I use SwingUtilities.invokeLater to update the UI. Sometimes tasks are executed almost at as soon as invokeLater is called, but sometimes it takes few seconds for it, that I would like to avoid. Are there any settings that can help me with this?
I know that tasks are executed in a AWT event-dispatching thread, but is there a way to forcefully clear the queue of it (probably not a great idea), or somehow add another AWT thread to work in parallel, or any other solution that may help with executing tasks faster?
Is it even possible to influence this things, or all I can do is just create some daemon threads by myself? I'd like to avoid that.
There are things that have to be done on the event handler thread. Swing isn't thread-safe, and not following that rule makes WEIRD things happen.
As there is only one such thread (and you can't create additional ones), make sure it's used only for things where it's necessary. So, don't do complex computations on that thread. Check your paintComponent() methods, invokeLater() calls etc. for time-consuming parts.
Either optimize their performance or refactor them to some other "worker" thread. You can have as many worker threads as you like, as long as they stay away from calling Swing methods. The fact that you are asking about invokeLater() implies that you're already using at least one thread besides the event handler.
A decent profiler tool will be helpful in that process.
Have you tried SwingUtilities.invokeAndWait()? It sounds like you don't want to have the program do other things threaded with the Swing operations, you want them done right now.
Of course this won't actually caused them to be done in any fewer CPU cycles, and if there are things already queued up for the dispatch thread, this doesn't get rid of them or anything.
There are also things like loading up images from files that can either be done synchronously or asynchronously -- if you're trying to eliminate pauses, you might make sure those are being done as you want.
Related
I have found that in order to keep Java GUIs (using Swing) responsive the only way is to use the SwingWorker class, as opposed to java.lang.Thread. Is SwingWorker truly the only way when it comes multithreaded GUI based desktop apps? Are there any good alternatives? Rarely can I configure the Thread class to do what I want to do, but SwingWorker usually works, if sometimes in a cumbersome way.
SwingWorker is nothing but a thin convenience API around Thread. Therefore it is definitely possible to use Thread without SwingWorker. The main point is that Swing is not thread-safe and any actions you perform on Swing objects must happen on the Event Dispatch Thread. This is the fundamental obstacle, and SwingWorker tries to help you overcome it a bit more conveniently.
The alternative is a continuation using EventQueue.invokeLater(), but SwingWorker has important advantages:
It synchronizes granular access to data shared between itself and the EDT.
It provides property change support for progress indication.
It implements the Future interface.
See also Worker Threads and SwingWorker for details.
Multithreading in GUI application is difficult to implement since there can be so many actions that trigger actions. A good explanation of why is this a "failed dream" can be found here
Multithreaded toolkits: A failed dream.. For solutions to your problem, read this article on concurrency in swing: Concurrency in Swing
Depending on your duration of the action you can go with SwingUtilities.invokeLater() or make a SwingWorker for tasks that take a long time to complete and run in background.
You must use this classes or else you may be in situations where a thread will block your entire application and may seem unresponsive to the user.
Another option, most suitable for repetitive tasks, is javax.swing.Timer (it can be used for one-shot tasks as well).
With Java Swing, is it possible to pause the current thread Runnable and give room to the Event Dispatching Thread to update the gui?
I know it is possible with multi-threading (SwingWorker class) but I was wondering if there's an easier way to achieve this for single threaded programs (aka: all my code is in the gui's Run()).
E.g. Matlab has the very convenient drawnow; method
If not: how can I split the updating task to a second thread without having to rewrite anything? Would that be the Updating the gui from a running thread from this link?
The short answer is no. If you pause the current thread (which according to you is the EDT) then you pause the EDT...
You can make requests that the UI be updated using methods like repaint, but this also assumes you are not blocking the EDT with things like loops and pauses, as the EDT will need time to process these requests.
