Continuously running function altering TextView - java

I have a TextView on my splash screen and I'm trying to emulate Discord's randomized loading text.
I have the following code, pulled from here:
private void LoadText() {
Runnable runnable = new Runnable() {
#Override
public void run() {
final TextView loadingTextView = findViewById(R.id.loading);
loadingTextView.setText(FetchRandomLoadingText());
}
};
ScheduledExecutorService ex = Executors.newScheduledThreadPool(1);
ex.scheduleAtFixedRate(runnable, 0, 5, TimeUnit.SECONDS);
}
FetchRandomLoadingText() returns a string from an ArrayList by index, works fine (tested with Toast to make sure it wasn't the problem).
This is working fine for one or two updates, but if the splash takes longer (slow internet connection for example) to do its thing, the text stops updating after 2 iterations.
I've looked at the equivalent of setInterval in JavaScript for Java but the solutions seems to iterate once and then stop all together.
Am I missing something obvious in getting this to endlessly run until I flag for a new Activity to be loaded?

I'd use a handler instead of a scheduler.
long delay = 5000; //5 seconds
final TextView loadingTextView = findViewById(R.id.loading);
final Handler handler = new Handler();
Runnable runnable = new Runnable() {
#Override
public void run() {
loadingTextView.setText(FetchRandomLoadingText());
handler.postDelayed(this, delay);
}
};
handler.post(runnable);
I would also test to make sure FetchRandomLoadingText() runs like you expect it to. Maybe run it 20 times and print the results in a dummy activity

Andrew's code is what I've been using in production but with a slight change. I did some profiling on the code during execution and noticed a slight memory leak if my splash screen didn't change to the main activity (by design when I found the bug). I left the above code running for around 20 minutes by mistake, and found that the app began running 10s of mb over what should be realistic for a simple Activity with a TextView.
The altered, memory leak free code should have handler and runnable declared at a class level and instantiated in the onCreate function, rather than inside the local execution block. Doing so not only prevents the memory leak, but also executes faster.

Related

JavaFX Update GUI Before Entering Another Thread

EDIT:
I noticed that my question was linked to another. While our goals are similar, the other question's set up is different: they are creating all the GUI aspects of the program within the main class of their program, they are also setting the trigger event of the button press within the start method. Therefore the solution of using the "setOnAction(event->" coupled with Task works. It is a single class program, I was able to make the solution work if I created a new, single class program, this application does not work for me for my situation.
In my set up I am not running this event out of the main class, but out of the Controller class that is linked to my FXML and I have the event that triggers the method already defined. I did not post my entire Controller class as that seemed unnecessary. If there is a way to make the linked question's solution work for my different set up, or a link for guidance that would be stellar. I have looked into the "task" set up, taking from the linked question, but so far have not been able to get it to work successfully as pictured below:
#FXML
private void goForIt(ActionEvent event)
{
kickTheBaby();
}
private void kickTheBaby()
{
java.util.Date now = calendar.getTime();
java.sql.Timestamp currentTimestamp = new java.sql.Timestamp(now.getTime());
statusFld.setOnAction(event -> {statusFld.setText("Running");
Task task = new Task<Void>() {
#Override
public Void call()
{
(new Thread(new EmailCommunication("", currentTimestamp, "START"))).start();
(new Thread(new DataGathering2())).start();
return null;
}
};
task.setOnSucceeded(taskFinishEvent -> statusFld.setText(statusFld.getText()
+ "All done time to sleep..."));
new Thread(task).start();
});
}
I have a program in Java8 using FXML that downloads and parses data. I wish to make the program update the GUI TextField (called "statusFld" here) to say "Running" when I click the start button. Below is the method in the controller that should be responsible for this series of events.
#FXML
private void goForIt(ActionEvent event)
{
statusFld.setText("Running!");
java.util.Date now = calendar.getTime();
java.sql.Timestamp currentTimestamp = new java.sql.Timestamp(now.getTime());
(new Thread(new EmailCommunication("", currentTimestamp, "START"))).start();
(new Thread(new DataGathering2())).start();
}
However, when I attempt to run the program the GUI does not visually update and goes straight into the other two threads. So I attempted to utilize the "Platform.runLater()" methodology in one of the other threads by passing the status field to it as so:
Platform.runLater(() ->
{
statusFld.setText("Running!");
});
But after 20 minutes it had not given a visual update to the GUI. My guess is that this is probably due to the sheer amount of data processing that I am having it do, so who knows what "later" will actually be in this case.
My question is how can I be sure that the GUI visually updates before moving on to the other, very processing intense, threads?
Thank you!

can I control the refresh rate of a Java listener?

