I'm new to JAVA and trying to learn some concurrency concepts.
I have a simple GUI class that pops-up a window with 1 button which I want to use for pause/continue.
Also, I have a class that extends TimerTask, it looks like below and start with the GUI:
public class process extends TimerTask {
public void run() {
while(true) { /*some repetitive macro commands.. */ }
}
}
Real question is, how can I pause the task onClick of the button and also continue onClick of the button if already paused?
I have taken a step to use a boolean to flag the button as it changes from pause to continue on each click.
But then I had to type a lot of while(button); for busy waiting inside the while()...
Do you think I can make like Thread.sleep() or something but from outside the task thread?
OLD ANSWER
Basically, there is no support for pause and resume on TimerTask, you can only cancel, check here
perhaps you might want to read about threading as that's the alternative I know of that has an interrupt and start features and then you can keep track of the progress of what you're doing to resume where it stopped.
So, I will suggest you go through this link, because you need to understand threading not just copy a code to use, there is a sample code there that will definitely solve your problem also.
Note that running an endless while loop will basically cause your program not to respond, unless the system crashes. At a certain point, the data becomes an overload and the program will overflow. This means it will fail.
.
NEW ANSWER
So, response to the new question, I was able to run a tiny little program to demonstrate how you can achieve something that looks like multithreading when working with SWING.
To rephrase your question: You want to run an indefinite task like let say we're playing a song, and then onclick of a button to pause the song, on click again should continue the song?, if so, I think below tiny program might work for you.
public class Test{
static JLabel label;
static int i = 0;
static JButton action;
static boolean x = false; //setting our x to false initialy
public static void main(String[] args) {
JFrame f=new JFrame();//creating instance of JFrame
label = new JLabel("0 Sec"); //initialized with a text
label.setBounds(130,200,100, 40);//x axis, y axis, width, height
action=new JButton("Play");//initialized with a text
action.setBounds(130,100,100, 40);//x axis, y axis, width, height
f.add(action);//adding button in JFrame
f.add(label);
action.addActionListener(new ActionListener(){
#Override
public void actionPerformed(ActionEvent e){
if(x){
x = false; //Update x here
action.setText("Play");
action.revalidate();
}else{
x = true; //Update x here also
action.setText("Pause");
action.revalidate();
if(x){ //Using x here to determind whether we should start our child thread or not.
(new Thread(new Child())).start();
}
}
}
});
f.setSize(500, 700);//500 width and 700 height
f.setLayout(null);//using no layout managers
f.setVisible(true);//making the frame visible
}
}
class Child implements Runnable{
#Override
public void run() {
while (x) {
//You can put your long task here.
i++;
label.setText(i+" Secs");
label.revalidate();
try {
sleep(1000); //Sleeping time for our baby thread ..lol
} catch (InterruptedException ex) {
Logger.getLogger("No Foo");
}
}
}
}
Related
Hardly, do I understand multithreading stuff. And beginning look into it , I faced one issue, that came in my mind. I have recently wrote one simple application, and as soon as I get some new knowledge about Java I wish to improve my app with that I’ve learned.
It looks like simple swing GUI that updates images every period of time. I implemented ActionListener and overrode actionPerformed method. Timer with 15ms delay, repainted JPanelclass and everything worked fine. But I thought that updating my GUI using timer directly in actionPerformed (I presume that it’s another thread, but I’m barely sure) is bad idea. So I decided to change code and use SwingWorker. I called all my methods for my animation inside process() .. and again app working fine but it became extremely slow.
Now I’m thinking what’s wrong? Why it acts slower then before ? My timer delay is actually not waiting 15ms , it’s much slower even though delay the same. Am I made mistake with multithreading ?
Help me understand this stuff. Thanks in advance
public class GameEngine() extends SwingWorker<Void, Drawable>
GamePanel gp; // ref to JPanel class
{
public GameEngine(GamePanel gp)
{
this.gp = gp;
}
}
protected void doInBackground()
{
publish();
}
protected void process(List<Drawable> chunks)
{
Timer timer = new Timer(15, e ->
{
//methods for animation
fall();
animate();
checkTouch();
});
}
Some code I left beyond. If you need it I can write...
EDITION
Just for clarity of my issue I provide some more examples and addition explanation.
**Used to be: **
public class GamePanel extends JPanel
{
public void GamePanel()
{
GameEngine engine = new GameEngine(this);
}
//some images , variables etc...
protected void paintComponent(Graphics g)
super.paintComponent(g)
g.drawImage(image1, x, y, null);
g.drawImage(image2, w, z,null);
...
