I'm using a RestartableTimer (subclass of Timer) as a countdown timer, to "kick people out" of a form after a certain duration.
I would like to display the progress of that timer, and I like the idea of a circular progress slowly filling up.
I'm not showing my code because I don't really have anything to show. I have a completely static progress indicator and a working timer, in a widget (stateful or stateless, whichever works best).
I face two issues and this is where I need help for :
I don't know how to check every x milliseconds for the timer progress. How can I do that? I don't need copy-pasta code, but more of "what object / which direction" should I go for?
The timer progress in ticks is not implemented (NotImplementedException) ; is there any way to have an equivalent somewhere else? That object works really well for me, except for that part.
Am I SOL or is there a way to make it?
There's nothing to be implemented in the getter tick, since RestartableTimer is not periodic. What you want is a much more complex thing, and RestartableTimer is not able to help you with that.
First, you need something to control the progress of the CircularProgressIndicator:
class ProgressController {
static const double smoothnessConstant = 250;
final Duration duration;
final Duration tickPeriod;
Timer _timer;
Timer _periodicTimer;
Stream<void> get progressStream => _progressController.stream;
StreamController<void> _progressController = StreamController<void>.broadcast();
Stream<void> get timeoutStream => _timeoutController.stream;
StreamController<void> _timeoutController = StreamController<void>.broadcast();
double get progress => _progress;
double _progress = 0;
ProgressController({#required this.duration})
: assert(duration != null),
tickPeriod = _calculateTickPeriod(duration);
void start() {
_timer = Timer(duration, () {
_cancelTimers();
_setProgressAndNotify(1);
_timeoutController.add(null);
});
_periodicTimer = Timer.periodic(
tickPeriod,
(Timer timer) {
double progress = _calculateProgress(timer);
_setProgressAndNotify(progress);
},
);
}
void restart() {
_cancelTimers();
start();
}
Future<void> dispose() async {
await _cancelStreams();
_cancelTimers();
}
double _calculateProgress(Timer timer) {
double progress = timer.tick / smoothnessConstant;
if (progress > 1) return 1;
if (progress < 0) return 0;
return progress;
}
void _setProgressAndNotify(double value) {
_progress = value;
_progressController.add(null);
}
Future<void> _cancelStreams() async {
if (!_progressController.isClosed) await _progressController.close();
if (!_timeoutController.isClosed) await _timeoutController.close();
}
void _cancelTimers() {
if (_timer?.isActive == true) _timer.cancel();
if (_periodicTimer?.isActive == true) _periodicTimer.cancel();
}
static Duration _calculateTickPeriod(Duration duration) {
double tickPeriodMs = duration.inMilliseconds / smoothnessConstant;
return Duration(milliseconds: tickPeriodMs.toInt());
}
}
Then you can implement a CircularProgressIndicator that listens to the Streams from ProgressController:
class RestartableCircularProgressIndicator extends StatefulWidget {
final ProgressController controller;
final VoidCallback onTimeout;
RestartableCircularProgressIndicator({
Key key,
#required this.controller,
this.onTimeout,
}) : assert(controller != null),
super(key: key);
#override
_RestartableCircularProgressIndicatorState createState() =>
_RestartableCircularProgressIndicatorState();
}
class _RestartableCircularProgressIndicatorState
extends State<RestartableCircularProgressIndicator> {
ProgressController get controller => widget.controller;
VoidCallback get onTimeout => widget.onTimeout;
#override
void initState() {
super.initState();
controller.progressStream.listen((_) => updateState());
controller.timeoutStream.listen((_) => onTimeout());
}
#override
Widget build(BuildContext context) {
return CircularProgressIndicator(
value: controller.progress,
);
}
void updateState() => setState(() {});
}
You can also pass some of the paramers of CircularProgressIndicator to RestartableCircularProgressIndicator, so you can customize it.