I'm struggling with this issue since some days ago and I'm not able to find a solution.
I have a listener which receives market data (orders at bid and ask). If market is quiet (pre-market or post-market (low volatility)) everything works fine. But once the market is open the listener receives events too fast. So after a couple of minutes my app freezes.
Right now the listener only assigns the received data to a var.
orderBookBid.getBuyOrders().addListener(new ObservableListModelListener<Order>() {
#Override
public void modelChanged(final Change<? extends Order> change) {
System.out.println("bid event");
bidChange = change.getSource();
}
});
The program only freezes when uses real data. When market is closed and uses test data from a local file works fine.
Is there any way to set the maximum number of events per second? Or any way to ignore events for a short time period?
Any idea on how can I handle this would be very appreciated.
Thanks.
You could put a load balancer in your application, that way it will create a queue and will not freeze the application.
If you want to let go some events, in the logic of your listener, you should have something that check if it's been X time since the last time you managed the event.
private long timeSinceLastEventManaged = 0;
private final static long MINIMUM_TIME = 2000; //2 seconds
In your listener
public void modelChanged(final Change<? extends Order> change) {
long timeSystem = System.currentTimeMillis();
if(timeSystem - timeSinceLastEventManaged > MINIMUM_TIME){
//do your stuff
timeSinceLastEventManaged = timeSystem;
}
}
First of all you should get rid of the println as it is really slow
The rest depends on what you are doing. Right now it seems that you are just getting the value and writing it to a variable. You will only see the latest change that way and if that is what you want the solution #TyMarc suggested will work fine.
If what you showed us is just an example and you really need every change things get a bit more complicated. Your modelChanged method should be changed to add the current value to a queue (e.g a LinkedList or Stack).
public void modelChanged(final Change<? extends Order> change)
{
syncronized(syncObject)
{
//add to your preffered queue
syncObject.notifyAll()
}
}
This frees your listener from the real work and it can keep collecting data.
I added a syncronized as someone has to do the work. For this you can use a Thread that runs something like this:
Order current;
while(keeprunning)
{
syncronized(syncObject)
{
if(queue.hasNext())
{
current = queue.getNext()
}
else
{
Thread.wait()
}
}
//do the real work here
}
Now someone else has the problem. Literally. If the Thread can't handle the inflow of data the queue will grow in size until you run out of memory or hit some other limit. But that's another story.
And yes, nothing of this will compile as I only wanted to show an example

Thread in JME doesn't work

In JME I try to use threading but when I run the program the function never starts.
I have a server socket who is listening to input from Netbeans.
Listener
while (isRunning) {
//Reads and prints the input
String receivedString = (String) in.readObject();
System.out.println(receivedString);
String[] parts = receivedString.split(";");
if(parts[0].equals("craneCon"))
{
final int containerId = Integer.parseInt(parts[1]);
m.enqueue(new Callable<Spatial>(){
public Spatial call() throws Exception{
m.removeContainersFromMaritime(containerId);
return null;
}
});
}
So in the main there is the function removeContainersFromMaritime
public void removeContainersFromMaritime(final int idContainer)
{
Node container = Maritime.listOfContainers.get(idContainer);
martime.detachChild(Maritime.listOfContainers.get(idContainer));
seagoingcrane.attachChild(Maritime.listOfContainers.get(idContainer));
container.setLocalTranslation(0,5,0);
System.out.println(Maritime.listOfContainers.get(0).getWorldTranslation().z);
}
The connection is alright but the method is never executed. How can I fix this?
jMonkeyEngine uses a swing-style threading model where there is a single render thread that does all the work. Any changes to the scene graph have to be done from that render thread.
To get into the render thread you can implement AppStates, Controls or you can enqueue Callables which are then executed on the render thread in a similar way to Swing's invokeLater.
The code snippet you posted looks about right, so assuming m is your running jME3 SimpleApplication then m.enqueue() will cause the enqueued callable to be executed next time around the render loop (i.e. at the start of the next frame).
If you are not seeing it executed then either:
Your application is not running
You created more than one application and enqueued it to the wrong one
The code is actually running and you just think it isn't.
Stepping through the code in the debugger and/or adding debug statements (for example breakpoint inside removeContainersFromMaritime to see if it is actually called should allow you to narrow this down.
I might be missing something but what is "m" in m.enqueue(...)?
I'm guessing it is an executor service of some sort and it's probably where the problem lies.
You could try instead:
new Thread() {public void run()
{
m.removeContainersFromMaritime(containerId);
}}.start();
It will at least show you if the problem is coming from "m" as an executor.