}
public class GameEngine () implements ActionListener
{
GamePanel gp;
Timer timer;
public void GameEngine(GamePanel gp)
{
this.gp = gp;
timer = new Timer( 15 , this );
}
public void actionPerformed()
{
//these methods repaint my GamePanel every 15ms.
fall(); // make object (image) increment on Y Axis
animate(); // make another object (image) decrement on X Axis
checkTouch(); // check if objects collided
}
}
**Became: **
public class GamePanel extends JPanel
{
public void GamePanel()
{
GameEngine engine = new GameEngine(this);
}
//some images , variables etc...
protected void paintComponent(Graphics g)
super.paintComponent(g)
g.drawImage(image1, x, y, null);
g.drawImage(image2, w, z,null);
...
}
public class GameEngine () extends SwingWorker<Void, Drawable>
{
GamePanel gp;
Timer timer;
public void GameEngine(GamePanel gp)
{
this.gp = gp;
}
protected void doInBackground()
{
process();
}
protected void progress()
{
timer = new Timer (15, e->
{
new ActionListener(new actionPerformed)
{
//these methods repaint my GamePanel every 15ms.
fall(); // make object (image) increment on Y Axis
animate(); // make another object (image) decrement on X Axis
checkTouch(); // check if objects collided
}
});
}
protected void done()
{
};
}
When I created it first I implemented ActionListener and updated my panel through timer declared in constructor.. I presumed that it’s thread-unsafe.
That’s why I transfer everything in progress method where I declared timer which ActionListener as lambda argument.
In other words I call all methods for animation in another thread.
Finally it became slower, comparing with first example..
I don’t understand
Is Timer from first example EDT or it’s another thread ?
My first example is thread safe ?
Why my second example goes much slower then first one ?
I heard about NOT update your GUI outside EDT, is it that case?
There is not enough information in your question to answer it, but I will take your queries about multi-threading and the implied question about Swing and rendering and see if I can help you out.
I think the most likely reason for your slowdown is unnecessary screen updating. Once a pixel has been drawn onto the canvas or whatever in your application, usually your application does not need to redraw it unless it is supposed to change; either a sprite moves or some other image in your app obscures a part of the drawing temporarily and then needs to be restored.
It is common for a novice repainting to ignore this, and just repaintng the entire painted surface. Although this will work, it is slow; if you're doing it a number of times in a loop, then the loop will seem slow.
The better way to do this is to use the rectangle passed into the redrawing routine and only repaint its intersection with the entire surface redrawn by your routine -- this cuts way down on the part that needs to be redrawn, and therefore on the time it takes to redraw it.
As for multithreading, I think it's helpful to think of it the way we used to think of things in a single-processor world -- the computer does something for a while, then stops in a place you cannot predict and does something in the other thread for a while, etc. You cannot assume the order in which things are going to get done, or how long it will spend on each thing, etc.
With modern multi-core computers, it is possible that these things in fact get done at the same time, but I don't know that trying to envision that helps you any.
i'm using a label for a little sprite for some testing that i'm doing, but i want to move the sprite 10 pixels per keypress. Now, i can do that, but now i'm trying to make it move the 10 pixels smoothly, so i tried the next code:
for(int i = 0; i < 100; i++){
x++;
container.setLocation(x, y);
System.out.println(x);
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
Now the problem is that, the sprite only moves when the for cycle ends, but the console shows the X value changing for each iteration. Any thoughts/help?
Thanks!
I suggest you to take a look at how to animate a JComponent using Swing Timer class, instead of for loop. You can find various tutorials about how to use Swing Timer. Here, to briefly explain, you are blocking EDT(Event Dispatch Thread) which operates the graphical side of the Java. Whenever you want to make a constant and smooth flow in your animations, make sure that you never block the EDT.
EDIT: Here is the demonstration of the usage of Swing Timer Class:
import java.awt.EventQueue;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.Timer;
public class AnimationTrial extends JFrame {
private final int DELAY = 10;
private Timer timer;
private int x, y;
private JLabel label;
public static void main(String[] args) {
EventQueue.invokeLater( new Runnable () {
#Override
public void run() {
new AnimationTrial();
}
});
}
public AnimationTrial()
{
setSize(500, 500);
x = 50;
y = 50;
label = new JLabel("They see me movin' they hatin'!");
timer = new Timer( DELAY, new ActionListener()
{
#Override
public void actionPerformed(ActionEvent arg0) {
x++;
label.setLocation(x, y);
}
});
timer.start();
getContentPane().add(label);
pack();
setVisible (true);
}
}
If you dont create new Thread, the user interface runs on the same thread as its method.
Therefore your for-cycle is fired after some action and thread cant do anything else until it ends.
Solution : Create your own class, pass the JLabel or the whole form as parameter in constructor, implement threading and run it as new thread.
I'd suggest you give a look to the Timing Framework, if you want to do something close to an animation in Swing. It could help you, depending on your general need.