And no, I wouldn't follow the link's advice, as it violates the single thread of Swing by updating the components outside of the of EDT
Depending on your needs you would either need to use a javax.swing.Timer or SwingWorker. Yes, you can use a Thread, you become responsible for ensuring that all updates to the UI are synced back to the EDT, which the other two suggest provide mechanisms for.
Take a look at Concurrency in Swing for more details
Case of study:
I have a program with some model classes and some GUI classes in Swing where I use several threads in both of them which run an infinite loop with different sleep intervals for each runnable. two of model threads run a very critical job in which if the delay rises from 40ms to 60ms will not work correctly anymore so they are extremely critical.
But I have hundreds of components in GUI that must be updated in less than a second or more frequently. These components can't be updated with observer design pattern because they don't reflect only the changes in the model. they should calculate something such as remaining time.
Problem
I think that it will not be efficient to use hundreds of Runnables
invoked with SwingUtilities.invokeLater(runnable) to update all
GUI components. Because the context switch will have an enormous
side-effects. So I'm going to avoid it. Should I really avoid
creating all those runnables or invokeLater() or swing timer doesn't run them as a thread and has an optimizing method even with all the Thread.sleep(500) among them ?
For solving the above problem I decided to create an Interface SwingUpdatable with an update method. And create a SingleTonSwingUpdater which is run evry 500ms and run all the update methods of the classes registered with it. The observer design pattern made me to think about this idea. But I'm afraid that it will be an anti-pattern. And I'm not sure if it will reduce the flexiblity of the program.
What if I use swing Timer. It surely can't understand that if the TimerTasks all should be run in 500ms time interval so there shouldn't be a new thread for them and it's enough to do a loop on the runnables and execute them one after another.
Does Java have a built-in solution for this problem or is there a design pattern I can use or I should rely on my solution that at the first looks so dirty?
SwingUtilities.invokeLater(runnable) adds runnable in a queue and then GUI thread executes them one at a time, so context switching is minimal. Avoid using Thread.sleep() in jobs running on GUI thread, use Swing timer instead.
The proposed "solution" adds latency to the data visualization, and has no benefits. Be careful to add solutions to the problems you do not fully understand. Human intuition works badly inside computer.
Swing's timer manages queue of timed jobs and passes them to the GUI thread when the delay expires. This is quite efficient approach.
What problem are you talking about? Hundreds events per second is not so much, standard approaches should work. If they do not, probably they are misused.
Well, if you have a long list of Runnables waiting to be executed, the time spent on EDT will grow and your timing may go off. But you should do at least a cursory test to see whether this will happen. Otherwise you'll be trying to solve a problem you don't have.
You could maybe try to coalesce events together to avoid doing unnecessary work. As a final remark, if your application is so time sensitive, you'll need to pay attention to the garbage collection as well (although this shouldn't be your first worry).
I know what "thread" means and if I understand the event dispatching thread (EDT) as
"just a thread", it explains a lot but, apparently, it does not explain everything.
I do not understand what is special about this thread. For example I do not understand why we should start a GUI in a the EDT? Why the "main" thread is bed for GUI? Well, if we just do not want to occupy the main thread why we cannot start GUI just in "another thread" why it should be some "special" thread called EDT?
Then I do not understand why we cannot start the EDT like any other thread? Why we should use some special tool (called invokeLater). And why GUI, unlike any other thread, does not start immediately. We should wait until it is ready to accept our job. Is it because EDT can, potentially execute several task simultaneously?
If you decide to answer this question, could you pleas use a really simple terminology because otherwise, I am afraid, I will not be able to understand the answer.
ADDED:
I always thought that we have one "task" per thread. So, in every thread we execute a predefined sequence of commands. But it seems to me that in the event dispatching thread we can have sever task. Well, they are not executed simultaneously (thread switches between different task but there are still several task in one thread). Is it right? For example there is one thread in the EDT which display the main window, and then additionally to that we sent to the EDT another task which should update one of the window components and EDT will execute this new task whenever it is ready. Is EDT differ from other threads in this way?