A usage example:
void main() => runApp(MyApp());
class MyApp extends StatefulWidget {
#override
_MyAppState createState() => _MyAppState();
}
class _MyAppState extends State<MyApp> {
ProgressController controller;
#override
void initState() {
super.initState();
controller = ProgressController(
duration: Duration(seconds: 5),
);
}
#override
void dispose() {
controller.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
RestartableCircularProgressIndicator(
controller: controller,
onTimeout: () => print('timeout'),
),
RaisedButton(
onPressed: controller.start,
child: Text('Start'),
),
RaisedButton(
onPressed: controller.restart,
child: Text('Restart'),
),
],
),
),
),
);
}
}
I'll convert this into a library someday, but until then I cannot provide the tests and documentation to this code, so you have to study it if you want to understand what's going on here (I'm sorry...).
Related
I want my flutter web page display a photo , and change for every 3 seconds to display another photo ..
here is my code
class _contactPageState extends State<contactPage> {
List<String> randomPics= ['profiles/github.png', 'profiles/linkedIn.png', 'profiles/stack.png'];
Timer timer;
var random= Random();
String photo;
#override
void initState() {
photo = randomPics[random.nextInt(randomPics.length)];
openLink = new linksToOpen();
super.initState();
timer = new Timer(new Duration(seconds: 1), ( ){
setState(() {
photo= randomPics[random.nextInt(randomPics.length)];
print('${photo}');
});
});
}
#override
Widget build(BuildContext context) {
Container(
child: Image(image : AssetImage(photo),gaplessPlayback: true,),
width: 400, height: 400,
),
What is the problem with my code ?
Please , can anyone help me !
I did some test and I think this could work for you:
import 'dart:async';
import 'dart:math';
import 'package:flutter/widgets.dart';
class ContactPageState extends StatefulWidget {
ContactPageState({Key key}) : super(key: key);
#override
_ContactPageState createState() => _ContactPageState();
}
class _ContactPageState extends State<ContactPageState> {
List<String> randomPics = ['assets/a.jpg', 'assets/b.jpg', 'assets/c.jpg'];
String photo;
final random = new Random();
void initState() {
WidgetsBinding.instance.addPostFrameCallback((_) => configureTimer());
super.initState();
}
configureTimer() {
Timer.periodic(Duration(milliseconds: 3000), (timer) {
final int index = random.nextInt(randomPics.length);
setState(() {
photo = randomPics[index];
debugPrint('Select picture $photo in index $index');
});
});
}
#override
Widget build(BuildContext context) {
return Container(
child: Image(
image: AssetImage(photo != null ? photo : 'assets/a.jpg'),
gaplessPlayback: true,
),
width: 400,
height: 400,
);
}
}
For a quick fix, you need to add function setStatus ... as a callback function so it can call itself infinitely.
void _nextPic(){
setState(() {
photo= randomPics[random.nextInt(randomPics.length)];
print('${photo}');
});
timer = new Timer(new Duration(seconds: 1), _nextPic);
}
This function create another timer after this one is done. So you can just need to create the first timer in initState...
#override
void initState() {
photo = randomPics[random.nextInt(randomPics.length)];
super.initState();
timer = new Timer(new Duration(seconds: 1), _nextPic);
}
For one thing, you will need to specify 3 seconds instead of 1. Another, you may be looking for timer.periodic to have this execute multiple times (until you tell it to stop) instead of a single timer countdown that happens starting from state initialization.
An example, see selected answer here:
Flutter Countdown Timer
Documentation:
https://api.flutter.dev/flutter/dart-async/Timer/Timer.periodic.html
I'm using an inherited Widget to access a Bloc with some long running task (e.g. search).
I want to trigger the search on page 1 and continue to the next page when this is finished. Therefore I'm listening on a stream and wait for the result to happen and then navigate to the result page.
Now, due to using an inherited widget to access the Bloc I can't access the bloc with context.inheritFromWidgetOfExactType() during initState() and the exception as I read it, recommends doing this in didChangeDependencies().
Doing so this results in some weird behavior as the more often I go back and forth, the more often the stream I access fires which would lead to the second page beeing pushed multiple times. And this increases with each back and forth interaction. I don't understand why the stream why this is happening. Any insights here are welcome. As a workaround I keep a local variable _onSecondPage holding the state to avoid pushing several times to the second Page.
