I am trying to set the calculator text to an error message, wait for 2 seconds, then clear the field text. Below is my current code.
public static void wait(int ms) {
try {
Thread.sleep(ms);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
// TODO: 6/30/22 if decimal is clicked multiple times -> setText("Error")
if (field.getText().contains(".") && e.getSource() == decButton) {
field.setText("error text here");
wait(1000);
field.setText("blank here");
} else if (e.getSource().equals(decButton)) {
field.setText(field.getText().concat("."));
}
So far, the field text sets directly to ("blank here") and completely skips the error message. I have tried moving the error message to different areas of the program (within the if statement) but have yet to find a conclusion.
Are you using Swing? Is the code you show running from an event handler (triggered by keypress, mouseclick or something)? Then this cannot work.
The code is running in the Event Dispatcher Thread (EDT). Once you use something like field.setText() you have to exit your code and allow the EDT to fire the updates into the UI. But instead, you 'keep it busy' by waiting a second, then requesting the next update into the UI. Only then your method exits, and the user did not see the first message.
What you need to do is to set the update, then free up the EDT. How do you get the message to disappear one second later? Use a Swing Timer to trigger the action:
field.setText("error text here");
ActionListener errorHider = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
field.setText("blank here");
}
};
Timer t = new Timer(1000, errorHider);
t.setRepeats(false);
t.start();
Related
My plugin checks if the user is idle for a certain amount of time. With the solution from here, I tried to work my way around. But the eclipse application becomes unresponsive until the loop ends.
Also, the message box is just a plain box with no title and buttons. Can somebody tell me what is wrong with this code?
#Override
public void earlyStartup() {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
//while(true) {
for (stop=System.nanoTime()+TimeUnit.MINUTES.toNanos(1);stop>System.nanoTime();) {
Display.getDefault().addFilter(SWT.KeyUp, new Listener() {
#Override
public void handleEvent(Event event) {
stop=System.nanoTime()+TimeUnit.MINUTES.toNanos(1);
System.out.println("checkpoint 1");
}
});
}
Shell shell = new Shell(Display.getDefault());
MessageBox dialog =
new MessageBox(shell, SWT.ICON_INFORMATION | SWT.OK);
dialog.setText("Alert!");
dialog.setMessage("You have been idle for the last 3 minutes.");
shell.open();
stop=System.nanoTime()+TimeUnit.MINUTES.toNanos(1);
System.out.println("checkpoint 2");
}
});
}
Display.asyncExec does not run code in a separate thread. It runs the code in the main UI thread as soon as it is available. The UI thread will be blocked until the code ends.
Instead you can run code in a normal Java thread. But you must call asyncExec to execute any UI code you want to run from the thread.
In your actual code you should only be calling Display.addFilter once. This adds a listener which will be called every time the key up event occurs from then onwards. Since this is UI code you can't actually run this in a background thread at all.
So you can't use a loop like you have shown. You have to keep track of things in the key listener, updating each time the listener is called.
I'm writing a little private application at the moment which utilizes the Wolfram Alpha Java Bindings. The application's GUI is realized using Swing. My Wolfram Alpha Plugin has a function looking like this:
public void fire(String value) {
// This sets the field state to loading
_state = loading;
// This tells the controller to redraw the window
// When reading the state of the plugin it sets an
// animated gif at a JPanel. This should be displayed
// before the application is blocked by the Wolfram Alpha
// Request.
// updateInput does nothing more then call repaint after some
// other function calls. No special threading included.
getController().updateInput("");
// My wolfram request follows:
WAQuery query = _engine.createQuery();
query.setInput(value);
try {
// For educational purposes, print out the URL we are about to send:
System.out.println("Query URL:");
System.out.println(_engine.toURL(query));
System.out.println("");
// This sends the URL to the Wolfram|Alpha server, gets the XML result
// and parses it into an object hierarchy held by the WAQueryResult object.