The event dispatching thread is the thread that handles all GUI events and manages your Swing GUI. It is started somewhere in the Swing code if you have any GUI in your program. The reason it is done behind the scenes is because of simplicity - you do not have to bother with starting and managing an extra thread by yourself.
Regarding the fact that you have to update your GUI with invokeLater() it is because of concurrency issues. The GUI can be modified only from one thread because Swing is not thread safe(it is worth to note that most of toolkits are not thread safe, there is a nice article that gives some ideas why). This is why you have to submit all GUI updates to run on EDT.
You can read more on concurrency in Swing and event dispatching thread in Sun tutorial on concurrency in Swing. Also, if you would like to see how this could be done in a different way you might like to check out SWT toolkit. In SWT you have to manage EDT by yourself.
I always thought that we have one
"task" per thread. So, in every thread
we execute a predefined sequence of
commands. But it seems to me that in
the event dispatching thread we can
have sever task. Well, they are not
executed simultaneously (thread
switches between different task but
there are still several task in one
thread). Is it right? For example
there is one thread in the EDT which
display the main window, and then
additionally to that we sent to the
EDT another task which should update
one of the window components and EDT
will execute this new task whenever it
is ready. Is EDT differ from other
threads in this way?
No, the EDT is not fundamentally different from other threads. And "task" is not a good word to use, because it could be confused with OS-level processes (which are also often called task). Better use Runnable, the interface used to give code to the EDT to execute via invokeLater().
The EDT is basically connected to a queue of things it has to do. When the user clicks a button on the GUI, a Runnable that notifies all listeners attached to the button goes into the queue. When a window is resized, a Runnable doing revalidate&repaint goes into the queue. And when you use invokeLater(), your Runnable goes into the queue.
The EDT simply runs an endless loop that says "take a Runnable from the queue (and if it's empty sleep until you're notified that it's not) and execute it.
Thus, it executes all those little Runnable pieces of code one after another, so that each of them basically has the GUI all to itself while it runs, and doesn't have to worry about synchronizing anything. When you manipulate the GUI from another thread, this assumption is broken, and you can end up with the GUI in a corrupted state.
What is the EDT?
It's a hacky workaround around the great many concurrency issues that the Swing API has ;)
Seriously, a lot of Swing components are not "thread safe" (some famous programmers went as far as calling Swing "thread hostile"). By having a unique thread where all updates are made to this thread-hostile components you're dodging a lot of potential concurrency issues. In addition to that, you're also guaranteed that it shall run the Runnable that you pass through it using invokeLater in a sequential order.
Note that it's not just that you're dodging the concurrency issue: you must respect Sun's guidelines regarding what must and what must not be done on the EDT or you'll have serious problems in your application.
Another benefit is that some Swing components tend to throw unwanted exceptions and when this happen they're automagically dealt with and won't crash the EDT (AFAIK if you really manage to kill the EDT it is automagically restarted).
In other words: you don't have to deal with all the broken Swing components and the exceptions they throw yourself: the EDT is taking care of that (just take a look at the countless Swing bugs throwing exceptions in Sun's bug parade, it's fascinating... And yet most apps keep working normally).
Also, by doing only what's mandatory in the EDT allows the GUI of your app to stay "responsive" even tough there may be tasks running in the background.
The important thing to remember is that Swing classes are not thread-safe. This means that you always should call Swing methods from the same thread, or you risk getting weird or undefined behavior.
So the solution: only call Swing methods from a single thread. This is the EDT thread - it's not special in any way other than that it is the thread designated to call swing methods from.
Now you may ask why are Swing methods not thread safe? After several unsuccessful attempts, GUI toolkit designers discovered that it's inherently impossible to design a thread-safe GUI toolkit. Too often events are passed in opposite directions (input events from bottom to top, application events from top to bottom) which always leads to deadlocks. So that's just the way it is.
