I'm currently running into a rather annoying problem.
Im running round about this task, with a Spigot-1.8 in Java 1.8. But this exact code gives me two diffrent Results.
In one the Levelbar of Minecraft just counts down and in another the Levelbar just flickers every time it sets the new XP Value.
private static int buildTask;
private static int buildSeconds = 120;
public static void buildingTime() {
buildTask = Bukkit.getScheduler().scheduleSyncRepeatingTask(Plugin.getInstance(), () -> {
for (Player onlinePlayer : Bukkit.getOnlinePlayers()) {
onlinePlayer.setLevel(buildSeconds);
}
//executing other Actions with Actionbar and Broadcasting Seconds to all players
if (buildSeconds <= 0) {
//ending here
}
buildSeconds--;
}, 0, 20);
}
I'm using this Spigot: https://getbukkit.org/get/hNiHm0tuqAg1Xg7w7zudk63uHr0xo48D
Already solved.... Let two tasks run at the same time which conflicted
Related
So I'd like to make a circular progress indicator that runs smoothly from start to end, although I haven't found exactly what I'm looking for, I found a workaround using the class "ProgressIndicator" and grouping it in a way that is shown as I want it to.
I tried running this code that creates a timeline for it to do such smooth result I was looking for (this code isn't mine at all, took it from https://asgteach.com/2011/10/javafx-animation-and-binding-using-the-progressbar/) but it doesn't work as intended at all. The end result should be looking like this from start to end:
expectation
Although it takes some time to load showing this animation:
reality
Is there any way to make that starting animation not appear and make it so it starts instantly? If you have better options for what I'm trying to achieve or a solution using the existing progressIndicator I'm trying to use, I'll gladly hear them out.
The code I'm trying to run right now:
private static final Integer STARTTIME = 30;
private Timeline timeline;
private IntegerProperty timeSeconds = new SimpleIntegerProperty(STARTTIME*100);
public void testProgressIndicator() {
myProgressIndicator.progressProperty().bind(
timeSeconds.divide(STARTTIME*100.0).subtract(1).multiply(-1));
btnTest.setOnAction(new EventHandler<ActionEvent>() {
public void handle(ActionEvent event) {
if (timeline != null) {
timeline.stop();
}
timeSeconds.set((STARTTIME+1)*100);
timeline = new Timeline();
timeline.getKeyFrames().add(
new KeyFrame(Duration.seconds(STARTTIME+1),
new KeyValue(timeSeconds, 0)));
timeline.playFromStart();
}
});
hi i am new in java programming i have a big problem when i use timer or while loop for my program to show my variable and update it my program will stopped, not stopped working just nothing i cant do anything in my program my game is a easy game that we should got money from ... ways and i want to show my money every x second. every second isn't important for me just a code that not stop my program, here is my money code:
static int money = 0;
static int energy = 100;
static String energyinfo = Integer.toString(energy);
static String moneyinfo = Integer.toString(money);
private void setmoneyenergy()
{
energyinfo = Integer.toString(energy);
moneyinfo = Integer.toString(money);
jenergy.setText(energyinfo);
jmoney.setText(moneyinfo);
}
while is in a button actionperformed
while(true)
{
setpoolenergy();
}
I am using Intellij to program Java.
I am currently trying to make a top down tile based shooter.
My issue is that my game, after approximately 2 minutes, crashes with a popup saying "Java(TM) Platform SE Binary has stopped working. I recorded the time it took for it to crash 3 times: 1m57s, 1m59s, 1m58s.
The game is in a very simple state right now and I am not sure what could be causing the crash. All of the relevant code is in just two classes: GameFrame.java (extends JFrame) and GamePanel.java (which extends JPanel).
GameFrame.java:
package net.magnusfrater.tds.game;
import javax.swing.*;
public class GameFrame extends JFrame {
public static final int width = 1000;
public static final int height = width / 16 * 10;
private GamePanel gp;
public GameFrame () {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(width,height);
setResizable(false);
setLocationRelativeTo(null);
setTitle("Time Based Fast Paced Top Down Shooter Demo");
gp = new GamePanel();
add(gp);
setVisible(true);
}
public static void main (String[] args) {
GameFrame gf = new GameFrame();
}
}
GamePanel.java
package net.magnusfrater.tds.game;
import net.magnusfrater.tds.input.Keyboard;
import javax.swing.*;
import java.awt.*;
public class GamePanel extends JPanel implements Runnable {
//panel
private Thread thread;
private static boolean running;
private boolean fpsLock;
//input
private Keyboard kb;
//game
private Game game;
public GamePanel () {
//panel
thread = new Thread(this, "Time Based Fast Paced Top Down Shooter Demo");
running = true;
fpsLock = true;
//input
//kb = new Keyboard();
//addKeyListener(kb);
//game
//game = new Game(1);
thread.start();
}
public void run () {
long iTimeNS = System.nanoTime();
int tickRate = 60;
long ns = 1000000000 / tickRate;
int ups = 0;
int fps = 0;
long iTimeS = System.nanoTime();
long s = 1000000000;
while (running) {
long fTimeNS = System.nanoTime();
if (fTimeNS - iTimeNS >= ns){
iTimeNS = System.nanoTime();
tick();
ups++;
if (fpsLock){
repaint();
fps++;
}
}
if (!fpsLock){
repaint();
fps++;
}
long fTimeS = System.nanoTime();
if (fTimeS - iTimeS >= s){
iTimeS = System.nanoTime();
System.out.println("ups: " + ups + "\tfps: " + fps);
ups = 0;
fps = 0;
}
}
System.exit(0);
}
public void tick () {
if (kb != null)
kb.tick();
if (game != null)
game.tick();
}
#Override
public void update (Graphics g) {
paint(g);
}
#Override
public void paint (Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(0,0,GameFrame.width, GameFrame.height);
//if (game != null)
//game.paint(g);
}
public static void quitGame () {
running = false;
}
}
I originally thought that the issue was because of the way that I was loading images for spritesheets or maybe the way I was loading text files for the level design but after reworking both of those, the issue remained.
