out, you might get some oscillation as it gets within a pixel of the destination.
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Timer Stops working when screen turn off

Hi im a newbie in Android & java lang.
i have this code that tells you how long have you been playing.
the code works fine, except when the screen turns off or when the user press the power button (sleep mode) it stop working.
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setContentView(R.layout.main);
mHandler.postDelayed(mUpdateTime, 1000);
}
}
I would suggest not counting the time, rather setting a start time and then subtracting that from the current to get the elapsed time.
A Chronometer widget might solve your problems.
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