I found now How to call a method from InheritedWidget only once? which helps in my case and I could access the inherited widget through context.ancestorInheritedElementForWidgetOfExactType() and just listen to the stream and navigate to the second page directly from initState().
Then the stream behaves as I would expect, but the question is, does this have any other side effects, so I should rather get it working through listening on the stream in didChangeDependencides() ?
Code examples
My FirstPage widget listening in the didChangeDependencies() on the stream. Working, but I think I miss something. The more often i navigate from first to 2nd page, the second page would be pushed multiple times on the navigation stack if not keeping a local _onSecondPage variable.
#override
void didChangeDependencies() {
super.didChangeDependencies();
debugPrint("counter: $_counter -Did change dependencies called");
// This works the first time, after that going back and forth to the second screen is opened several times
BlocProvider.of(context).bloc.finished.stream.listen((bool isFinished) {
_handleRouting(isFinished);
});
}
void _handleRouting(bool isFinished) async {
if (isFinished && !_onSecondPage) {
_onSecondPage = true;
debugPrint("counter: $_counter - finished: $isFinished : ${DateTime.now().toIso8601String()} => NAVIGATE TO OTHER PAGE");
await Navigator.push(
context,
MaterialPageRoute(builder: (context) => SecondRoute()),
);
_onSecondPage = false;
} else {
debugPrint("counter: $_counter - finished: $isFinished : ${DateTime.now().toIso8601String()} => not finished, nothing to do now");
}
}
#override
void dispose() {
debugPrint("counter: $_counter - disposing my homepage State");
subscription?.cancel();
super.dispose();
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text(widget.title),
),
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
'You have pushed the button this many times:',
),
StreamBuilder(
stream: BlocProvider.of(context).bloc.counter.stream,
initialData: 0,
builder: (context, snapshot) {
_counter = snapshot.data;
return Text(
"${snapshot.data}",
style: Theme.of(context).textTheme.display1,
);
},
),
],
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: Icon(Icons.add),
),
);
}
}
A simple Bloc faking some long running work
///Long Work Bloc
class LongWorkBloc {
final BehaviorSubject<bool> startLongWork = BehaviorSubject<bool>();
final BehaviorSubject<bool> finished = BehaviorSubject<bool>();
int _counter = 0;
final BehaviorSubject<int> counter = BehaviorSubject<int>();
LongWorkBloc() {
startLongWork.stream.listen((bool start) {
if (start) {
debugPrint("Start long running work");
Future.delayed(Duration(seconds: 1), () => {}).then((Map<dynamic, dynamic> reslut) {
_counter++;
counter.sink.add(_counter);
finished.sink.add(true);
finished.sink.add(false);
});
}
});
}
dispose() {
startLongWork?.close();
finished?.close();
counter?.close();
}
}
Better working code
If I however remove the code to access the inherited widget from didChangeDependencies() and listen to the stream in the initState() it seems to be working properly.
Here I get hold of the inherited widget holding the stream through context.ancestorInheritedElementForWidgetOfExactType()
Is this ok to do so? Or what would be a flutter best practice in this case?
#override
void initState() {
super.initState();
//this works, but I don't know if this is good practice or has any side effects?
BlocProvider p = context.ancestorInheritedElementForWidgetOfExactType(BlocProvider)?.widget;
if (p != null) {
p.bloc.finished.stream.listen((bool isFinished) {
_handleRouting(isFinished);
});
}
}
Personally, I have not found any reason not to listen to BLoC state streams in initState. As long as you remember to cancel your subscription on dispose
If your BlocProvider is making proper use of InheritedWidget you should not have a problem getting your value inside of initState.