I've often heard criticism of the lack of thread safety in the Swing libraries. Yet, I am not sure as to what I would be doing in my own code with could cause issues:
In what situations does the fact Swing is not thread safe come into play ?
What should I actively avoid doing ?
Never do long running tasks in response to a button, event, etc as these are on the event thread. If you block the event thread, the ENTIRE GUI will be completely unresponsive resulting in REALLY pissed off users. This is why Swing seems slow and crusty.
Use Threads, Executors, and SwingWorker to run tasks NOT ON THE EDT ( event dispatch thread).
Do not update or create widgets outside of the EDT. Just about the only call you can do outside of the EDT is Component.repaint(). Use SwingUtilitis.invokeLater to ensure certain code executes on the EDT.
Use EDT Debug Techniques and a smart look and feel (like Substance, which checks for EDT violation)
If you follow these rules, Swing can make some very attractive and RESPONSIVE GUIs
An example of some REALLY awesome Swing UI work: Palantir Technologies. Note: I DO NOT work for them, just an example of awesome swing. Shame no public demo... Their blog is good too, sparse, but good
This is one of those questions that makes me glad I purchased Robinson & Vorobiev's book on Swing.
Anything that accesses the state of a java.awt.Component should be run inside the EDT, with three exceptions: anything specifically documented as thread-safe, such as repaint(), revalidate(), and invalidate(); any Component in a UI that has not yet been realized; and any Component in an Applet before that Applet's start() has been called.
Methods specially made thread-safe are so uncommon that it's often sufficient to simply remember the ones that are; you can also usually get away with assuming there are no such methods (it's perfectly safe to wrap a repaint call in a SwingWorker, for example).
Realized means that the Component is either a top-level container (like JFrame) on which any of setVisible(true), show(), or pack() has been called, or it has been added to a realized Component. This means it's perfectly fine to build your UI in the main() method, as many tutorial examples do, since they don't call setVisible(true) on the top-level container until every Component has been added to it, fonts and borders configured, etc.
For similar reasons, it's perfectly safe to build your applet UI in its init() method, and then call start() after it's all built.
Wrapping subsequent Component changes in Runnables to send to invokeLater() becomes easy to get right after doing it only a few times. The one thing I find annoying is reading the state of a Component (say, someTextField.getText()) from another thread. Technically, this has to be wrapped in invokeLater(), too; in practice, it can make the code ugly fast, and I often don't bother, or I'm careful to grab that information at initial event handling time (typically the right time to do it in most cases anyway).
It's not just that Swing is not thread-safe (not much is), but it's thread-hostile. If you start doing Swing stuff on a single thread (other than the EDT), then when in cases where Swing switches to the EDT (not documented) there may well be thread-safety issues. Even Swing text which aims to be thread-safe, isn't usefully thread-safe (for instance, to append to a document you first need to find the length, which might change before the insert).
So, do all Swing manipulations on the EDT. Note the EDT is not the thread the main is called on, so start your (simple) Swing applications like this boilerplate:
class MyApp {
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() { public void run() {
runEDT();
}});
}
private static void runEDT() {
assert java.awt.EventQueue.isDispatchThread();
...
An alternative to using intelligent skins like substance is to create the following utility method:
public final static void checkOnEventDispatchThread() {
if (!SwingUtilities.isEventDispatchThread()) {
throw new RuntimeException("This method can only be run on the EDT");
}
}
Call it in every method you write that is required to be on the event dispatch thread. An advantage of this would be to disable and enable system wide checks very quickly, eg possibly removing this in production.
Note intelligent skins can of course provide additional coverage as well as just this.
Actively avoid doing any Swing work at all except on the event dispatching thread. Swing was written to be easy to extend and Sun decided a single-threaded model was better for this.
I have had no issues whilst following my advice above. There are some circumstances where you can 'swing' from other threads but I've never found the need.
If you're using Java 6 then SwingWorker is definately the easiest way to deal with this.
Basically you want to make sure that anything that changes a UI is performed on the EventDispatchThread.