If you want other sprites to move in sync with your sprite you can create a TimerTask and use scheduleAtFixedRate(). Your TimerTask would then be responsible for moving all sprites and redrawing everything that was part of the moving like the JPanel in the background and the sprites.
To make your code snippet work you would have to add redrawing of the Background and the sprite after setting the location but I would advise against that approach as it can easily lead to badly designed code where you create one God Class that does everything.
The TimerTask approach should also be more precise if the calculations need a bit time as it tries to have the same time between 2 calls where the approach with the sleeping thread can easily lead to different delays if the calculations are finished earlier or later.
I need to make a GUI where a worker enters a station (a spot on the panel) and stays there for a set amount of seconds, shown in a countdown about the workers head (so, once the workers moves to the spot, the station's label shows 3s -> 2s -> 1s and then the worker leaves, and the label reverts back to "OPEN"). I'm having trouble with making this happen, as I'm not too good with the Timer(s?) that Java has. I tried with something like this:
Timer timer = new Timer(1000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e)
{
//change label text/color, decrement countdown
panel.repaint();
Thread.sleep(1000);
}
});
But I can't reach the number of seconds to count down from from inside the timer, and I'm not sure how to pass that value to the timer. If someone can help me out, I'd really appreciate it.
Get rid of the Thread.sleep(). That's what the 1000 in Timer(1000, new ActionListener() does. It sets an interval for each timer event. Every time a timer event is fired, the actionPerformed is called. So you need to determine what needs to happen every "tick", and put that code in the actionPerformed. Maybe something like
Timer timer = new Timer(1000, new ActionListener() {
private int count = 5;
#Override
public void actionPerformed(ActionEvent e) {
if (count <= 0) {
label.setText("OPEN");
((Timer)e.getSource()).stop();
count = 5;
} else {
label.setText(Integer.toString(count);
count--;
}
}
});
You need to decide when to call timer.start().
For general information, see How to Use Swing Timers
Problem #1: You are calling Thread.sleep() from within the Swing GUI thread. That causes the thread to stop taking input and freeze. Delete that line. It does you no good! While you are at it, delete the repaint call as well.
Now that that's said and done, instead of creating an anonymous instance of ActionListener, you can create an actual class that implements ActionListener and provides a constructor. That constructor can have as an argument the number of seconds you want to start counting down. You can declare that class inside the method you are using, or you can declare it inside the class.
Here's a skeletal example:
public class OuterClass {
JLabel secondsLabel = ...;
Timer myTimer;
private void setupTimer(int numSecondsToCountDown) {
secondsLabel.setText(Integer.toString(numSecondsToCountDown));
myTimer = new Timer(1000, new CountdownListener(numSecondsToCountDown));
myTimer.start();
}
// ...
class CountdownListener implements ActionListener {
private int secondsCount;
public CountdownListener(int startingSeconds) { secondsCount = startingSeconds; }
public void actionPerformed(ActionEvent evt) {
secondsLabel.setText(Integer.toString(secondsCount);
secondsCount--;
if (secondsCount <= 0) { // stop the countdown
myTimer.stop();
}
}
}
}
I'm a bit desperate over here. I Have this jFrame and I need to close after I press Escape. This is easily done by using keyTyped Event. In the keyTyped event I tried to use System.exit which closes the window, but the process is still running in the task manager (and in the netbeans, even If I run from the jar file, it is still running in the task manager).
I have tried dispose, setVisible(false) along with other things but nothing seems to work.
EDIT:
Code
public Sketch(int width, int height)
{
sketch = new JFrame();
area = new JLabel();
sketch.setUndecorated(true);
sketch.setMinimumSize(new Dimension(width, height));
sketch.setSize(width, height);
area.setBounds(0, 0, width, height);
sketch.getContentPane().setLayout(null);
sketch.getContentPane().add(area);
sketch.pack();
sketch.setLocationRelativeTo(null);
sketch.setVisible(true);
sketch.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
imageBGR = new BufferedImage(width, height, BufferedImage.TYPE_3BYTE_BGR);
imageGRAY = new BufferedImage(width, height, BufferedImage.TYPE_BYTE_GRAY);
keyEvents();
setup();
Thread t = new Thread()
{
#Override
public void run()
{
running=true;
while(running)
draw();
}
};
t.start();
}
private void keyEvents()
{
sketch.addKeyListener(new KeyAdapter() {
#Override
public void keyTyped(KeyEvent e)
{
if(e.getKeyChar()==KeyEvent.VK_ESCAPE)
{
running=false;
System.exit(0);
}
}
});
}
NOTE: The setup function is a blank function that I override when extending this class.
EDIT2: SOLVED
I found out what I was doing wrong. It appears that in the class that I was extended this one, I was using a webcam. When I call the System.exit function the webcam led is turned off, so I thought I didn't need to properly release it, but it was in fact needed.
