Only start function when previous function has completed - java

I have 3 methods and they're being called from the front end. You can only call a function once you have called the previous function, but don't necessarily need to call all of them. So you may call either just f1, or f1->f2 or f1->f2->f3.
My problem is that on the front end you can click on a function, before the previous one has even stopped running. I need each function to finish before the next function starts running.
What I'm doing at the moment, which works, is pausing the execution until the end of the previous function, but I'd like for a nicer answer:
f1 {
ready1=false
...
ready1=true }
f2 {
ready2=false
while (!ready1) {Thread.sleep(250);}
...
ready2=true }
f3 {
while (!ready2) {Thread.sleep(250);}
...
}
Is there an easy way to do this?

It sounds like you're using a web framework, so maybe include the framework, and it will have some built in tools. One example is to use the built in java tools.
class NoLookingBack{
CountDownLatch latchB = new CountDownLatch(1);
public void methodA(){
//do work.
latchB.countDown();
}
public void methodB(){
try{
latchB.await();
} catch(InterruptException e){
//do something or declare this method throws.
return;
}
}
}
I think this shows how more methods could be included by adding more latches when necessary.
Your example is flawed, and so is this solution. What if methodA fails, then methodB will block forever. The latch gives you the power to use a timeout value, then you can use a response that indicates a failure.

Related

System.out.println on my boolean made my program able to validate the boolean

My program is based on two threads that share a protocol object. Depending on a boolean in the shared protocol object I try to make the other thread wait before using the protocol.
Main:
GameProtocol protocol = new GameProtocol();
MyThreadedClass thread1 = new MyThreadedClass(protocol);
MyThreadedClass thread2 = new MyThreadedClass(protocol);
thread1.start()
thread2.start()
Thread class:
GameProtocol protocol;
private MyThreadedClass(GameProtocol protocol){
this.protocol = protocol
}
private GamePackage waitCheck(GamePackage gp){
if(!gp.isWaiting()) {
return protocol.update(gp);
}
while(protocol.waitForCategory) {
//System.out.println(protocol.waitForCategory);
}
return protocol.update(gp);
}
Protocol class:
boolean waitForCategory = false;
public synchronized GamePackage update(GamePackage gp){
if(gp.myTurnToPickCategory){
gp.setWaiting(false);
waitForCategory = true;
} else {
gp.setWaiting(true);
waitForCategory = false;
}
return gp;
}
Now my intention is to make one thread wait untill the other thread have used the update method a second time. But the second thread get stuck in the while loop even tho the boolean waitForCategory have been set to false. Once I added the line System.out.println(protocol.waitForCategory); however it just started to work, and if I remove it it stops working again. I can't seem to understand how a ´sout´ on the boolean make it work. If anyone understands this would it be possible to solve it in another way? as having a sout inside a loop like that will make it messy.
As others have already explained, the introduction of println() inserts synchronization into the picture, so your code gives the illusion that it works.
In order to solve this problem you have to make sure everything is properly synchronized. In other words, gp.isWaiting() must also be synchronized, and protocol.waitForCategory must be moved into a method and synchronized.
Alternatively, quit trying to work with synchronization and use asynchronous message passing via java.util.concurrent.BlockingQueue instead. Your code will perform better, you will not be running the danger of race conditions, and your code will also be testable. (Whereas with synchronization your code will never be testable, because there is no test that will catch a race condition.)

Is it possible to block/wait an already existing asynchronous function?