like So
void initState() {
super.initState();
_counterBloc = BlocProvider.of(context);
_subscription = _counterBloc.stateStream.listen((state) {
if (state.total > 20) {
Navigator.push(context,
MaterialPageRoute(builder: (BuildContext context) {
return TestPush();
}));
}
});
}
Here is an example of a nice BlocProvider that should work in any case
import 'package:flutter/widgets.dart';
import 'bloc_base.dart';
class BlocProvider<T extends BlocBase> extends StatefulWidget {
final T bloc;
final Widget child;
BlocProvider({
Key key,
#required this.child,
#required this.bloc,
}) : super(key: key);
#override
_BlocProviderState<T> createState() => _BlocProviderState<T>();
static T of<T extends BlocBase>(BuildContext context) {
final type = _typeOf<_BlocProviderInherited<T>>();
_BlocProviderInherited<T> provider =
context.ancestorInheritedElementForWidgetOfExactType(type)?.widget;
return provider?.bloc;
}
static Type _typeOf<T>() => T;
}
class _BlocProviderState<T extends BlocBase> extends State<BlocProvider<BlocBase>> {
#override
Widget build(BuildContext context) {
return _BlocProviderInherited<T>(
bloc: widget.bloc,
child: widget.child,
);
}
#override
void dispose() {
widget.bloc?.dispose();
super.dispose();
}
}
class _BlocProviderInherited<T> extends InheritedWidget {
final T bloc;
_BlocProviderInherited({
Key key,
#required Widget child,
#required this.bloc,
}) : super(key: key, child: child);
#override
bool updateShouldNotify(InheritedWidget oldWidget) => false;
}
... and finally the BLoC
import 'dart:async';
import 'bloc_base.dart';
abstract class CounterEventBase {
final int amount;
CounterEventBase({this.amount = 1});
}
class CounterIncrementEvent extends CounterEventBase {
CounterIncrementEvent({amount = 1}) : super(amount: amount);
}
class CounterDecrementEvent extends CounterEventBase {
CounterDecrementEvent({amount = 1}) : super(amount: amount);
}
class CounterState {
final int total;
CounterState(this.total);
}
class CounterBloc extends BlocBase {
CounterState _state = CounterState(0);
// Input Streams/Sinks
final _eventInController = StreamController<CounterEventBase>();
Sink<CounterEventBase> get events => _eventInController;
Stream<CounterEventBase> get _eventStream => _eventInController.stream;
// Output Streams/Sinks
final _stateOutController = StreamController<CounterState>.broadcast();
Sink<CounterState> get _states => _stateOutController;
Stream<CounterState> get stateStream => _stateOutController.stream;
// Subscriptions
final List<StreamSubscription> _subscriptions = [];
CounterBloc() {
_subscriptions.add(_eventStream.listen(_handleEvent));
}
_handleEvent(CounterEventBase event) async {
if (event is CounterIncrementEvent) {
_state = (CounterState(_state.total + event.amount));
} else if (event is CounterDecrementEvent) {
_state = (CounterState(_state.total - event.amount));
}
_states.add(_state);
}
#override
void dispose() {
_eventInController.close();
_stateOutController.close();
_subscriptions.forEach((StreamSubscription sub) => sub.cancel());
}
}
I have widget with data that changes regularly and I'm using a Timer.periodic to rebuild the widget. This starts out working smoothly but becomes choppy pretty quickly is there a better way to do this?
class _MainScreenState extends State<MainScreen> {
static const Duration duration = Duration(milliseconds: 16);
update(){
system.updatePos(duration.inMilliseconds/1000);
setState(() {});
}
#override
Widget build(BuildContext context) {
Timer.periodic(duration, (timer){
update();
});
return PositionField(
layoutSize: widget.square,
children: system.map
);
}
}
You are making a big mistake:
The build method must never have any side effects, because it is called again whenever setState is called (or when some higher up widget changes, or when the user rotates the screen...).
Instead, you want to create your Timer in initState, and cancel it on dispose:
class TimerTest extends StatefulWidget {
#override
_TimerTestState createState() => _TimerTestState();
}
class _TimerTestState extends State<TimerTest> {
Timer _timer;
int _foo = 0;
// this is only called once when the widget is attached
#override
void initState() {
super.initState();
_timer = Timer.periodic(Duration(seconds: 1), (timer) => _update());
}
// stop the timer when the widget is detached and destroyed
#override
void dispose() {
_timer.cancel();
super.dispose();
}
void _update() {
setState(() {
_foo++;
});
}
#override
Widget build(BuildContext context) {
return Text('Foo: ${_foo}');
}
}
I'm looking for the best way to make a countdown timer in Flutter.
