Queue in Kotlin - firebase

I want to add a role in the queue when the button is pressed by another user, until the liveTimer() finishes and then starts executing for the other user
For example: when a user presses the button, liveTimer() starts working, and if another user presses the button while liveTimer() is still running for the first user, the second user is put in the queue, and after liveTimer() finishes working for the first user, it moves to work for the second user automatically until the queue becomes empty
What is the best way to do this in Kotlin for Android?
cameraBt.setOnClickListener() {
liveTimer()
}
this is what liveTimer() do
fun liveTimer() {
val intent = Intent(this, HomeActivity::class.java)
val cameraIntent = Intent(Intent.ACTION_VIEW)
cameraIntent.data = Uri.parse("https://shielded-fortress-04099.herokuapp.com/")
startActivity(cameraIntent)
val timer = object : CountDownTimer(30 * 1000, 1000) {
override fun onTick(timeLeft: Long) {
}
override fun onFinish() {
startActivity(intent)
Toast.makeText(
this#HomeActivity,
"the allowed time has finished",
Toast.LENGTH_LONG
).show()
}
}.start()
}

Related

Multiple chained API calls to fetch data, but doOnNext of PublishSubject is never reached

I have a problem to understand a chained "RXJava-Retrofit" API call. I got inspired by this and implement this class named ObservationLoader to load the data from the API bucket per bucket. When the end of data is reached the API sends a endOfRecords=true:
public Observable<PageObject<Observation>> getAllObservationDataByRegion(long taxonKey,
String regionId) {
final PublishSubject<PageObject<Observation>> subject = PublishSubject.create();
return subject.doOnSubscribe(disposable -> {
this.getData(taxonKey, regionId, 0).subscribe(subject);
})
.doOnNext(observationPageObject -> {
if (observationPageObject.isEndOfRecords()) {
// -> list is completely loaded
subject.onComplete();
} else {
int nextOffset = observationPageObject.getOffset() + 1;
this.getData(taxonKey, regionId, null, nextOffset).subscribe(subject);
}
})
.subscribeOn(Schedulers.io())
.observeOn(AndroidSchedulers.mainThread());
}
private Observable<PageObject<Observation>> getData(long id,
String regionId,
int offset) {
// Get your API response value
return this.api.getObservations(id, regionId, ObservationLoader.PAGE_LIMIT, offset);
}
In my Android fragment HomeFragment I subscribe to the ObservationLoader:
ObservationLoader loader = new ObservationLoader(this.getApi());
Observable<PageObject<Observation>> observable = loader
.getAllObservationDataByRegion(this.getSelectedSpecies(), this.getSelectedRegion());
observable.subscribe(new Observer<PageObject<Observation>>() {
#Override
public void onSubscribe(Disposable d) {
Log.i(TAG, "ON_SUBSCRIBE");
}
#Override
public void onNext(PageObject<Observation> observationPageObject) {
Log.i(TAG, "ON_NEXT");
}
#Override
public void onError(Throwable e) {
Log.i(TAG, "ERROR = " + e.getMessage());
}
#Override
public void onComplete() {
Log.i(TAG, "COMPLETED");
}
});
I can see that the onSubscribe() and doOnSubscribe() are called and even the getData() is reached. I assume the API is responding correctly (a previous attempt attempt with recursion worked fine). But I never reached the doOnNext function. The observer goes straight to onComplete() and no data is received. What could be the reason?
When doOnSubscribe runs, the doesn't see any consumers yet so if getData is synchronous, there won't be any first results to trigger further results. Also if getData ends, it will complete the setup so the next getData call in doOnNext will push to an already terminated subject, ingoring all data.
You'll need a differently organized feedback loop:
// we loop back the nextOffset, in a thread-safe manner
Subject<Integer> subject = PublishSubject.<Integer>create()
.toSerialized();
// bootstrap with 0 and keep open for more offsets
subject.mergeWith(Observable.just(0))
// get the data for the current offset
.concatMap(nextOffset -> getData(taxonKey, regionId, nextOffset)
.subscribeOn(Schedulers.io())
)
// if the response is end of records, stop
.takeWhile(observationPageObject -> !observationPageObject.isEndOfRecords())
// otherwise not end of records, feedback the new offset
.doOnNext(observationPageObject ->
subject.onNext(observationPageObject.getOffset() + 1)
)
// get the data on the main thread
.observeOn(AndroidSchedulers.mainThread());

Cancel a running coroutine and initiate a new with every mouse click in Kotlin.