SomeLibrary lib = new SomeLibrary();
lib.doSomethingAsync(); // some function from a library I got and what it does is print 1-5 asynchronously
System.out.println("Done");
// output
// Done
// 1
// 2
// 3
// 4
// 5
I want to be clear that I didn't make the doSomethingAsync() function and it's out of my ability to change it. I want to find a way to block this async function and print Done after the numbers 1 to 5 because as you see Done is being instantly printed. Is there a way to do this in Java?
You can use CountDownLatch as follow:
final CountDownLatch wait = new CountDownLatch(1);
SomeLibrary lib = new SomeLibrary(wait);
lib.doSomethingAsync(); // some function from a library I got and what it does is print 1-5 asynchronously
//NOTE in the doSomethingAsync, you must call wait.countDown() before return
wait.await(); //-> it wait in here until wait.countDown() is called.
System.out.println("Done");
In Constructor SomeLibrary :
private CountDownLatch wait;
public ScannerTest(CountDownLatch _wait) {
this.wait = _wait;
}
In method doSomethingAsync():
public void doSomethingAsync(){
//TODO something
...
this.wait.countDown();
return;
}
This is achieved in a couple of ways in standard libraries :-
Completion Callback
Clients can often provider function to be invoked after the async task is complete. This function usually receives some information regarding the work done as it's input.
Future.get()
Async functions return Future for client synchronization. You can read more about them here.
Do check if any of these options are available (perhaps, an overloaded version ?_ in the method you wish to invoke. It is not too uncommon for libraries to include both sync and async version of some business logic so you could search for that too.

How would I avoid using Thread.sleep()?

I have the below snippet of code, designed to check if a message was sent to a phone number:
public static boolean checkMessages(long sendTime, String phone) {
boolean gotMessage = false;
while (!gotMessage) {
try {
Thread.sleep(5000);
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
gotMessage = MessageHandler.getResponse(sendTime, phone);
}
return gotMessage;
}
This code itself is called through a CompletableFuture, so it can run in parallel with another check. If neither check is satisfied within a certain amount of time, both will expire.
Now, according to my IDE and this site, using Thread.sleep() is bad for a number of reasons, so I'd like to remove it from my code somehow.
Is there a way to do this such that this method will only ever return true, like it currently is?
MessageHandler.getResponse() is a handler I wrote to check if I received a text message containing a specific (hardcoded) string of text from a specific phone number. It does block execution until it finishes checking, but the API I'm using has very aggressive rate limits. The API offers no callbacks -- it must manually be called.
It's not very clear what your whole code does. As commented by others, knowing what MessageHandler does would add some context.
The Thread.sleep static invocation will make the current thread sleep for at least the given amount of time,
subject to the precision and accuracy of system timers and schedulers
(see API)
If your MessageHandler.getResponse invocation blocks before returning, then you probably don't need to sleep at all.
However, if this task is repeated "endlessly", you probably want to use a ScheduledExecutorService instead, and run it based on a schedule.
Bottomline, Thread.sleep is not "bad practice" per se, but you seldom need to actually use it.
I fully agree with Mena's response, but to offer an alternate implementation to Thread.sleep, you can use a CountdownLatch to perform your looping:
public void blockingWaitForMessage(long sendTime, String phone) throws InterruptedException{
final CountDownLatch latch = new CountDownLatch(1);
while (!latch.await(5, TimeUnit.SECONDS)) {
if (MessageHandler.getResponse(sendTime, phone)) {
latch.countDown();
}
}
}
Using CountDownLatch.await handles both your boolean and temporal states!
You can use guava retrying library.
Retryer
It has nice API.
Or you can decorate ScheduledThreadPoolExecutor from Java library.

