JavaFX Creates Daemon Threads called "Timer-XX" - java

I just recognized that my program creates a Daemon Thread every time I play a MP3. And they're are Named "Timer-XX" as everybody suggest yes XX is a increasing integer starting with zero.
Ok I can understand that JFX needs them to play a MP3 but actually the MP3 is just 3 sec long and some of them stay Running for a couple of minutes or longer, while others normaly run out (i just suggest it should be like this).
I would like to know why they get created in the first place? Why they stay Running and how I can get ride of them because as far as I know Daemon dose not mean stopped so it still eats Memory and CPU what I can't give away like candy in the current state of my project.
Here is the code that plays the MP3s:
public class EffectPlayer {
private final String MP3_SUFFIX = ".mp3";
private final static int MAX_VOLUME = 100;
private MediaPlayer mediaPlayer;
private int masterVolume = 50;
private int effectVolume = 50;
public EffectPlayer(File f){
if(isMP3(f)){
Media mp3 = new Media(f.toURI().toString());
mediaPlayer = new MediaPlayer(mp3);
effectVolume = Integer.parseInt(GetConfig.getVar("USER_OPTION_VOLUME_EFFECT"));
masterVolume = Integer.parseInt(GetConfig.getVar("USER_OPTION_VOLUME_MASTER"));
if(effectVolume > masterVolume) effectVolume = masterVolume;
mediaPlayer.setVolume(1 - (float)(Math.log(MAX_VOLUME - effectVolume) / Math.log(MAX_VOLUME)));
mediaPlayer.setCycleCount(1);
mediaPlayer.play();
}
}
private boolean isMP3(File f) {
return f.getName().toLowerCase().endsWith(MP3_SUFFIX);
}
}
The JFX Panel gets created in the class that Creates a EffectPlayer Object
#SuppressWarnings("unused")
public static JFXPanel fxPanel = new JFXPanel();