That left me curious and a little bit fed up so I tried finding out more about the explanation for the crash. First I read more from the popup but it didn't say anything useful: (See below)
Second I looked at the exit code given by Intellij: (See below)
I looked up what exit code 255 was but there wasn't anything useful. The best explanation I could find was that exit code 255 meant that the real exit code was out of range: (See below)
I was out of ideas at this point so I just started plain old googling everything I could think of. The problem with googling "Java(TM) Platform SE Binary has stopped working" is that almost every suggested link is a question about Minecraft. Limiting my search to Stack Overflow yielded me some results, but nothing conclusive. Some of the fixes I found were stuff I already tried (such as not handling input streams properly, not handling buffered reader properly, not disposing of elements, etc). I found these links but none of them were truly related to my issue:
(See below)
(See below)
(See below)
(See below)
(See below)
(See below)
The last fix I tried was to re-install Java SE Development Kit 8u101 AND Java SE Development Kit 8u102. I then restarted Intellij. I then restarted my computer.
Nothing worked.
At this point I think I'm just dumb. I've overlooked something easy I can tell. What am I missing?
(ps~ This is a possibly related issue. So if I run my game with almost no content in it with the fps not locked to 60, I get really absurd numbers of frames per second. I didn't think that fps as high as 7,000,000 was possible. I think. I don't know. Have I programmed that wrong as well? Here is a related picture of my ups/fps output: [see below])
(SEE HERE) So Stack Overflow doesn't allow members with a score within a certain threshold post more than 2 links and allows absolutely no posting of images. So here is a link to a google doc with all of the links and images I mentioned above:
https://docs.google.com/document/d/1XrBuVio19GmkFz0EfRzXVp5AJmM5zPfVO6vK3oS3Eaw/edit?usp=sharing
Try and set your -Xmx to something like 2G and see if it runs longer. If so, something is allocating memory and maybe you have that other setting set that exits instead of garbage collecting for some reason.
Also, try changing your code to limit things using Guava's RateLimiter.
…
// class level
final RateLimiter frameLimiter = RateLimiter.create(60.0);
final RateLimiter outputLimiter = RateLimiter.create(1.0);
…
// in run method
while (running) {
frameLimiter.acquire();
repaint();
fps++;
if (outputLimiter.tryAcquire()){
System.out.println("fps: " + fps);
fps = 0;
}
}
I've removed ups and tick(). You should do your work after repainting and I don't think you want to do more work than needed for the next frame, which at the soonest should be at your max rate. Later you'll need to add logic to handle skipping work when frames are being skipped. I might make more sense to increment the fps within repaint.
You could put the output in its own thread and only acquire that limiter if you synchronized the increments and resetting of fps.
Hello!
I am trying to display a text on the Screen (with Java), but I want it to be delayed, like, every 0.1 seconds, a letter of the text would appear on the screen. It's like Pokemons dialogs. Here's what I am talking about: https://www.youtube.com/watch?v=yUS1IcC5CBY
I don't want the fade and the acceleration of the text, I just want the text to appear letter-by-letter. Also, I would like the text to be a String. Please, can you help me?
Thanks a lot in advance!
You can use two methods:
One is Thread.sleep(), which is shown above:
private static String message = "Your Message";
private static JLable label = new JLabel();
private static String labelMessage = "";
for(int i = 0; i < message.length(); i++){
labelMessage += Character.toString(message.charAt(i));
label.setText(labelMessage);
try{
Thread.sleep(howManyMillisecondsYouShouldWait);//if you want to do it every .1
//seconds, just wait 100 milliseconds.
}catch(InterruptedException e){
Thread.currentThread().interrupt();
}
}
that will forever print it to the screen every 100 milliseconds. However, the only trouble with using Thread.sleep is (and I somehow just learned this the other day, even though I've been programming for a long while) it is not always accurate. It may sleep 100 ms, it may sleep 150, etc. Secondly, a slower computer may take longer to sleep through it.
