Android proximity sensor giving false results - android-sensors

First post here, but stackoverflow has solved soooo many problems for me. This one though, I can't seem to figure out. I'm creating an android app that de-increments and TextView value by 1 with every proximity detection. For some reason, when the Activity starts or resumes (power button), it logs 2 proximity hits. I've double-checked to ensure that I'm not close enough to the detector when pushing the power button.
Here is the code:
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.exercise);
//start proximity
startProximitySensor(sensorListener());
}
private SensorEventListener sensorListener(){
listener = new SensorEventListener(){
#Override
public void onAccuracyChanged(Sensor arg0, int arg1) {
// TODO Auto-generated method stub
}
#Override
public void onSensorChanged(SensorEvent event) {
if(event.sensor.getType() == Sensor.TYPE_PROXIMITY){
String maxRange = String.valueOf(mProximitySensor.getMaximumRange());
if(event.values[0] == Float.parseFloat(maxRange)){
updateTextView();
Log.i(TAG,"Proximity Sensor Reading: "+ String.valueOf(event.values[0]));
}
}
}
};
return listener;
}
private void startProximitySensor(SensorEventListener proximitySensorEventListener){
mSensorManager = (SensorManager)getSystemService(getApplicationContext().SENSOR_SERVICE);
mProximitySensor = mSensorManager.getDefaultSensor(Sensor.TYPE_PROXIMITY);
if(mProximitySensor == null){
Log.i(TAG,"No proximity sensor found!");
}else{
proximityStarted = true;
Log.i(TAG,"Proximity started");
mSensorManager.registerListener(proximitySensorEventListener,mProximitySensor,SensorManager.SENSOR_DELAY_UI);
}
}
I've managed to get around it by creating a timeStamp in onResume, and comparing that to the SystemTime generated on each sensor change. If they differ for anything less than 1 second, then the TextView won't update. This works, but I'd still like to know if I'm missing something.
Thanks in advance

Related

Unity & PhotonEngine. After scene reaload Joining to Lobby, CreateRoom and JoinRandom functions called repeatedly

I ran into a problem in the last step of a test project using Photon Network. When you first connect and join the room, everything goes without errors. However, after completing the match, exiting the room, and using LoadScene(), errors appear:
JoinLobby operation (229) not called because client is not connected or not yet ready, client state: JoiningLob <- in OnConnectedToMaster()
Through experience, I realized that the ConnectUsingSettings() methods and other Photon methods are called multiple times. But the connection to the lobby happens and I can create a room, but I immediately encounter MissingReferenceException errors.
I've seen a solution from guys who ran into this very same problem. The problems arose because of the events. Wherever this could happen, I unsubscribed from the events, but that doesn't help. What else can cause such problems, because I obviously missed something that prevents me from completely closing the scene during the transition?
Sorry for my language, used Google Translate
Code:
LobbyManager.cs
private void StartConnect()
{
PhotonNetwork.NickName = master.GameSettings.NickName;
PhotonNetwork.GameVersion = master.GameSettings.NickName;
PhotonNetwork.ConnectUsingSettings();
PhotonNetwork.AutomaticallySyncScene = true;
}
public override void OnConnectedToMaster()
{
Debug.Log("Connected to server");
if(!PhotonNetwork.InLobby) PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
onConnected.Invoke();//This use for show UIElements on Canvas
}
JoinRandomRoom class
public void OnClick_JoinRandomRoom()
{
if (!PhotonNetwork.IsConnected) return;
if (GameModeGlobalData.SelectedGameMode != null)
{
SetRoomOptions();
PhotonNetwork.JoinRandomRoom(expectedRoomProperties, GameModeGlobalData.SelectedGameMode.MaxPlayers);
}
}
public override void OnJoinRandomFailed(short returnCode, string message)
{
Debug.Log("Join random failed: " + message + ". Room will be created...");
_createRoomMenu.CreateAndJoinRoom();
}
public void SetRoomOptions()
{
expectedRoomProperties[RoomData.GAME_MODE] = GameModeGlobalData.SelectedGameMode.GameModeName;
}
private void OnDisable()
{
ShowPanels.RemoveAllListeners();
}
And CreateRoom.cs
private ExitGames.Client.Photon.Hashtable _roomCustomProperties = new ExitGames.Client.Photon.Hashtable();
public void CreateAndJoinRoom()
{
if (!PhotonNetwork.IsConnected) return;
if (GameModeGlobalData.SelectedGameMode != null)
{
RoomOptions roomOptions = GetCustomRoomOptions();
roomOptions.CleanupCacheOnLeave = true;
PhotonNetwork.CreateRoom(randomRoomName, roomOptions);
}
}
public RoomOptions GetCustomRoomOptions()
{
RoomOptions options = new RoomOptions();
options.MaxPlayers = _maxPlayer;
options.IsOpen = true;
options.IsVisible = true;
string[] roomProperties = new string[]{ RoomData.GAME_MODE };
_roomCustomProperties[RoomData.GAME_MODE] = GameModeGlobalData.SelectedGameMode.GameModeName;
options.CustomRoomPropertiesForLobby = roomProperties;
options.CustomRoomProperties = _roomCustomProperties;
return options;
}
The project has grown, and I blame myself for not testing it at the very beginning. Didn't think there would be problems at this stage
Sorry for this post. Its resolved. For those who may encounter this in the future, in addition to unsubscribing from events, check all classes that inherit from MonoBehaviourPunCallbacks for overridden OnDisable() methods.
Like this:
public override void OnDisable()
{
base.OnDisable();
}
This in turn will call the
PhotonNetwork.RemoveCallbackTarget(this);
Also, from the documentation:
Do not add new MonoBehaviour.OnEnable or MonoBehaviour.OnDisable. Instead, you should override those and call base.OnEnable and base.OnDisable.
I forgot about it and used MonoBehaviour.OnDisable.