Related

Drawing and audio not working together in Java Android App

I am currenty doing a small game. But my application does not work properly. Program does not stop with error, but firstly it playes part of track, and after that (around 5-10 seconds) it stops and drawing begins.
Without audio added, code works absolutely fine.
I also tested app on several different devices and emulators, but issue keeps occuring.
Here are some methods from class "Game.java", where I am trying to implement audio.
public class Game {
Plane background;
Plane playfield;
Context context;
List<SingleNote> notes = new ArrayList<SingleNote>();
List<SingleNote> notes_to_compute = new ArrayList<SingleNote>();
Date date = new Date();
long time_initial;
float[] touch_coord = new float[2];
private int mStreamId;
public Game(Context context){
this.context = context;
}
#RequiresApi(api = Build.VERSION_CODES.JELLY_BEAN_MR1)
public void load(){
background = new Plane(context, R.raw.vertex_shader, R.raw.fragment_shader, R.drawable._map1);
playfield = new Plane(context, R.raw.vertex_shader, R.raw.fragment_shader, R.drawable.s_playfield);
InitNotes(R.raw._map1);
time_initial = date.getTime();
MyThread m = new MyThread();
m.context = context;
m.start();
}
#RequiresApi(api = Build.VERSION_CODES.JELLY_BEAN_MR1)
public void draw(){
background.draw();
playfield.draw();
update();
}
}
class MyThread extends Thread {
Context context;
public void run(){
SoundManagement.playSoundPool(context, R.raw._map1_a);
}
}
And static PlaySondPool method in class
public static void playSoundPool(Context context, int soundID) {
int MAX_STREAMS = 20;
int REPEAT = 0;
SoundPool soundPool = new SoundPool(MAX_STREAMS, AudioManager.STREAM_MUSIC, REPEAT);
soundPool.setOnLoadCompleteListener(new SoundPool.OnLoadCompleteListener() {
#Override
public void onLoadComplete(SoundPool soundPool, int soundId, int status) {
int priority = 0;
int repeat = 0;
float rate = 1.f; // Frequency Rate can be from .5 to 2.0
// Set volume
AudioManager mgr = (AudioManager)context.getSystemService(Context.AUDIO_SERVICE);
float streamVolumeCurrent =
mgr.getStreamVolume(AudioManager.STREAM_MUSIC);
float streamVolumeMax =
mgr.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
float volume = streamVolumeCurrent / streamVolumeMax;
// Play it
soundPool.play(soundId, volume, volume, priority, repeat, rate);
}
});
soundPool.load(context, soundID, 1);
}
I thought using separate thread would help, but same issue occurs.
What should I do in order to avoid this error? Maybe use another library, or play sound from other class?
Whole code here: https://github.com/arthur100500/AndroidProject
Additional debug ingormation from android studio
Logcat: https://pastebin.com/MQSaWw8R
Run: https://pastebin.com/5D4AGuHZ
How it looks: https://youtu.be/X7IBquHs1jA
I think there is every likelihood that the choice of SoundPool for playback is the source of the problem you are experiencing. SoundPool is designed for the handling of audio files that are short (a couple seconds) and can be held in memory. You've indicated that you are trying to use it to play a 5-minute long file. According to the documentation in the API, only the first MB of the 5-minute file is being handled.
Soundpool sounds are expected to be short as they are predecoded into
memory. Each decoded sound is internally limited to one megabyte
storage, which represents approximately 5.6 seconds at 44.1kHz stereo
(the duration is proportionally longer at lower sample rates or a
channel mask of mono). A decoded audio sound will be truncated if it
would exceed the per-sound one megabyte storage space.
Streaming via an AudioTrack should be a more fitting alternative for this sound file.
An AudioTrack instance can operate under two modes: static or
streaming. In Streaming mode, the application writes a continuous
stream of data to the AudioTrack, using one of the write() methods.
These are blocking and return when the data has been transferred from
the Java layer to the native layer and queued for playback. The
streaming mode is most useful when playing blocks of audio data that
for instance are:
too big to fit in memory because of the duration of the sound to play,
too big to fit in memory because of the characteristics of the audio data (high sampling rate, bits per sample ...)
received or generated while previously queued audio is playing.

update variable every 1 second

hi i am new in java programming i have a big problem when i use timer or while loop for my program to show my variable and update it my program will stopped, not stopped working just nothing i cant do anything in my program my game is a easy game that we should got money from ... ways and i want to show my money every x second. every second isn't important for me just a code that not stop my program, here is my money code:
static int money = 0;
static int energy = 100;
static String energyinfo = Integer.toString(energy);
static String moneyinfo = Integer.toString(money);
private void setmoneyenergy()
{
energyinfo = Integer.toString(energy);
moneyinfo = Integer.toString(money);
jenergy.setText(energyinfo);
jmoney.setText(moneyinfo);
}
while is in a button actionperformed
while(true)
{
setpoolenergy();
}

Java game keeps crashing after about 2 minutes of runtime (Intellij)

I am using Intellij to program Java.
I am currently trying to make a top down tile based shooter.
My issue is that my game, after approximately 2 minutes, crashes with a popup saying "Java(TM) Platform SE Binary has stopped working. I recorded the time it took for it to crash 3 times: 1m57s, 1m59s, 1m58s.
The game is in a very simple state right now and I am not sure what could be causing the crash. All of the relevant code is in just two classes: GameFrame.java (extends JFrame) and GamePanel.java (which extends JPanel).
GameFrame.java:
package net.magnusfrater.tds.game;
import javax.swing.*;
public class GameFrame extends JFrame {
public static final int width = 1000;
public static final int height = width / 16 * 10;
private GamePanel gp;
public GameFrame () {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(width,height);
setResizable(false);
setLocationRelativeTo(null);
setTitle("Time Based Fast Paced Top Down Shooter Demo");
gp = new GamePanel();
add(gp);
setVisible(true);
}
public static void main (String[] args) {
GameFrame gf = new GameFrame();
}
}
GamePanel.java
package net.magnusfrater.tds.game;
import net.magnusfrater.tds.input.Keyboard;
import javax.swing.*;
import java.awt.*;
public class GamePanel extends JPanel implements Runnable {
//panel
private Thread thread;
private static boolean running;
private boolean fpsLock;
//input
private Keyboard kb;
//game
private Game game;
public GamePanel () {
//panel
thread = new Thread(this, "Time Based Fast Paced Top Down Shooter Demo");
running = true;
fpsLock = true;
//input
//kb = new Keyboard();
//addKeyListener(kb);
//game
//game = new Game(1);
thread.start();
}
public void run () {
long iTimeNS = System.nanoTime();
int tickRate = 60;
long ns = 1000000000 / tickRate;
int ups = 0;
int fps = 0;
long iTimeS = System.nanoTime();
long s = 1000000000;
while (running) {
long fTimeNS = System.nanoTime();
if (fTimeNS - iTimeNS >= ns){
iTimeNS = System.nanoTime();
tick();
ups++;
if (fpsLock){
repaint();
fps++;
}
}
if (!fpsLock){
repaint();
fps++;
}
long fTimeS = System.nanoTime();
if (fTimeS - iTimeS >= s){
iTimeS = System.nanoTime();
System.out.println("ups: " + ups + "\tfps: " + fps);
ups = 0;
fps = 0;
}
}
System.exit(0);
}
public void tick () {
if (kb != null)
kb.tick();
if (game != null)
game.tick();
}
#Override
public void update (Graphics g) {
paint(g);
}
#Override
public void paint (Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(0,0,GameFrame.width, GameFrame.height);
//if (game != null)
//game.paint(g);
}
public static void quitGame () {
running = false;
}
}
I originally thought that the issue was because of the way that I was loading images for spritesheets or maybe the way I was loading text files for the level design but after reworking both of those, the issue remained.
That left me curious and a little bit fed up so I tried finding out more about the explanation for the crash. First I read more from the popup but it didn't say anything useful: (See below)
Second I looked at the exit code given by Intellij: (See below)
I looked up what exit code 255 was but there wasn't anything useful. The best explanation I could find was that exit code 255 meant that the real exit code was out of range: (See below)
I was out of ideas at this point so I just started plain old googling everything I could think of. The problem with googling "Java(TM) Platform SE Binary has stopped working" is that almost every suggested link is a question about Minecraft. Limiting my search to Stack Overflow yielded me some results, but nothing conclusive. Some of the fixes I found were stuff I already tried (such as not handling input streams properly, not handling buffered reader properly, not disposing of elements, etc). I found these links but none of them were truly related to my issue:
(See below)
(See below)
(See below)
(See below)
(See below)
(See below)
The last fix I tried was to re-install Java SE Development Kit 8u101 AND Java SE Development Kit 8u102. I then restarted Intellij. I then restarted my computer.
Nothing worked.
At this point I think I'm just dumb. I've overlooked something easy I can tell. What am I missing?
(ps~ This is a possibly related issue. So if I run my game with almost no content in it with the fps not locked to 60, I get really absurd numbers of frames per second. I didn't think that fps as high as 7,000,000 was possible. I think. I don't know. Have I programmed that wrong as well? Here is a related picture of my ups/fps output: [see below])
(SEE HERE) So Stack Overflow doesn't allow members with a score within a certain threshold post more than 2 links and allows absolutely no posting of images. So here is a link to a google doc with all of the links and images I mentioned above:
https://docs.google.com/document/d/1XrBuVio19GmkFz0EfRzXVp5AJmM5zPfVO6vK3oS3Eaw/edit?usp=sharing
Try and set your -Xmx to something like 2G and see if it runs longer. If so, something is allocating memory and maybe you have that other setting set that exits instead of garbage collecting for some reason.
Also, try changing your code to limit things using Guava's RateLimiter.
…
// class level
final RateLimiter frameLimiter = RateLimiter.create(60.0);
final RateLimiter outputLimiter = RateLimiter.create(1.0);
…
// in run method
while (running) {
frameLimiter.acquire();
repaint();
fps++;
if (outputLimiter.tryAcquire()){
System.out.println("fps: " + fps);
fps = 0;
}
}
I've removed ups and tick(). You should do your work after repainting and I don't think you want to do more work than needed for the next frame, which at the soonest should be at your max rate. Later you'll need to add logic to handle skipping work when frames are being skipped. I might make more sense to increment the fps within repaint.
You could put the output in its own thread and only acquire that limiter if you synchronized the increments and resetting of fps.

