I have a problem that probably has a simple fix but I can't seem to get it to work.
I need my program to pause or wait until the user selects either the skip button, or the positive/negative feedback button, before moving on.
I assume this is going to require basic threading, but I'm not sure how to implement it. Any help will be appreacited.
The gui is displayed in a separate class(GUI) and the rest is another class.
The code is sort of messy as it was coded for a Hackfest in 12 hours.
EDIT: Solved it on my own by removing button listeneers and making the variables static.
public void onStatus(Status status) {
//this is a listener from the Twitter4J class. Every time new Tweet comes in it updates.
for (int i = 0; i <= posWords.length; i++) {
if (status.getText().toLowerCase().contains(gui.sCrit.getText())
&& (status.getText().toLowerCase().contains(posWords[i].toLowerCase()))) {
//If the tweet matches this criteria do the following:
String tweet;
Status tempStoreP;
System.out.println("Flagged positive because of " +posWords[i].toLowerCase()+" " + i);
tempStoreP = status;
tweet = tempStoreP.getUser().getName() + ":" + tempStoreP.getText() + " | Flagged as positive \n\r";
gui.cTweet.setText(tweet);
//Write to log
try {
wPLog.append("~" + tweet);
} catch (IOException e) {
}
//Add action listeneer to gTweet.
//here is my problem. I want it to wait until a user has clicked one of these buttons before moving on and getting the next Tweet. It has to pause the thread until a button is clicked then it can only move on to getting another Tweet.
//the problem is that the button listener uses local variables to work.
gui.gTweet.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (gui.pTweet.getText().equalsIgnoreCase("")) {
gui.pTweet.setText("Please type a response");
} else if (gui.pTweet.getText().equalsIgnoreCase("Please type a response")) {
gui.pTweet.setText("Please type a response");
} else {
try {
Status sendPTweet = twitter
.updateStatus("#" + tempStoreP.getUser().getScreenName() + " "
+ gui.pTweet.getText());
} catch (TwitterException e1) {
}
}
gui.gTweet.removeActionListener(this);
}
});
//add Aaction listert to sTweet
gui.sTweet.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
try {
wPLog.append("Skipped \n\r");
} catch (IOException e1) {
}
gui.sTweet.removeActionListener(this);
}
});
}
Thank you for any help. On a side note, if anyone can tell me why when the button is clicked, it loops and spams people with the same message, it will be helpful. Thank you.
I thought about the multithreading thing and i think it isn't easy enough.
If i were you i would disable all controls except the button that is to click.
Example:
JButton button = new JButton( "Test );
button.setEnabled( false );
The user won't be able to click the button until you use button.setEnabled( true );, if you just disable all controls but the button that should be fine.
In my understand of your problem you can use Multithreading like this:
try{
while(!isSkipClicked){
//your multithreading code
}
//code to move...
}
or
you can use dispose method if you have 2 JFrame.
or
you can use multiple JPanel like while skip button clicked hide pnl1 and show pnl2 using method
pnl1.setvisible(false);
pbl2.setVisible(true);
I assume this is going to require basic threading,
Not true at all.
You say you want your program to "wait." That word doesn't actually mean much to a Swing application. A Swing application is event driven. That is to say, your program mostly consists of event handlers that are called by Swing's top-level loop (a.k.a., the Event Dispatch Thread or EDT) in response to various things happening such as mouse clicks, keyboard events, timers, ...
In an event driven program, "Wait until X" mostly means to disable something, and then re-enable it in the X handler.
Of course, Swing programs sometimes create other threads to handle input from sources that the GUI framework does not know about and, to perform "background" calculations. In that case, "Wait until X" might mean to signal some thread to pause, and then signal it to continue its work in the X handler.
Related
I want to make a ProgressBar move gradually using a Jbutton. To achieve this I am using a for loop and the method Thread.sleep. The problem is that insted of moving a tiny bit every second (the progress bar) after pressing the button, the program waits until the loop finishes and then does instantly move the progress up. When I take the loop outside of the button listener it works as I want but I really need it to work when pressing the button. Here is the code:
progressBar.setOrientation(SwingConstants.VERTICAL);
progressBar.setMinimum(0);
progressBar.setMaximum(100);
progressBar.setValue(50);
panel1.setLayout(null);
panel1.add(progressBar);
progressBar.setBounds(40,6,100,100);
button1.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
int counter = 5;
for (int i = 0; i < 5; i++) {
progressBar.setValue(progressBar.getValue() + counter);
try {
Thread.sleep(1000);
} catch (InterruptedException ex) {
throw new RuntimeException(ex);
}
}
}
});
If anyone can help me I will be very grateful!