WAQueryResult queryResult = _engine.performQuery(query);
if (queryResult.isError()) {
System.out.println("Query error");
System.out.println(" error code: " + queryResult.getErrorCode());
System.out.println(" error message: " + queryResult.getErrorMessage());
} else if (!queryResult.isSuccess()) {
System.out.println("Query was not understood; no results available.");
} else {
// Got a result.
System.out.println("Successful query. Pods follow:\n");
for (WAPod pod : queryResult.getPods()) {
if (!pod.isError()) {
System.out.println(pod.getTitle());
System.out.println("------------");
for (WASubpod subpod : pod.getSubpods()) {
for (Object element : subpod.getContents()) {
if (element instanceof WAPlainText) {
System.out.println(((WAPlainText) element).getText());
System.out.println("");
}
}
}
System.out.println("");
}
}
// We ignored many other types of Wolfram|Alpha output, such as warnings, assumptions, etc.
// These can be obtained by methods of WAQueryResult or objects deeper in the hierarchy.
}
} catch (WAException e) {
e.printStackTrace();
}
}
The Problem is that the request is started BEFORE the window is repainted. I have a request delay of about one second and THEN the loading animation is displayed. This animation should be displayed before the request is started.
What I tried so far:
Thread.sleep() in front of the Wolfram Query. But that would block the repaint too?! - same unwanted behavior
Put the request into a runnable - same unwanted behavior
Put the request into a class extended by Thread - same unwanted behavior
Combine both with Thread.sleep() - same unwanted behavior
What am I overseeing here?
I have a request delay of about one second and THEN the loading animation is displayed. This animation should be displayed before the request is started.
Never use Thread.sleep() in Swing application that sometime hangs the whole application as you stated it already in your post. You should use Swing Timer in that case.
Please have a look at How to Use Swing Timers
Sample code:
Timer timer = new Timer(1000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
// start loading animation now
}
});
timer.setRepeats(false);
timer.start()
What I suggest is:
Use background threading, specifically a SwingWorker'
Do the long running code in a SwingWorker's doInBackground method.
Start your animation display before executing your SwingWorker.
Give the SwingWorker a PropertyChangeListener, and when the SwingWorker's state is done, then stop the animation.
Be sure that the animation does not tie up the Swing event thread either. Use a Swing Timer for it.
For example,
// start animation -- be sure to use a Swing Timer or
// other way to prevent tying up the Swing event thread
SwingWorker<Void, Void> myWorker = new SwingWorker<Void, Void>() {
protected Void doInBackground() throws Exception {
fire(someValue);
return null;
};
};
myWorker.addPropertyChangeListener(new PropertyChangeListener() {
#Override
public void propertyChange(PropertyChangeEvent pcEvt) {
if (pcEvt.getNewValue().equals(SwingWorker.StateValue.DONE)) {
// .... stop the animation here
}
}
});
myWorker.execute();
I am working on a webscraping tool that should perform various operations with the scraped data.
Because of this, I need various different GUIs to work in an orderly manner and because of that, I need the main method to wait before each has completed it's purpose.
After searching for a while, I have found the following StackOverflow questions that provided some clues on how to solve the problem, but that I could not implement because they have some differences to my case:
How to wait for input in a text field
How to make main thread wait a different thread to finish
I know I can trigger code using a Listener to a/the GUI's components (a button, for example), but i'm having a hard time making the main-thread wait for that listener to wake it up, while the code for the GUI's thread (when there is one) is initialized by the main thread...
This is an simplified code to demonstrate how the program is supposed to work:
public class Main {
/*
* Waiter is a simple GUI with just an "Start" button in it. Here in place of my actual GUIs.
*/
private static Waiter auth; //Represents my NTLM-authentication form.
private static Waiter status; //Represents a status-feedback GUI that will be displayed during processing.
private static Waiter operation; //Represents a GUI in with the user choses what to do with the gathered data.
public static void main(String[] args) throws InterruptedException {
auth = new Waiter();
auth.setVisible(true);
System.out.println("NTLM Authentication form. Should wait here until user has filled up the GUI and clicked \"Start\".");
System.out.println("Authenticates WebClient's NTLM using data inputed to the GUI...");
auth.dispose();
Thread srt = new Thread(status = new Waiter());
srt.start();
status.setVisible(true);
//Performs webscraping operations...