Note that I am using the javafx library. Below is a function from a class Ship that moves through space. the player clicks on the ship, a drop-down menu appears and upon clicking "move" a coroutine is started \moveJob\ that calls the function \move()\ which will make the object start moving towards its destination.
The problem is that if I click on "move" once more, mid-voyage, then the object will behave erratically since two coroutines would be running at the same time and updating the x and y coordinates of the object.
Therefore I need to cancel \moveJob\ everytime I click on "move" and start a new coroutine with a new destination. I just haven't figured out how I can use \movingJob.cancel()\ preemptively so to say, in case there is one coroutine already running.
item1.setOnAction {
println("Something...")
root.onMouseClicked = EventHandler { event ->
launch {
println("Clicked on an object.")
}
/* If you click on an object, you don't want scene.onMouseClicked
to be executed. event.consume() gobbles the event so that it isn't passed
down.
*/
event.consume()
// Here we should have something that reaches
root.onMouseClicked = null
scene.onMouseClicked = null
}
scene.onMouseClicked = EventHandler { event ->
val moveJob =launch {
move(event, root)
}
root.onMouseClicked = null
scene.onMouseClicked = null
}
/* Move to coorindates that the user clicks next */
}
Declare Job variable somewhere in your class
private var currentJob: Job? = null
And use following code
item1.setOnAction {
println("Something...")
root.onMouseClicked = EventHandler { event ->
currentJob?.cancel()
currentJob = launch {
println("Clicked on an object.")
}
/* If you click on an object, you don't want scene.onMouseClicked
to be executed. event.consume() gobbles the event so that it isn't passed
down.
*/
event.consume()
// Here we should have something that reaches
root.onMouseClicked = null
scene.onMouseClicked = null
}
scene.onMouseClicked = EventHandler { event ->
currentJob?.cancel()
currentJob = launch {
move(event, root)
}
root.onMouseClicked = null
scene.onMouseClicked = null
}
/* Move to coorindates that the user clicks next */
}