Duplicated objects are not working 'per instance' when I intended them to do [duplicate]

This question already has answers here:
How to detect click/touch events on UI and GameObjects
(4 answers)
Closed 5 years ago.
using UnityEngine;
public class LinkEnd : MonoBehaviour
{
public GameObject linkTarget;
private PointEffector2D effector;
private CircleCollider2D contact;
private AimSystem aimer;
private float distFromLink = .2f;
public bool connected;
private void Start()
{
aimer = GetComponent<AimSystem>();
}
private void Update()
{
SyncPosition();
ReactToInput();
}
public void ConnectLinkEnd(Rigidbody2D endRB)
{
HingeJoint2D joint = GetComponent<HingeJoint2D>();
if (GetComponent<HingeJoint2D>() == null)
{
joint = gameObject.AddComponent<HingeJoint2D>();
}
joint.autoConfigureConnectedAnchor = false;
joint.connectedBody = endRB;
joint.anchor = Vector2.zero;
joint.connectedAnchor = new Vector2(0f, -distFromLink);
}
private void SyncPosition()
{
if (linkTarget != null)
{
if (Vector2.Distance(transform.position, contact.transform.position) <= 0.1f)
{
connected = true;
effector.enabled = false;
contact.usedByEffector = false;
}
}
if (connected)
{
GetComponent<Rigidbody2D>().isKinematic = true;
GetComponent<Rigidbody2D>().position = linkTarget.transform.position;
}
else
GetComponent<Rigidbody2D>().isKinematic = false;
}
private void ReactToInput()
{
if (Input.GetKeyUp(KeyCode.Mouse0) || Input.GetKey(KeyCode.Mouse1))
{
connected = false;
}
}
public void OnTriggerEnter2D(Collider2D collision)
{
if (collision.GetComponent<PointEffector2D>() != null)
{
connected = true;
linkTarget = collision.gameObject;
effector = linkTarget.GetComponent<PointEffector2D>();
contact = linkTarget.GetComponent<CircleCollider2D>();
}
}
public void OnTriggerExit2D(Collider2D collision)
{
connected = false;
contact.usedByEffector = true;
effector.enabled = true;
}
}
This is an object that pins its position to another mobile object on collision, and it's supposed to stay that way until it's 'detached' by player action.
It's working almost fine, but it's not working 'per instance.'
Whether this object is a prefab or not, ReactToInput() is affecting all instances of it unlike how I wanted.
I'm missing some per instance specification here and I'm not seeing where.
Any suggestion will help and be appreciated!
++ The method ReactToInput() is triggered by key inputs. I wanted this method to be called when Player's attack 'method' happens which are bound to those key inputs, but I did what I've done only because I couldn't find an elegant way to execute it otherwise, and am really hoping there's a better way rather than using tags or GetComponent to specific object since it's supossed to affect other objects as well.
These methods are what you are looking for.
/// <summary>
/// OnMouseDown is called when the user has pressed the mouse button while
/// over the GUIElement or Collider.
/// </summary>
void OnMouseDown()
{
Debug.Log("Hi!");
}
/// <summary>
/// OnMouseUp is called when the user has released the mouse button.
/// </summary>
void OnMouseUp()
{
Debug.Log("Bye!");
}
MonoBehaviour provides many event callbacks other than Update(), and these two are some of them. The full list of event callbacks you can use for MonoBehaviour is explained in the official Monobehaviour page.
There are two methods for OnMouseUp():
OnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButton is only called when the mouse is released over the
same GUIElement or Collider as it was pressed.
The GameObject your script is attached to is requires to have GUIElement or Collider as described in the manual page to use these functions.
If you do not want to use these methods, you could alternatively write your own custom InputModule, raycast to the mouse position on the screen to find which object is clicked, and send MouseButtonDown() event to a clicked GameObject.
I had to implement a custom input module to do this plus a couple of other stuff and I assure you writing custom InputModules is a headache.
EDIT:
If many different classes need to be notified when something happens, and who listens to such cases is unknown, event is a good option.
If you are using events, each event listener class such as LinkEnd is responsible to register and remove itself to such event.
Below is an example of how you could achieve this behaviour:
class Player
{
public delegate void OnSkillAFiredListener(object obj, SkillAFiredEventArgs args);
public static event OnSkillAFiredListener SkillAPressed = delegate { };
// ...
}
class LinkEnd
{
void OnEnable()
{
Player.SkillAPressed += WhatToDoWhenSkillAFired;
}
void OnDisable()
{
Player.SkillAPressed -= WhatToDoWhenSkillAFired;
}
void OnDestroy()
{
Player.SkillAPressed -= WhatToDoWhenSkillAFired;
}
public void WhatToDoWhenSkillAFired(object obj, SkillAFiredEventArgs args)
{
// get info from args
float someInfo = args.someInfo
// do something..
Bark();
}
// ...
}
It's necessary to deregister from the event in both OnDisable() and OnDestory() to avoid memory leaks (some claim such memory leaks are very minor).
Look for Observer and Publisher/Subscriber pattern to learn more about these approaches. It may not be very related to your case, but the Mediator Pattern is something that's often compared with the Observer Pattern so you might be interested to check it as well.