System.out.println("Prepares the webscraped data here...Things like downloading files and/or parsing text...");
System.out.println("Keeps the user aware of the progress using the \"status\" GUI.");
status.setVisible(false);
//Clears the status GUI.
operation = new Waiter();
operation.setVisible(true);
System.out.println("Operation selection form. Should wait here until user selects an option.");
System.out.println("Starts performing the operation(s)...");
operation.dispose();
status.setVisible(true);
System.out.println("Performs the operation(s), while giving status-feedback to the user.");
status.setVisible(false);
System.out.println("Displays a file-save dialog to save the results.");
System.out.println("And finally, displays a \"End of operations\" dialog before ending.");
}
}
UPDATE 1:
The main difficulty I'm having is to implement something like this (this is what I want to do):
//Main method...code...
Thread srt = new Thread(status = new Waiter());
//Before "srt.start();"...
status.startButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
main.continueExecution();
}
});
//Thread's run() being something like "status.setVisible(true); main.waitGUI();"
srt.start();
//continues here after the Listener is triggered...more code...
Instead of this (what is being the solution to most other people, if I'm understanding it right...) (this is what I don't want to do, if possible):
//GUI before this one...
//code...
Thread srt = new Thread(status = new Waiter());
status.startButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
/*
* Code that should come after this GUI.
*/
}
});
//Thread's run() being something like "status.setVisible(true);"
srt.start();
//"ends" here...(Initial code or GUI before this "status")
In other words, I'm having trouble implementing the GUIs and Listeners in a way to trigger main's thread's "sleep" and "wake up" actions, instead of triggering actual processing code.
UPDATE 2:
Following #JB_Nizet 's tip on SwingUtilities.invokeLater(), I took a good look at the SwingUtilities docs, and after I found out about how the SwingUtilities.invokeAndWait() method works, and I think I've found how to do it, using a combination of Semaphore and invokeAndWait().
I need someone with a better understanding of multi-threading and/or GUIs to confirm if it's a safe, valid solution or not. (I'll then edit the question and clean it up, and if confirmed, post this in proper "answer format")
Anyways, here goes the modified code, which seems to be working for me:
public class Main_Test {
//Semaphore:
public static Semaphore semaphore;
//GUIs:
private static Waiter auth; //Represents my NTLM-authentication form.
public static void main(String[] args) {
try {
semaphore = new Semaphore(1);
// semaphore.acquire();
auth = new Waiter() {
#Override
public void run() {
try {
System.out.println(Main_Test.getThread() + this.getName() + " has been created and is now running.");
semaphore.acquire(); //Makes main pause.
this.setVisible(true);
} catch (InterruptedException ex) {
Logger.getLogger(Main_Test.class.getName()).log(Level.SEVERE, null, ex);
}
}
};
auth.jButton1.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println(getThread() + "NTLM has been hypothetically authenticated.");
semaphore.release(); //Makes main continue after GUI is done.
auth.dispose();
}
});
// semaphore.release();
SwingUtilities.invokeAndWait(auth);
semaphore.acquire(); //<- Where the main effectively gets paused until the permit is released.
/*
* GUI's run() will accquire the semaphore's permit.
* The invokeAndWait() garantees (?) it will happen before main's acquire().
* This causes the main to pause when trying to acquire the permit.
* It stays paused until the actionListener release() that permit.
*/
System.out.println(getThread() + "This message represents the processing, and should come only after the hypothetical NTLM authentication.");
} catch (InterruptedException ex) {
Logger.getLogger(Main_Test.class.getName()).log(Level.SEVERE, null, ex);
} catch (InvocationTargetException ex) {
Logger.getLogger(Main_Test.class.getName()).log(Level.SEVERE, null, ex);
}
}
public static String getThread() {
return String.format("%-32s --- ", Thread.currentThread().toString());
}
}
I'm not sure I have completely understood what you want to do, but it seems to me that you have a consumer thread (the main thread, waiting for events from the event dispatch thread), and a producer thread (the event dispatch thread).