Android: ASyncTask's behavior contrary to documentation

First time writing an AsyncTask and I seem to have a subtle design flaw that prevents both ProgressDialog, ProgressBar, and even Log.d() from working properly. I suspect that somehow I am not actually creating a new thread/task.
Short: the symptoms
A ProgressDialog is created in the constructor, and the code orders Android to show it in onPreExecute(), but the dialog never shows.
onProgressUpdate() is supposed to execute whenever I call publishProgress() from within doInBackground(), correct? Well, it doesn't. Instead, it executes when doInBackground() completes.
Long: investigations
Things I have verified through the emulator and, when possible, on a phone:
onPreExecute() is definitely called
the progress bar is not reset until after doInBackground() completes
update_dialog.show() is definitely executed, but the dialog does not appear unless I remove the .dismiss() in onPostExecute(); I imagine dialog is, like the progress bar, not shown until after doInBackground() completes, but is naturally immediately dismissed
the code will happily show dialogs when no computation is involved
doInBackground() definitely invokes publishProgress()
when it does, onProgressUpdate() does not execute immediately! that is, I have a breakpoint in the function, and the debugger does not stop there until after doInBackground() completes! (perhaps this is a phenomenon of the debugger, rather than doInBackground(), but I observe the same symptoms on a mobile device)
the progress bar gets updated... only after doInBackground() completes everything
similarly, the Log.d() data shows up in Android Monitor only after doInBackground() completes everything
and of course the dialog does not show up either in the emulator or on a device (unless I remove .dismiss() from onPostExecute())
Can anyone help find the problem? Ideally I'd like a working dialog, but as Android has deprecated that anyway I'd be fine with a working progress bar.
Code
Here are the essentials, less the details of computation &c.:
Where I call the AsyncTask from the main thread:
if (searching) { // this block does get executed!
Compute_Task my_task = new Compute_Task(overall_context, count);
my_task.execute(field, count, max_x, max_y);
try { result = my_task.get(); } catch (Exception e) { }
}
The AsyncTask itself:
private class Compute_Task extends AsyncTask<Object, Integer, Integer> {
public Compute_Task(Context context, int count) {
super();
current_positions = 0;
update_dialog = new ProgressDialog(context);
update_dialog.setIndeterminate(true);
update_dialog.setCancelable(false);
update_dialog.setTitle("Thinking");
update_dialog.setMessage("Please wait");
}
protected void onPreExecute() {
super.onPreExecute();
update_dialog.show();
ProgressBar pb = ((ProgressBar) ((Activity) overall_context).findViewById(R.id.progress_bar));
pb.setMax(base_count);
pb.setProgress(0);
}
protected void onPostExecute() {
super.onPostExecute();
update_dialog.dismiss();
}
protected void onProgressUpdate(Integer... values) {
super.onProgressUpdate(values);
ProgressBar pb = ((ProgressBar) ((Activity) overall_context).findViewById(R.id.progress_bar));
pb.setMax(base_count);
pb.incrementProgressBy(1);
Log.d(tag, values[0].toString());
}
protected Integer doInBackground(Object... params) {
Integer result = compute_scores(
(boolean[][]) params[0], (Integer) params[1], (Integer) params[2], (Integer) params[3], 0)
);
return result;
}
public int compute_scores(boolean[][] field, int count, int max_x, int max_y, int level) {
int result, completed = 0;
switch(count) {
// LOTS of computation goes on here,
// including a recursive call where all params are modified
if (level == 0)
publishProgress(++completed);
}
}
ProgressDialog update_dialog;
}
Turns out this is basically the same issue as the one given here. The "fatal" line is this one:
try { result = my_task.get(); } catch (Exception e) { }
Apparently this puts the UI thread into deep sleep. One should not use get() with an AsyncTask unless one is willing to suspend the UI thread. We have to perform a little magic in onPostExecute() instead.
Although it turns out that this was a duplicate, I didn't find it until after I wrote it, because I didn't realize the thread was blocking.