This can be found by using the SwingUtilities.isEventDispatchThread() method to tell you if you are in it (generally not a good idea - you should know what thread is active).
If you aren't on the EDT then you use SwingUtilities.invokeLater() and SwingUtilities.invokeAndWait() to invoke a Runnable on the EDT.
If you update UI's not on the EDT you get some incredibly strange behaviour. Personally I don't consider this a flaw of Swing, you get some nice efficiency by not having to synchronize all of the threads to provide a UI update - you just need to remember that caveat.
The phrase 'thread-unsafe' sounds like there is something inherently bad (you know... 'safe' - good; 'unsafe' - bad). The reality is that thread safety comes at a cost - threadsafe objects are often way more complex to implement (and Swing is complex enough even as it is.)
Also, thread-safety is achieved either using locking (slow) or compare-and-swap (complex) strategies. Given that the GUI interfaces with humans, which tend to be unpredictable and difficult to synchronize, many toolkits have decided to channel all events through a single event pump. This is true for Windows, Swing, SWT, GTK and probably others. Actually I don't know a single GUI toolkit which is truly thread-safe (meaning that you can manipulate its objects' internal state from any thread).
What is usually done instead is that the GUIs provide a way to cope with the thread-unsafety. As others noted, Swing has always provided the somewhat simplistic SwingUtilities.invokeLater(). Java 6 includes the excellent SwingWorker (available for previous versions from Swinglabs.org). There are also third party libraries like Foxtrot for managing threads in Swing context.
The notoriety of Swing is because the designers have taken light handed approach of assuming that the developer will do the right thing and not stall the EDT or modify components from outside the EDT. They have stated their threading policy loud and clear and it's up to the developers to follow it.
It's trivial to make each swing API to post a job to the EDT for each property-set, invalidate, etc., which would make it threadsafe, but at the cost of massive slowdowns. You can even do it yourself using AOP. For comparison, SWT throws exceptions when a component is accessed from a wrong thread.
Here's a pattern for makng swing thread-freindly.
Sublass Action (MyAction) and make it's doAction threaded.
Make the constructor take a String NAME.
Give it an abstract actionImpl() method.
Let it look like.. (pseudocode warning!)
doAction(){
new Thread(){
public void run(){
//kick off thread to do actionImpl().
actionImpl();
MyAction.this.interrupt();
}.start(); // use a worker pool if you care about garbage.
try {
sleep(300);
Go to a busy cursor
sleep(600);
Show a busy dialog(Name) // name comes in handy here
} catch( interrupted exception){
show normal cursor
}
You can record the time taken for the task, and next time, your dialog can show a decent estimate.
If you want to be really nice, do the sleeping in another worker thread too.
Note that not even the model interfaces are thread safe. The size and the content are queried with separate get methods and so there is no way of synchronizing those.
Updating the state of the model from another thread allows for it to at least paint a situation where size is still bigger (table row is still in place), but the content is no longer there.
Updating state of the model always in EDT avoids these.
invokeLater() and invokeAndWait() really MUST be used when you are doing any interaction with GUI components from any thread that is NOT the EDT.
It may work during development, but like most concurrent bugs, you'll start to see weird exceptions come up that seem completely unrelated, and occur non-deterministly - usually spotted AFTER you've shipped by real users. Not good.
Also, you've got no confidence that your app will continue to work on future CPUs with more and more cores - which are more prone to encountering weird threading issues due to them being truely concurrent rather than just simulated by the OS.
Yes, it gets ugly wrapping every method call back into the EDT in a Runnable instance, but that's Java for you. Until we get closures, you just have to live with it.
For more details about threading, Taming Java Threads by Allen Holub is an older book but a great read.
Holub, really promotes responsive UI and details examples and how to alleviate problems.
http://www.amazon.com/Taming-Java-Threads-Allen-Holub/dp/1893115100
http://www.holub.com/software/taming.java.threads.html
Love the "If i was king" section in the end there.