Your code runs on the Event Dispatcher Thread (EDT). That thread is responsible for handling events, but also for repainting. Because it's just one thread, the repainting only occurs after your method ends.
There are some ways to solve this. In your case, a javax.swing.Timer would probably be easiest. Instead of running the loop in a single method, the button click starts a timer that runs every second. When it's done the timer can cancel itself. A slightly more difficult alternative is to use a SwingWorker. You could publish data in the doInBackGround method, and override process to perform the updates to the progress bar.
For more information, please read Concurrency in Swing.
I'm trying to write a logic in memory game that when I click on cards and they are not a pair (different ID), program should swap them back after 1s. If they are same, then leave them as they are.
The problem is that when I first click and the card appears, after second clicking on another (different) card it doesn't appear and swap the first card after 1s. someone knows why the second card does not appear after clicking?
Btw when the pair is correct, everything works fine, here is my fragment of the code responsible for that logic in listener:
final int copy = i;
card2.addActionListener((e) -> {
card2.setIcon(new ImageIcon(icons[copy].getAbsolutePath()));
if(firstClick == null)
{
firstClick = (Card)e.getSource();
}
else
{
Card secondClick = (Card)e.getSource();
if(firstClick.getID() != secondClick.getID())
{
try
{
Thread.sleep(1000);
} catch (InterruptedException e1)
{
//e1.printStackTrace();
}
firstClick.setIcon(new ImageIcon(background.getAbsolutePath()));
secondClick.setIcon(new ImageIcon(background.getAbsolutePath()));
firstClick = null;
}
else
firstClick = null;
}
});
While method actionPerformed is executing, the GUI cannot react to mouse and keyboard events, so basically your code is "freezing" your GUI for one second. I believe that the class javax.swing.Timer is what you need and at first glance it looks like the duplicate question that MadProgrammer referred to may help you.
I wrote a complex java program, that has a GUI.
In the GUI I have three buttons, "play", "play all" and "reset", and some table.
When I click play, the program does its logic and then prints the output to the table i mentioned. this is working fine, as intended. after a certain amount of "play" operations, we printed all the data to the table and so we are done and can no longer click it. at the point, i disable the play button.
When I click play all, I want it to be as if I clicked "play" until it is no longer possible. So I wrote this code:
public synchronized void actionPerformed(ActionEvent event)
{
if(event.getSource() == playAllButton)
{
while(playButton.isEnabled())
{
playButton.doClick();
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
if(event.getSource() == playButton)
{
Command command = listOfCommands.get(commandNumber++);
if(command.getCommandType() == "PF")
{
PFLabel.setText("PF Count:" + (++PFCount));
}
if(command.getCommandType() == "PR")
{
PRLabel.setText("PR Count:" + (++PRCount));
}
if(command.getCommandType() == "GP")
{
if(checkIfPF())
{
addPageToRam(((GPCommand)command).getPage());
}
else
{
if(checkIfPR(((GPCommand)command).getPage().getPageId()))
{
replacePage(((GPCommand)command).getPage(),getWithWhoToReplace(((GPCommand)command).getPage().getPageId()));
}
}
}
}
if(commandNumber == listOfCommands.size()) // we are done!
{
playButton.setEnabled(false);
}
}
As I mentioned, when I click the play button, it immediately prints the result as intended.
But when I click play all, it runs for a very long time without displaying any output, and then at the end prints just the final result. This isn't what I want. What I want is for it to print the current result, wait a bit so I can look at it, and then print the next result.
Even when I remove the Thread.sleep it is very slow (and still only prints the last result).
Is there a way to make it run faster? And more importantly - how do I make it wait before clicking the button again? I want to view the current result for a while before it clicks again.
In the comments section I figured out, that the issue could be solved by using SwingWorkers and moving the long-time-performing code to an asynchronous task. Mr. Coobird has posted a way, how to do this here.
I had a question about making a JButton flash colors ,like you would see when an answer was given in millionaire tv show. I got the answer there on how to do it properly but I also managed to "do it" in this way which raised some questions I couldn't answer totally.
As you see in the code bellow I am calling a
JOptionPane.showMessageDialog() after the JButton.setBackground and right before i stall the code using
do {
}while(time+i*100>System.currentTimeMillis());
Ignore the robot.keypress for the time. Lets get to the point. If i didn't use the JOptionPane before the code stalling , the ui would seem frozen and the button wouldn't repaint. But calling the JOptionPane.ShowMessageDialog() gives "time" to the button to repaint. Then the code is stalled normally and I achieve the sequential color repaint. I used the robot.keypress to close the Pane and achieve the effect desired.