The default behaviour when closing your frame is not to exit the program, but just to close the window. In order to exit the program you have to do:
jframe.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
You can also do:
jFrame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
Your running variable needs to be declared volatile, and you need to set it to false at some point before closing.
Having said that, this code looks dangerous and bad:
Thread t = new Thread()
{
#Override
public void run()
{
running=true;
while(running)
draw();
}
};
t.start();
You've no Thread.sleep(...) within there, so it risks hogging the CPU, and as it looks like you're trying to modify Swing state off of the Swing event thread, you're in danger of intermittent thread failure. This suggests to me that you want to use a Swing Timer instead.
Note that for more complete help, consider posting a minimal code example that demonstrates your problem, an SSCCE. This will allow us to run your code and modify it and perhaps even correct it. Please read the link before replying as it supplies many important details on the SSCCE requirements.
I already have a post related to the multithreading issue but I have some new questions+code. I have a multiball game project and it requires me to parse an XML file to obtain information about the ball(like size, speed, initial position etc). Now, I wanted to create a different thread to parse the XML file, but I cannot figure out a way to do it. Here is my code:
main() starts here:
public class BounceBallApp extends JFrame{
public BounceBallApp()
{
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setTitle("BounceBallApp");
setSize(300,300);
setVisible(true);
add(new BallWorld());
validate();
}
public static void main(String[] args)
{
/*Create main GUI in the Event Dispatch Thread*/
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new BounceBallApp(); //main frame
}
});
}
}
Within the constructor for BallWorld(), I have an inner class BallContainer(), which contains a Start button:
jbtStart.addActionListener(new ActionListener()
{public void actionPerformed(ActionEvent e)
{
//Populate the ballList arraylist
if(filePathField.getText().equals(" "))
{
JOptionPane.showMessageDialog(null, "Please input the XML file","Information", JOptionPane.INFORMATION_MESSAGE);
}
else
{
XMLFilePath = filePathField.getText();
ballList = new BallList(XMLFilePath);//I want to put this in a thread
JOptionPane.showMessageDialog(null,"Game started!","Bouncing Balls",JOptionPane.INFORMATION_MESSAGE);
for(Ball ball:ballList.ballsArrayList)
{
timer.setDelay(1000/ball.getSpeed()); //change the delay of the timer to the ball's speed
timer.start(); //start the timer
bTimer = true; //timer is now on
}
}
}
});
}
Now the problem is that if I put the parsing process in another thread, then I have to wait for the ballsArrayList to fill before I can continue with the application. I was thinking of using invokeAndWait() but I read that that method cannot be called from the Event Dispatch Thread. So, How can I achieve this? Or is it even worthwhile?
Also, I wanted to move the calculation for moving the ball (calculating the x,y coords) to a thread, but again, I don't know how to implement it.
for(Ball ball:ballList.ballsArrayList)
{
ball.draw(g);
ball.move(ballContainerWidth,ballContainerHeight,buttonPanel.getHeight());
}
public void move(int ballContainerWidth,int ballContainerHeight,int buttonPanelHeight)
{
if((this.getX()+this.getsize()+this.getDx()) > ballContainerWidth)
{
this.setDx(-Math.abs(this.getDx()));
}
//the height/depth to which the balls can bounce is the (main ball container height) minus (button panel height)
if((this.getY()+this.getsize()+this.getDy()) > ballContainerHeight-buttonPanelHeight)
{
this.setDy(-Math.abs(this.getDy()));
}
if((this.getX()-this.getsize()) < 0 )
{
this.setDx(Math.abs(this.getDx()));
}
if((this.getY()-this.getsize()) < 0 )
{
this.setDy(Math.abs(this.getDy()));
}
int newX = (int)Math.round((this.getX()+this.getDx()));
int newY = (int)Math.round((this.getY()+this.getDy()));
this.setX(newX);
this.setY(newY);
}
Sorry for the long post, but multithreading is all new to me. I am a bit confused about it.
Initial loading of the files
I personally would opt for one of the following approaches
Increase the start-up time of your program by parsing all the files during start-up. For a few XML files this overhead might be very small. If it takes too long, you can consider showing a splash screen
Load the XML files when the start button is pressed, but show a progress bar until the loading is done. Start the game afterwards. A SwingWorker can help you with this. Examples can be found in the Swing documentation or here on SO.
Updating of the ball position
If the calculation is as easy as what is shown here, I would simply use a javax.swing.Timer to update the position on regular time intervals, and do the calculation on the Event Dispatch Thread.
If you want to do the calculation on a background thread just for the exercise, I would still opt for a calculation of the position on a background thread. The calculation should be using local variables which are only know to that background thread. Once the new position is calculated, update the position of the ball on the Event Dispatch Thread using SwingUtilities#invokeLater. This allows you to access the position during the paint operation without having to worry about threading issues. Probably easier then messing around with locks.