RecyclerView.Adapter notifyDataSetChanged not working with AsyncTask Callback

I am sure it's just a simple fault, but I'm not able to solve it.
My RecyclerView.Adapter loads its data with help of an AsyncTask (LoadAllPersonsFromDb) out of a SQLite DB. The response is handled by a callback interface (ILoadPersonFromDb.onFindAll).
Here is the code of the Adapter:
public class ListViewAdapter extends RecyclerView.Adapter<ListViewViewholder> implements LoadAllPersonsFromDb.ILoadPersonFromDb {
private int layout;
private List<Person> persons;
private Context context;
private AdapterDataSetListener adapterDataSetListener;
public ListViewAdapter(int layout, Context context,
AdapterDataSetListener adapterDataSetListener) {
this.layout = layout;
persons = new ArrayList<>();
this.context = context;
this.adapterDataSetListener = adapterDataSetListener;
new LoadAllPersonsFromDb(context, this).execute();
}
#Override
public ListViewViewholder onCreateViewHolder(ViewGroup parent, int viewType) {
View view = LayoutInflater.from(parent.getContext()).inflate(layout, parent, false);
return new ListViewViewholder(view, context);
}
#Override
public void onBindViewHolder(ListViewViewholder holder, int position) {
holder.assignData(persons.get(position));
}
#Override
public int getItemCount() {
return persons.size();
}
#Override
public void onFindAll(List<Person> persons) {
Log.d("LISTVIEW", "Counted: " + persons.size() + " elements in db");
if (this.persons != null) {
this.persons.clear();
this.persons.addAll(persons);
} else {
this.persons = persons;
}
adapterDataSetListener.onChangeDataSet();
//notifyDataSetChanged();
}
public interface AdapterDataSetListener {
void onChangeDataSet();
}
}
As you can see, I tried more than one way to get it running. The simple notifyDataSetChanged did not do anything, so I made another interface which is used to delegate the ui information to the relating fragment. Following code documents this interface which is implemented in the relating fragment:
#Override
public void onChangeDataSet() {
Log.d("Callback", "called");
listViewAdapter.notifyDataSetChanged();
/*
getActivity().runOnUiThread(new Runnable() {
#Override
public void run() {
listViewAdapter.notifyDataSetChanged();
}
});
*/
}
Here I also tried to put it on the MainUiThread but nothing works. I'm just not able to see where my problem is. Hopefully any of you guys can give me a hint.
The logging works, which is the prove for the working callbacks.
Thank you in advance.
PS: If you need any more code, just tell me and I will provide it.
instead of using the interface-llistener pattern, try this
#Override
public void onFindAll(List<Person> persons) {
Log.d("LISTVIEW", "Counted: " + persons.size() + " elements in db");
if (this.persons != null) {
this.persons.clear();
this.persons.addAll(persons);
} else {
this.persons = persons;
}
refereshAdapter(persons);
}
public void refereshAdapter(List<Person> persons){
listViewAdapter.clear();
listViewAdapter.addAll(persons);
listViewAdapter.notifyDataSetChanged();
}
To tell the background, I used RecyclerView in Version 23.1.1 because the latest 23.2.0 had some weird behaviour in holding a huge space for each card.
//Update: the problem with the space between cards, was because of a failure of myself in the layout file (match_parent instead of wrap_content). -_-
The upshot was using the latest version again and everything worked just fine. I have no idea why, but at the moment I am just happy, that I can go on. This little problem wasted enough time.
Maybe somebody has a similar situation and can use this insight.
Thx anyway #yUdoDis.