My Questions: First, what happens when the JOptionPane is created that allows the button to repaint ? And secondly why the robot works only before the JOptionPane is called? I tried calling after the Pane was called like one would assume it should happen , but it wouldn't work in that case.
Extra: This didn't work in a mac it seems to only work for windows. Not quite sure.
public static void paintbutton(int bnr,boolean corr) {
long time;
try {
Robot robot = new Robot();
for (int i=5;i>1;i--){
b[bnr-1].setBackground(null);
// Simulate a key press
robot.keyPress(KeyEvent.VK_SPACE);
robot.keyRelease(KeyEvent.VK_SPACE);
JOptionPane.showMessageDialog(null,"hi");
time = System.currentTimeMillis();
do {
}while(time+i*100>System.currentTimeMillis());
b[bnr-1].setBackground(i==1?(corr?Color.green:Color.red):Color.yellow);
// Simulate a key press
robot.keyPress(KeyEvent.VK_SPACE);
robot.keyRelease(KeyEvent.VK_SPACE);
JOptionPane.showMessageDialog(null,"hi");
time = System.currentTimeMillis();
do {
}while(time+i*100>System.currentTimeMillis());
}
} catch (AWTException e) {
System.err.println("error");
}
}
To avoid confusion as to the nature of this question!
The code in the state below doesn't work and I know it shouldn't. I am curious on how adding JOptionPane solves that.
public static void paintbutton(int bnr,boolean corr) {
long time;
for (int i=5;i>1;i--){
b[bnr-1].setBackground(null);
time = System.currentTimeMillis();
do {
}while(time+i*100>System.currentTimeMillis());
b[bnr-1].setBackground(i==1?(corr?Color.green:Color.red):Color.yellow);
time = System.currentTimeMillis();
do {
}while(time+i*100>System.currentTimeMillis());
}
}
i have a problem with my code. I think that my problem is easy,but i have compiled for 3 days without good results. I have three images. They are put on screen one-one each time. User choose from 4 button if image's side is up, down, right or left. Also, i want to understand if user was wrong and then i will count errors. When user make 3 errors then the game will stop. I have shown code below. Please help me if you have any good idea.
The problem is that at the first loop,run right.It goes at the first if. After that it do the loop and then it does not go to second if.
if it is more helpful,some details:
i want to make a programma that it will show to user an image.This image has 4 sides (up,down,right,left).When the image is at "up side",user has to click on up button,when the image is at "down side",user has to click on down button etc. User can do 3 errors max. At first,program show the image at right side,if user clicks on right button then i want to show the "second image" at left side.If user does not at left side,then i want to add an error(error++) and after it shows the third image at up side etc. I hope it is more helpful to understand. If you can't please let me know.
My program is at Netbeans,java.
Thank you
public void actionPerformed(ActionEvent e)
{
while(errors<3)
{
image.setIcon(createImageIcon("visual1" + e.getActionCommand() + ".PNG"));
if (k==1)
{
if(e.getSource() == right_button)
{
image.setIcon(createImageIcon("visual2" + e.getActionCommand() + ".PNG"));
}
}
else if ( k==2 )
{
if(e.getSource() == left_button )
{
image.setIcon(createImageIcon("visual3" + e.getActionCommand() + ".PNG"));
}
}
else if (k==3 )
{
if(e.getSource() == up_button)
{
System.out.print("if3");
}
}
else
{
errors++;
}
k=k+1;
}
}
You should consider calling Repaint and Invalidate, right after you update your GUI like this -
mainframe.repaint();
mainframe.invalidate();
here mainframe is your JFrame object.
A problem I see with your while loop is that it is at risk of getting stuck in an infinite loop, since the variable used as an exit criterion is only updated some of the time, in an else block. I think you should re-arrange your logic:
Get rid of that while loop as it will only cause trouble. It is useful for a linear command line program but not for an event-driven GUI program like yours.
Read in all images and create all ImageIcons in the class constructor, and store them in variables. There's no need to re-read the images multiple times (unless they're huge).
Instead of using a while loop, increment the error variable in your method above, and then write the method so that it will change behaviors depending on the value of error (depending on the state of the class).
e.g.,
// somewhere in your code create your icons
Icon rightIcon = ......;
Icon leftIcon = .....;
Icon upIcon = .....;
Icon downIcon = .....;
// elsewhere in your code
public void actionPerformed(ActionEvent e) {
if (errors >= 3) {
// notify user of error
return; // end this method
}
// check if current icon matches image
// if so, change icon
// if not increment error
}
Note that an enum Direction {UP, DOWN, LEFT, RIGHT} and a Map<Direction, Icon> could be helpful here.