I made it this way, but i'm not sure this efficient way to do it, this is my code :
class CountDown extends StatefulWidget {
final int secondsNum;
CountDown({Key key, #required this.secondsNum}) : super(key: key);
#override
_CountDownState createState() => _CountDownState(secondsNum);
}
class _CountDownState extends State<CountDown> {
Timer _timer;
int _start;
_CountDownState(int start) {
this._start = start;
startTimer();
}
void startTimer() {
const oneSec = const Duration(seconds: 1);
_timer = new Timer.periodic(
oneSec,
(Timer timer) => setState(() {
if (_start < 1) {
timer.cancel();
} else {
_start = _start - 1;
}
})
);
}
#override
Widget build(BuildContext context) {
return Text("$_start");
}
#override
void dispose() {
_timer.cancel();
super.dispose();
}
}
And then import that file and call it this way: CountDown(secondsNum: 50).
The problem is that I'm going to call CountDown(secondsNum: 50) like 10 times in the same screen.
There are a lot of Javascript libraries that can do the same thing for Web, but I didn't find any for Flutter so far. If anyone has an idea about the best way to do this, please post it below. Thanks in advance.
I am trying to build a countdown app for special days for example 11 d 2 h 30 m 23s to the new year but I can't reload my state every second so it just shows me the second that I loaded the page I don't know how to dynamically reload the page.
import 'package:flutter/material.dart';
class RopSayac extends StatefulWidget {
_RopSayacState createState() => _RopSayacState();
}
class _RopSayacState extends State<RopSayac> {
var now = DateTime.now().second.toString();
String asd(){
setState(() {
now = DateTime.now().second.toString();
});
return now;
}
#override
Widget build(BuildContext context) {
return Container(
child: new Text(asd()),
);
}
}
This is what I got and it doesn't reload time. I am pretty new on the flutter.
As pskink and Günter mentioned, use a Timer. You can even use the periodic constructor that would fit well your scenario.
Note you don't need the asd() function. When you call setState(), the build method will be called automatically passing the new now property value.
If you want, use initState to set an initial value and, as in this example, setup the Timer.
import 'dart:async';
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(title: 'Timer Periodic Demo', home: RopSayac());
}
}
class RopSayac extends StatefulWidget {
_RopSayacState createState() => _RopSayacState();
}
class _RopSayacState extends State<RopSayac> {
String _now;
Timer _everySecond;
#override
void initState() {
super.initState();
// sets first value
_now = DateTime.now().second.toString();
// defines a timer
_everySecond = Timer.periodic(Duration(seconds: 1), (Timer t) {
setState(() {
_now = DateTime.now().second.toString();
});
});
}
#override
Widget build(BuildContext context) {
return Container(
child: Center(
child: new Text(_now),
),
);
}
}
This recursive method should be enough for what you want. The seconds set as 1 will keep triggering setState each second, thus refreshing your widget tree.
void _timer() {
Future.delayed(Duration(seconds: 1)).then((_) {
setState(() {
print("1 second closer to NYE!");
// Anything else you want
});
_timer();
});
}
There's this excellent library called timer_builder. I think it'll help you out.
Example from the pub page:
import 'package:timer_builder/timer_builder.dart';
class ClockWidget extends StatelessWidget {
#override
Widget build(BuildContext context) {
return TimerBuilder.periodic(Duration(seconds: 1), //updates every second
builder: (context) {
return Text("${DateTime.now()}");
}
);
}
}
Here's what I do. In my case I'm polling a webservice in _liveUpdate()
void startUpdates(AppState appState) async {
await new Future.delayed(const Duration(milliseconds: 100));
while (true) {
_liveUpdate();
appState.setState(() {});
await new Future.delayed(const Duration(seconds : 15));
}