My Android App is crashed when I register SensorManager.registerListener

Below is my code. I am having a problem when I call SensorManager.registerListener, my app will crash. Can someone tell me what's going on?
I just follw the web guide to setup SensorManger, Sensor(Accelerometer) and then register the action lintener to detect the montion of accelerometer.
I used API 21 to develop this app.
public class MainActivity extends ActionBarActivity implements SensorEventListener{
private TextView tip;
private SensorManager mSensorManager;
private Sensor mSensor;
private float axisX = 0;
private float axisY = 0 ;
private float axisZ = 0;
#Override
protected void onResume() {
super.onResume();
setUpAcceleratorSensor();
mSensorManager.registerListener(this, mSensor, SensorManager.SENSOR_DELAY_NORMAL);
}
#Override
protected void onPause() {
super.onPause();
mSensorManager.unregisterListener(this);
}
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
setUpAcceleratorSensor();
}
#Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.main, menu);
return true;
}
#Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
if (id == R.id.action_settings) {
return true;
}
return super.onOptionsItemSelected(item);
}
private void setUpAcceleratorSensor(){
mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
if((mSensor = mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER)) != null);
else
Toast.makeText(this, "No Sensor Device Exist", Toast.LENGTH_LONG).show();
}
#Override
public void onSensorChanged(SensorEvent event) {
// TODO Auto-generated method stub
Sensor mySensor = event.sensor;
if (mySensor.getType() == Sensor.TYPE_ACCELEROMETER) {
if(event.values[0] != 0 || event.values[1] != 0 || event.values[2] != 0){
axisX = event.values[0];
axisY = event.values[1];
axisZ = event.values[2];
tip.setText("Detect your montion");
}
}
else
Toast.makeText(this, "Cannot Get Sensor Device", Toast.LENGTH_LONG).show();
}
#Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
// TODO Auto-generated method stub
}
}
Thanks.
First that I always check when something like this goes wrong, is to check that you have all the correct permissions in the Android Manifest; however, I don't believe that there are any permissions associated with using the position sensors. I would check on this first. That is what comes to mind first, after you post logcat, we will be able to give a more detailed answer.
Try getting the sensor this way
mSensor = mSensorManager.getSensorList(Sensor.TYPE_ACCELEROMETER).get(0); instead in your setUpAccelerometer() method.