Play Framework await() makes the application act wierd

I am having some strange trouble with the method await(Future future) of the Controller.
Whenever I add an await line anywhere in my code, some GenericModels which have nothing to do with where I placed await, start loading incorrectly and I can not access to any of their attributes.
The wierdest thing is that if I change something in another completely different java file anywhere in the project, play will try to recompile I guess and in that moment it starts working perfectly, until I clean tmp again.
When you use await in a controller it does bytecode enhancement to break a single method into two threads. This is pretty cool, but definitely one of the 'black magic' tricks of Play1. But, this is one place where Play often acts weird and requires a restart (or as you found, some code changing) - the other place it can act strange is when you change a Model class.
http://www.playframework.com/documentation/1.2.5/asynchronous#SuspendingHTTPrequests
To make it easier to deal with asynchronous code we have introduced
continuations. Continuations allow your code to be suspended and
resumed transparently. So you write your code in a very imperative
way, as:
public static void computeSomething() {
Promise delayedResult = veryLongComputation(…);
String result = await(delayedResult);
render(result); }
In fact here, your code will be executed in 2 steps, in 2 different hreads. But as you see it, it’s very
transparent for your application code.
Using await(…) and continuations, you could write a loop:
public static void loopWithoutBlocking() {
for(int i=0; i<=10; i++) {
Logger.info(i);
await("1s");
}
renderText("Loop finished"); }
And using only 1 thread (which is the default in development mode) to process requests, Play is able to
run concurrently these loops for several requests at the same time.
To respond to your comment:
public static void generatePDF(Long reportId) {
Promise<InputStream> pdf = new ReportAsPDFJob(report).now();
InputStream pdfStream = await(pdf);
renderBinary(pdfStream);
and ReportAsPDFJob is simply a play Job class with doJobWithResult overridden - so it returns the object. See http://www.playframework.com/documentation/1.2.5/jobs for more on jobs.
Calling job.now() returns a future/promise, which you can use like this: await(job.now())

How to make an async listener do blocking?

I am writing a blackberry app that communicates with a simple Bluetooth peripheral using text based AT commands - similar to a modem... I can only get it working on the blackberry using an event listener. So the communication is now asynchronous.
However, since it is a simple device and I need to control concurrent access, I would prefer to just have a blocking call.
I have the following code which tries to convert the communications to blocking by using a wait/notify. But when I run it, notifyResults never runs until getStringValue completes. i.e. it will always timeout no matter what the delay.
The btCon object runs on a separate thread already.
I'm sure I am missing something obvious with threading. Could someone kindly point it out?
Thanks
I should also add the the notifyAll blows up with an IllegalMonitorStateException.
I previously tried it with a simple boolean flag and a wait loop. But the same problem existed. notifyResult never runs until after getStringValue completes.
public class BTCommand implements ResultListener{
String cmd;
private BluetoothClient btCon;
private String result;
public BTCommand (String cmd){
this.cmd=cmd;
btCon = BluetoothClient.getInstance();
btCon.addListener(this);
System.out.println("[BTCL] BTCommand init");
}
public String getStringValue(){
result = "TIMEOUT";
btCon.sendCommand(cmd);
System.out.println("[BTCL] BTCommand getStringValue sent and waiting");
synchronized (result){
try {
result.wait(5000);
} catch (InterruptedException e) {
System.out.println("[BTCL] BTCommand getStringValue interrupted");
}
}//sync
System.out.println("[BTCL] BTCommand getStringValue result="+result);
return result;
}
public void notifyResults(String cmd) {
if(cmd.equalsIgnoreCase(this.cmd)){
synchronized(result){
result = btCon.getHash(cmd);
System.out.println("[BTCL] BTCommand resultReady: "+cmd+"="+result);
result.notifyAll();
}//sync
}
}
}
Since both notifyResults and getStringValue have synchronized clauses on the same object, assuming getStringValues gets to the synchronized section first notifyResults will block at the start of the synchronized clause until getStringValues exits the synchronized area. If I understand, this is the behaviour you're seeing.
Nicholas' advice is probably good, but you may not find any of those implementations in BlackBerry APIs you're using. You may want to have a look at the produce-consumer pattern.
It may be more appropriate to use a Latch, Semaphore, or a Barrier, as recommended by Brian Goetz book Java Concurrency in Practice.
These classes will make it easier to write blocking methods, and will likely help to prevent bugs, especially if you are unfamiliar with wait() and notifyAll(). (I am not suggesting that YOU are unfamiliar, it is just a note for others...)
The code will work ok. If you will use final object instead of string variable. I'm surprised that you don't get NPE or IMSE.
Create field:
private final Object resultLock = new Object();
Change all synchronized sections to use it instead of string field result.
I don't like magic number 5 sec. I hope you treat null result as timeout in your application.

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