The other method which you will use more often (probably) is to check the actual time of your system and see if it's been long enough since you last printed it to the screen, like this:
private static long timeOfLastWrite;//at what time did you last update the text?
private static long deltaTimeSinceLastWrite;//how long has it been since you last updated the text?
private static long timeOfFirstWrite;//when did you start?
private static long deltaTimeSinceFirstWrite;//how long has it been since you started?
private static String message = "Your Message";
private static JLabel label = new JLabel();
private static String labelMessage = "";
//print once here:
timeOfFirstWrite = System.currentTimeMillis();
timeOfLastWrite = System.currentTimeMillis();//every time you print to the screen, make
//sure that you make note of it by setting the timeOfLastWrite variable equal to the current time.
labelMessage += Character.toString(message.chatAt(0));
while(!labelMessage.equals(message)){
deltaTimeSinceLastWrite = System.currentTimeMillis() - timeOfLastWrite;
if(deltaTimeSinceLastWrite >= 100){
timeOfLastWrite = System.currentTimeMillis();
deltaTimeSinceFirstWrite = System.currentTimeMillis() - timeOfFirstWrite;
int currentIndexOfChain = (int) deltaTimeSinceFirstWrite / 100;
if(currentIndexOfChain >= message.length()){
currentIndexOfChain = message.length() - 1;
}
labelMessage = message.substring(0, currentIndexOfChain + 1);
label.setText(labelMessage);
}
}
This method isn't even slightly necessary for a program so simple as writing text to the screen 10 times a second. However, it's good to get into the practice of it. You'll learn that if you create a character and tell him to move 10 pixels, Thread.sleep(100), and move again and etc... that on a slower computer, the character will move slower. However, if you tell it to wait until a certain amount of time has passed according to your computer's time, if the user lags out and it takes 200 milliseconds before it tells the character to move again, you can account for that by simply making him move twice as far -- I think it's called framerate independence.
If I did anything wrong with the delta time management please let me now. Again, I just learned about this the other day even though I've been programming for awhile, so don't worry about it too much if you're just now learning to program.
And that's how you make an incredibly long (possibly too long) answer to an incredibly simple question. I hope you benefit from this response.
I'm unable to use Thread.sleep(x) or wait(): java.lang.InterruptedException; must be caught or declared to be thrown
try {
Thread.sleep(100);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
You may use this code for doing so. Simply put a thread to print the text onto a jLabel.
new Thread(new Runnable() {
#Override
public void run() {
String x="";
String txt="Hello this is a sample text. Let us see how this works.";
for(int i=0;i<txt.length();i++){
try {
jLabel1.setText(x=x+txt.charAt(i));
Thread.sleep(100);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}).start();
How about this?
import javax.swing.Timer;
import java.awt.event.*;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class DelayText
{
public String example = "As you can see, this sentence is being printed out a character at a time.";
public String transfer = "";
public Timer t;
public int i = 0;
public JFrame f;
public JLabel l;
public DelayText()
{
f = new JFrame("Example");
l = new JLabel();
f.add(l);
f.setSize(450, 200);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
TimerListener tl = new TimerListener();
t = new Timer(100, tl);
t.start();
}
public static void main(String[] args)
{
DelayText d = new DelayText();
}
private class TimerListener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
if(i < example.length())
{
transfer += (example.charAt(i));
l.setText(transfer);
i++;
}
if(i >= example.length())
{
t.stop();
}
}
}
}
I am using the timer to create a delay between each character outputted on the JFrame. I noticed a lot of these other ones were a bit more complex, thought this might make things a bit easier to understand.
Every time my timer is run, the code executed inside the timer is run faster. Why is this happening?
This code essentially moves a label (holding an image) across the frame.
Every run, the images moves faster.
if (Player.direction == "west") {
timerWest.start();
isCasting = true;
new Magic("westmagic.gif");
timerWest.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
int x = Frame.fireMagicLabel.getX();
int y = Frame.fireMagicLabel.getY();
Frame.fireMagicLabel.setLocation(x - 1, y);
LiveUpdating.updateSpell();
CheckHits.spellHit();
Frame.frame.repaint();
if (Frame.fireMagicLabel.getX() <= tempWest) {
timerWest.stop();
new Magic("");
Frame.frame.repaint();
Frame.fireMagicLabel.setLocation(
Frame.redHealthLabel.getX(),
Frame.redHealthLabel.getX());
isCasting = false;
}
}
});
Frame.frame.repaint();
}
On first run, the timer performs x speed. Then the the next run it performs faster, and faster, and faster.
i think you should add the action listener only once.
Ther actionlistener is only needed to be added once.
Also if this does not fix it, somewhere inside the code you haven't posted you apply the speed, this might not be reset and be added on it, which makes it double speed.