Android Activity and Service communication: how to keep the UI up-to-date

I have an Activity A (not the main Activity) that launches a Service S that does some stuff in the background and, in the meanwhile, should made some changes to the UI of A.
Let's just say that S count from 0 to 100 and A should display this count in Real-Time. Since the real job of S is quite more complicated and CPU-consuming, I do not want to use AsyncTask for it (indeed "AsyncTasks should ideally be used for short operations (a few seconds at the most.) [...]") but just a regular Service started in a new Thread (an IntentService would be fine as well).
This is my Activity A:
public class A extends Activity {
private static final String TAG = "Activity";
private TextView countTextView; // TextView that shows the number
Button startButton; // Button to start the count
BResultReceiver resultReceiver;
/**
* Receive the result from the Service B.
*/
class BResultReceiver extends ResultReceiver {
public BResultReceiver(Handler handler) {
super(handler);
}
#Override
protected void onReceiveResult(int resultCode, Bundle resultData) {
switch ( resultCode ) {
case B.RESULT_CODE_COUNT:
String curCount = resultData.getString(B.RESULT_KEY_COUNT);
Log.d(TAG, "ResultReceived: " + curCount + "\n");
runOnUiThread( new UpdateUI(curCount) ); // NOT WORKING AFTER onResume()!!!
break;
}
}
}
/**
* Runnable class to update the UI.
*/
class UpdateUI implements Runnable {
String updateString;
public UpdateUI(String updateString) {
this.updateString = updateString;
}
public void run() {
countTextView.setText(updateString);
}
}
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.counter);
countTextView = (TextView) findViewById(R.id.countTextView);
startButton = (Button) findViewById(R.id.startButton);
resultReceiver = new BResultReceiver(null);
}
public void startCounting(View view) {
startButton.setEnabled(false);
//Start the B Service:
Intent intent = new Intent(this, B.class);
intent.putExtra("receiver", resultReceiver);
startService(intent);
}
}
And this is my Service B:
public class B extends Service {
private static final String TAG = "Service";
private Looper serviceLooper;
private ServiceHandler serviceHandler;
private ResultReceiver resultReceiver;
private Integer count;
static final int RESULT_CODE_COUNT = 100;
static final String RESULT_KEY_COUNT = "Count";
/**
* Handler that receives messages from the thread.
*/
private final class ServiceHandler extends Handler {
public ServiceHandler(Looper looper) {
super(looper);
}
#Override
public void handleMessage(Message msg) {
while ( count < 100 ) {
count++;
//Sleep...
sendMessageToActivity(RESULT_CODE_COUNT, RESULT_KEY_COUNT, count.toString());
}
//Stop the service (using the startId to avoid stopping the service in the middle of handling another job...):
stopSelf(msg.arg1);
}
}
#Override
public void onCreate() {
//Start up the thread running the service:
HandlerThread thread = new HandlerThread("ServiceStartArguments", Process.THREAD_PRIORITY_BACKGROUND);
thread.start();
this.count = 0;
//Get the HandlerThread's Looper and use it for our Handler
serviceLooper = thread.getLooper();
serviceHandler = new ServiceHandler(serviceLooper);
}
#Override
public int onStartCommand(Intent intent, int flags, int startId) {
this.resultReceiver = intent.getParcelableExtra("receiver");
//For each start request, send a message to start a job and deliver the start ID so we know which request we're stopping when we finish the job:
Message msg = serviceHandler.obtainMessage();
msg.arg1 = startId;
serviceHandler.sendMessage(msg);
//If we get killed, after returning from here, restart:
return START_REDELIVER_INTENT;
}
#Override
public IBinder onBind(Intent intent) {
return null;
}
/**
* Send a message from to the activity.
*/
protected void sendMessageToActivity(Integer code, String name, String text) {
Bundle bundle = new Bundle();
bundle.putString(name, text);
//Send the message:
resultReceiver.send(code, bundle);
}
}
Everything works fine but if I click the back button (or the home button) and then I re-open the Activity A then the UI of A is not updated anymore (it just shows the initial configuration of A - i.e. the "startButton" is still clickable and the count is not showed - it seems runOnUiThread(...) is not working anymore). However, the Service B is still running in the background and the I can see the correct count is passed to the Activity A in the Log.d(...). Finally, if I click on the "startButton" again, the counting does not start from the beginning (0) but from where B has been arrived (I've double checked it by showing it in the notification bar).
How can I fix this behaviour? I would like that, when I re-open the Activity A, it automatically continues to receive and update the data from the Service B. Or, in other words, that the Service keeps the UI of the Activity A up-to-date.
Please give me some hints, links or piece of code. Thanks!
When you click back button your Activity is destroyed. When you start the Activity again you get a new Activity. That also happen when you rotate the device. This is Android lifecycle event
The Activity is not good for heavy Business Logic only to show stuff/control stuf.
What you have to do is create a simple MVC, Model View Controller. The view (Activity) should only be used for showing results and controlling the eventflow.
The Service can hold an Array of the count and when your Activity start it will onBind() your Service that is running (or if not running will start the Service since you bind to it) Let the Activity(View) get the Array of results and show it. This simple setup exclude the (M)Model Business Logic.
Update
Following up a bit read this it's Android official docs and perfect start since it do kind of what you asking. As you see in the example in the onStart() the Activity establish a connection with the service and in the onStop() the connection is removed. There's no point having a connection after on onStop(). Just like you asking for. I would go with this setup and not let the Service continuously sending data because that would drain resources and the Activity is not always listening because it will stop when in the background.
Here's an activity that binds to LocalService and calls getRandomNumber() when a button is clicked: