@Override public void onDestroy() { try { scanner.stop(); } catch (Exception e) { // } stopConnect(); DisconnectReceiver.removeCallBack(TAG); wakeup_time = 0; last_automata_state = CLOSED; status("Stopped"); super.onDestroy(); }
status("Connecting"); stopConnect();
@Override public void onDestroy() { try { scanner.stop(); } catch (Exception e) { // } stopConnect(); DisconnectReceiver.removeCallBack(TAG); wakeup_time = 0; last_automata_state = CLOSED; status("Stopped"); super.onDestroy(); }
status("Connecting"); stopConnect();
private void onConnectionFailure(Throwable throwable) { if (listen_connected) { status("Disconnected"); } else { status("Connection failure"); } // TODO under what circumstances should we change state or do something here? UserError.Log.d(TAG, "Connection Disconnected/Failed: " + throwable); stopConnect(); changeState(CLOSE); setRetryTimer(); }
private void onConnectionFailure(Throwable throwable) { if (listen_connected) { status("Disconnected"); } else { status("Connection failure"); } // TODO under what circumstances should we change state or do something here? UserError.Log.d(TAG, "Connection Disconnected/Failed: " + throwable); stopConnect(); changeState(CLOSE); setRetryTimer(); }
case CLOSE: stopConnect(); setRetryTimer(); state = CLOSED;
case CLOSE: stopConnect(); setRetryTimer(); state = CLOSED;