How to cancel 'seeking' state of Flex3 VideoDisplay class

I have a VideoDisplay instance playing some video. When I click on the video slider (also my component) the property videoDisplay.playheadTime is set and the videoDisplay.state goes from 'playing' into a 'seeking' state for a brief moment (the videoDisplay seeks for a new position and then plays the video again). Intended bevaiour.
But if I'm (or any random user) fast enough, I can set the playheadTime again while the player is still in 'seeking' state. When repeated several times every click is enqueued and the videoDisplay jump on every place of the video I have clicked(this is happening in an interval about 10-15 second after my last click). When I use live dragging the videoDisplay, overwhelmed by seekings, goes into 'error' state.
My question is - is there any way to cancel seeking state of the VideoDisplay class? For example player is in 'seeking' state, I set playheadTime, and the player forgets about last seeking and try to find the new place of the video.
I will downvote pointless answers like 'Use the Flex4 VideoPlayer class'!
One possible way is wrap the video display in a component and manage the seek a little better yourself. So if someone calls seek, make sure that the video is not currently seeking, if so, then wait till the current operation is complete before proceeding to the new one. If the user tries to seek again, discard all currently pending operations and make the latest one the next operation. Working on this exact problem right now.... Here's the code:
public function Seek(nSeconds:Number, bPlayAfter:Boolean):void
{
trace("Player Seek: "+ nSeconds);
var objSeekComand:VideoPlayerSeekCommand = new VideoPlayerSeekCommand(ucPlayer, nSeconds, bPlayAfter);
ProcessCommand(objSeekComand);
}
protected function ProcessCommand(objCommand:ICommand):void
{
if(_objCurrentCommand != null)
{
_objCurrentCommand.Abort();
}
_objCurrentCommand = objCommand
objCommand.SignalCommandComplete.add(OnCommandComplete);
objCommand.Execute();
}
Here's the Command
public class VideoPlayerSeekCommand extends CommandBase
{
private var _ucVideoDisplay:VideoDisplay;
private var _nSeekPoint:Number;
private var _bPlayAfterSeek:Boolean;
private var _bIsExecuting:Boolean;
public function VideoPlayerSeekCommand(ucVideoDisplay:VideoDisplay, nSeekPointInSeconds:Number, bPlayAfterSeek:Boolean, fAutoAttachSignalHandler:Function = null)
{
_ucVideoDisplay = ucVideoDisplay;
_nSeekPoint = nSeekPointInSeconds;
_bPlayAfterSeek = bPlayAfterSeek;
super(fAutoAttachSignalHandler);
}
override public function Execute():void
{
//First check if we are playing, and puase if needed
_bIsExecuting = true;
if(_ucVideoDisplay.playing == true)
{
_ucVideoDisplay.addEventListener(MediaPlayerStateChangeEvent.MEDIA_PLAYER_STATE_CHANGE, OnPlayerStateChangedFromPlay, false, 0, true);
_ucVideoDisplay.pause();
}
else
{
DoSeek();
}
}
protected function OnPlayerStateChangedFromPlay(event:MediaPlayerStateChangeEvent):void
{
_ucVideoDisplay.removeEventListener(MediaPlayerStateChangeEvent.MEDIA_PLAYER_STATE_CHANGE, OnPlayerStateChangedFromPlay);
if(_bIsExecuting == true)
{
if(_ucVideoDisplay.playing == false)
{
DoSeek();
}
else
{
throw new Error("VideoPlayerSeekAndPlayCommand - OnPlayerStateChangedFromPlay error");
}
}
}
private function DoSeek():void
{
if(_bIsExecuting == true)
{
_ucVideoDisplay.seek(_nSeekPoint);
CheckSeekComplete();
}
}
private function CheckSeekComplete():void
{
if(_bIsExecuting == true)
{
if (Math.abs( _ucVideoDisplay.currentTime - _nSeekPoint) < 2)
{
if(_bPlayAfterSeek == true)
{
_ucVideoDisplay.play();
}
DispatchAndDestroy();
}
else
{
CoreUtils.CallLater(CheckSeekComplete, .07);
}
}
}
override public function Abort():void
{
_bIsExecuting = false;
SignalCommandComplete.removeAll();
}
}
Im Using AS3 Signals here instead of events, and the CoreUtils.Call later you can use setInterval, or a Timer. But the idea is to not call seek until the video is paused, and to keep track of when the seek is complete.

LinkBar button / label click event transition

I have created a linkbar with two labels. Now, I need to keep a track of the label clicks.
10
100
i.e. If in the beginning "First" is clicked, the details will be displayed. After that, if without submitting the details, "Second" is clicked then an alert message should come to inform the user that "First is still in progress, do you want to cancel and begin Second operation". Vice-versa for Second to First transition. I need to know how to write events to keep track of which button clicked.
maybe....
var inProgress:Boolean = false;
var clickedButton:Button;
private function clickButtonHandler(event:MouseEvent):void{
if(clickedButton != null){
if(clickedButton != event.currentTarget && inProgress){
//handle alert
}
}
else{
clickedButton = event.currentTarget;
}
inProgress = true;
}
private function sumbitDetailsHandler(event:Event):void{
inProgress = false;
clickedButton = null;
}

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