How can I test the result of a button click that changes the Activity's view asynchronously?

I am trying to write some Activity tests for an app, and one particular scenario that I want to test is that when I click a certain button, the Activity view updates accordingly. However, clicking the button causes a somewhat long running asynchronous task to start and only after that task is completed does the view change.
How can I test this? I'm currently trying to use the ActivityInstrumentationTestCase2 class to accomplish this, but am having trouble figuring out how to have the test 'wait' until the asynchronous part of the button click task is complete and the view updates.
The most common and simplest solution is to use Thread.sleep():
public void testFoo() {
TextView textView = (TextView) myActivity.findViewById(com.company.app.R.id.text);
assertEquals("text should be empty", "", textView.getText());
// simulate a button click, which start an AsyncTask and update TextView when done.
final Button button = (Button) myActivity.findViewById(com.company.app.R.id.refresh);
myActivity.runOnUiThread(new Runnable() {
public void run() {
button.performClick();
}
});
// assume AsyncTask will be finished in 6 seconds.
try {
Thread.sleep(6000);
} catch (InterruptedException e) {
e.printStackTrace();
}
assertEquals("text should be refreshed", "refreshed", textView.getText());
}
Hope this helps.
If you're using Eclipse, you could use the debugger by setting a breakpoint in the code that updates the view. You could also set some breakpoints in the long running task to watch and ensure that all your code is executing.
An alternative, write some log or console outputs in your long-running task and the view updater code, so you can see the progress without interrupting the thread by a debugger.
As a piece of advise, if its a long-running process, you should be showing a progress bar of some description to the user, so they aren't stuck there thinking "Is something happening?". If you use a progress bar with a maximum value, you can update it in your long-running task as it is running, so the user can see the activity going from 10% to 20%... etc.
Sorry if you were expecting some kind of jUnit-specific answer.
I ended up solving this by using the Robotium library's Solo.waitForText method that takes a string and timeout period and blocks until either the expected text appears or the timeout occurs. Great UI testing library.

Change an image for a second

ImageView image = (ImageView) findViewById(R.id.imageview);
image.setImageResource(drawable.image1);
SystemClock.sleep(1000);
image.setImageResource(drawable.image2);
I am trying to change the image for a second, my code above doesn't work but not sure why?
Should I be using a thread? or does anyone have any better ideas?
EDIT
To clarify on the problem:
The image being displayed as "drawable.image2"
I want "drawable.image1" to be shown for one second then change to "drawable.image2".
EDIT2:
This code is used in the onClick. When a user clicks the image it needs to change for one second
I'd recommend using a TimerTask with a Timer. You can set it up like this:
protected void showDelayedImages() {
mImageView.setImageResource(resId1);
Timer timer = new Timer();
timer.schedule( new MyTimerTask(), 1000 );
}
private class MyTimerTask extends TimerTask {
#Override
public void run() {
runOnUiThread( new Runnable() {
#Override
public void run() {
mImageView.setImageResource(resId2);
}
} );
}
}
Thread.sleep(1000);
should do it. Although there are better ways too.
Use debug mode and set breakpoints on each call to setImageResource. Step through and see if each is getting called to see if your image is changing properly.
In real world cases, you probably want to change the image based on some user action, or for example change an icon while a thread is processing, then change it bad when complete. For this example check out AsyncTask.
use R.drawable.image1 instead of drawable.image1
It looks like you're performing the "switch" in an onCreate() method, the sleep will probably just make your Activity load slower since at this stage there isn't actually anything written to the page.
To have your image change you need to perform the switch on the UI thread and you need to perform it after the image has been inflated and added to the page.
Try adding this code in an "onClick" event.

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