creates a timer that res every second and ends after 10 iterations. in Java

Attach EAN-13 Supplement 2 in Java creates a timer that res every second and ends after 10 iterations.
Example 22-1 creates a timer that res every second and ends after 10 iterations.
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EXAMPLE 22-1
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http://actionscriptbible.com/ch22/ex1
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Using a Timer
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package { import com.actionscriptbible.Example; import flash.utils.Timer; public class ch22ex1 extends Example { public static const TIMER_DELAY:Number = 1 * 1000; public var timer:Timer; public function ch22ex1() { timer = new Timer(TIMER_DELAY, 10); } } }
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If you run this program, you ll notice that the timer doesn t do anything yet. That s because you still need to add event listeners to it.
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Listening for Timer Events
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Every time the timer delay elapses, an event is red from the timer object. These events use the class TimerEvent, a subclass of Event. You learned about events in 20, Events and the Event Flow. There are two different event types in the TimerEvent class:
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TimerEvent.TIMER Dispatched every time the timer delay has elapsed. In other words,
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it s the ticking of the timer s clock.
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TimerEvent.TIMER_COMPLETE Dispatched when the repeatCount is reached. When the repeatCount is zero, this event is never dispatched. This is like the DING! of an egg
timer. When the timer s complete, it stops running.
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22: Timers and Time-Driven Programming
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Example 22-2 adds listeners for both of these events.
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EXAMPLE 22-2
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http://actionscriptbible.com/ch22/ex2
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Timers and Event Listeners
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package { import com.actionscriptbible.Example; import flash.utils.Timer; import flash.events.TimerEvent; public class ch22ex2 extends Example { public static const TIMER_DELAY:Number = 1 * 1000; public var timer:Timer; public function ch22ex2() { timer = new Timer(TIMER_DELAY, 10); timer.addEventListener(TimerEvent.TIMER, onTimer); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete); } protected function onTimer(event:TimerEvent):void { trace("Tick."); } protected function onTimerComplete(event:TimerEvent):void { trace("Ding!"); } } }
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Running this code still doesn t do anything because you need to start the timer!
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Starting, Stopping, and Resetting the Timer
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Once your timer is instantiated and your event listeners are added, it s time to start your timer. The Timer class offers three methods for controlling the timer:
start() Starts the timer counting. When the timer is running, the timer s read-only property running is set to true. stop() Stops the timer counting. When the timer is stopped, the running property is set to false. reset() Resets the number of times the timer has repeated since it was started. The currentCount property is set back to zero.
It s easy to forget to start your timer. If you re having trouble, make sure you ve called the start() method.
Once you add the start() method to the program, in Example 22-3, things start happening.
Part IV: Event-Driven Programming
EXAMPLE 22-3
http://actionscriptbible.com/ch22/ex3
Starting the Timer
package { import com.actionscriptbible.Example; import flash.utils.Timer; import flash.events.TimerEvent; public class ch22ex3 extends Example { public static const TIMER_DELAY:Number = 1 * 1000; public var timer:Timer; public function ch22ex3() { timer = new Timer(TIMER_DELAY, 10); timer.addEventListener(TimerEvent.TIMER, onTimer); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete); timer.start(); } protected function onTimer(event:TimerEvent):void { trace("Tick."); } protected function onTimerComplete(event:TimerEvent):void { trace("Ding!"); } } }
Running this program should show the following output over the course of 10 seconds.
Tick. Tick. Tick. Tick. Tick. Tick. Tick. Tick. Tick. Tick. Ding!
Handling Timer Events
Now that you ve looked at how to set up a timer and listen to the events it dispatches, let s look at some practical ways to use these events. The Timer class res TimerEvent event objects. These events are ultimately not much different from the base Event class. No additional information is stored within a TimerEvent that s not in a
22: Timers and Time-Driven Programming
regular Event. You can get information about the Timer that red the event using the event object s target property. With the Timer reference, you can get more information such as the number of times the timer has red or the time between each tick, as shown in Example 22-4. EXAMPLE 22-4
http://actionscriptbible.com/ch22/ex4
Getting the Timer from the Event Object
package { import com.actionscriptbible.Example; import flash.utils.Timer; import flash.events.TimerEvent; public class ch22ex4 extends Example { public static const TIMER_DELAY:Number = 0.5 * 1000; public var timer:Timer; public function ch22ex4() { timer = new Timer(TIMER_DELAY, 10); timer.addEventListener(TimerEvent.TIMER, onTimer); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete); timer.start(); } protected function onTimer(event:TimerEvent):void { var timer:Timer = Timer(event.target); var timeElapsed:Number = timer.currentCount * timer.delay; var remainingCount:Number = timer.repeatCount - timer.currentCount; trace("Time elapsed :", timeElapsed / 1000, "seconds."); if (remainingCount > 0) { trace("There are", remainingCount, "ticks remaining."); } } protected function onTimerComplete(event:TimerEvent):void { trace("Ding!"); } } }
The event handler onTimer() prints out the time elapsed in seconds every time the TIMER event is red. The output of Example 22-4 should look something like this:
... There are 3 ticks remaining. Time elapsed : 4 seconds. There are 2 ticks remaining. Time elapsed : 4.5 seconds. There are 1 ticks remaining. Time elapsed : 5 seconds. Ding!