The typical way to implement this is to use a blocking queue as a communication mechanism:
Create a blocking queue
Create your GUI and pass it the blocking queue
start a loop which gets data from the queue. Since the queue is blocking, the main thread will be blocked untile there is something in the queue
Have your event listeners, running in the EDT, post data to the blocking queue
I have a code right below...take a look.
enter.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (enter.getText().length()>0){
addToChat("You: "+enter.getText());
enter.setText("");
delay(1000);
addToChat("oie");
}
}
});
And here is the delay void.
public static void delay(int delayTime){
try
{
Thread.sleep(delayTime);
} catch (InterruptedException ie)
{
}
}
The problem is whoever I type something into the text box and hit enter, it takes one second for not only the one to show up in the text area, but also the "You: " text block to show up, which is before the delay. Why is this delay affecting things BEFORE it and how can I fix this?
The UI does not get a chance to update before your action listener is finished. If you would like to change something after the delay, you should schedule it on a different thread, rather than wait inside the event handler:
addToChat("You: "+enter.getText());
enter.setText("");
new Thread(
new Runnable() {
public void run() {
delay(1000);
addToChat("oie");
}
}
).start();
You're sleep()ing in the Event Dispatch Thread, which means your UI is frozen and can't repaint itself, or accept input, or anything. You should only perform very quick actions in the EDT to avoid this effect. Check out the Graphical User Interfaces and following tutorial trails for the basics of UI programming.
I have implemented Conway's Game of Life problem in Java swing. Everything is working fine. As you can see in the screenshot below, whenever the "Tick" button is clicked, the game progresses to the next life form. Now, I am planning to include an "Autoplay" button alongside "Tick" button. The purpose of this autoplay is simple. When I hit it, an automated operation should carry on as if I am pressing tick button at an interval of 1 second.
I tried this. But this seems to block all the other operations. How to do this action in a separate thread? A small code snippet would get me going.
class AutoPlayListener implements ActionListener{
public void actionPerformed(ActionEvent e) {
if(e.getSource() == btnAutoPlay){
while(true){
Thread.sleep(1000); //InterruptedException try catch hidden
btnTick.doClick();
}
}
}
}
Use a javax.swing.Timer. It will be able to work with the existing ActionListener if the while(true) and Thread.sleep() calls are removed.
As #Ranman said you're blocking main UI thread. I believe SwingUtilities.invokeLater is usually used for things like this.
There are two options:
Start a new thread. The thread will contain the while loop, and execute a method that processes the array. In each iteration, call repaint() or invalidate() on your window to tell it that it needs redrawing.
Use a Timer. The GUI thread will call your routine at regular intervals.
Threads:
In actionPerformed method, create a new Thread. and call its start method.
The Runnable of the thread should run a while loop (as you have already done), and then simply exit.
Timer:
Create an object in your class of type Timer. Use the one in java.swing.Timer if you are using swing (there is also java.util.Timer which isn't good for GUI ops). The timer should have an ActionListener that calls your method once, but the Timer has a repeat rate of 1000ms.
Tips
to invoke the action, you should put it in a separate method, rather than directly under the button handler. That way, you aren't calling GUI stuff from outside the GUI thread.
e.g.
tickButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e){
doTick();
}
});
The mechanism to stop the thread is equally important! In general, don't use a while(true) in a thread as it will get lost; invent a semaphore to terminate it.
use a JToggleButton rather than Button?
Synchronization:
If you use threads, you will need something like this, to prevent new threads being created each time the button is pressed:
Code
Thread autoplayThread = null;
Object lock;
boolean autoplaying = false;
public void actionPerformed(ActionEvent e){
synchronized(lock){ // prevent any race condition here
if(!autoplaying && autoplayThread==null ){
autoplaying = true;
autoplayThread = new Thread(new Runnable(){
public void run(){
try{
while(autoplaying){ .... }
}finally{
synchronized(lock) {
autoplaying=false;
autoplayThread=null;
}
}
}
});
autoplayThread.start();
}else{ // stop the thread!
autoplaying=false;
}
}
}