Display delayed text on User's screen

Hello!
I am trying to display a text on the Screen (with Java), but I want it to be delayed, like, every 0.1 seconds, a letter of the text would appear on the screen. It's like Pokemons dialogs. Here's what I am talking about: https://www.youtube.com/watch?v=yUS1IcC5CBY
I don't want the fade and the acceleration of the text, I just want the text to appear letter-by-letter. Also, I would like the text to be a String. Please, can you help me?
Thanks a lot in advance!
You can use two methods:
One is Thread.sleep(), which is shown above:
private static String message = "Your Message";
private static JLable label = new JLabel();
private static String labelMessage = "";
for(int i = 0; i < message.length(); i++){
labelMessage += Character.toString(message.charAt(i));
label.setText(labelMessage);
try{
Thread.sleep(howManyMillisecondsYouShouldWait);//if you want to do it every .1
//seconds, just wait 100 milliseconds.
}catch(InterruptedException e){
Thread.currentThread().interrupt();
}
}
that will forever print it to the screen every 100 milliseconds. However, the only trouble with using Thread.sleep is (and I somehow just learned this the other day, even though I've been programming for a long while) it is not always accurate. It may sleep 100 ms, it may sleep 150, etc. Secondly, a slower computer may take longer to sleep through it.
The other method which you will use more often (probably) is to check the actual time of your system and see if it's been long enough since you last printed it to the screen, like this:
private static long timeOfLastWrite;//at what time did you last update the text?
private static long deltaTimeSinceLastWrite;//how long has it been since you last updated the text?
private static long timeOfFirstWrite;//when did you start?
private static long deltaTimeSinceFirstWrite;//how long has it been since you started?
private static String message = "Your Message";
private static JLabel label = new JLabel();
private static String labelMessage = "";
//print once here:
timeOfFirstWrite = System.currentTimeMillis();
timeOfLastWrite = System.currentTimeMillis();//every time you print to the screen, make
//sure that you make note of it by setting the timeOfLastWrite variable equal to the current time.
labelMessage += Character.toString(message.chatAt(0));
while(!labelMessage.equals(message)){
deltaTimeSinceLastWrite = System.currentTimeMillis() - timeOfLastWrite;
if(deltaTimeSinceLastWrite >= 100){
timeOfLastWrite = System.currentTimeMillis();
deltaTimeSinceFirstWrite = System.currentTimeMillis() - timeOfFirstWrite;
int currentIndexOfChain = (int) deltaTimeSinceFirstWrite / 100;
if(currentIndexOfChain >= message.length()){
currentIndexOfChain = message.length() - 1;
}
labelMessage = message.substring(0, currentIndexOfChain + 1);
label.setText(labelMessage);
}
}
This method isn't even slightly necessary for a program so simple as writing text to the screen 10 times a second. However, it's good to get into the practice of it. You'll learn that if you create a character and tell him to move 10 pixels, Thread.sleep(100), and move again and etc... that on a slower computer, the character will move slower. However, if you tell it to wait until a certain amount of time has passed according to your computer's time, if the user lags out and it takes 200 milliseconds before it tells the character to move again, you can account for that by simply making him move twice as far -- I think it's called framerate independence.
If I did anything wrong with the delta time management please let me now. Again, I just learned about this the other day even though I've been programming for awhile, so don't worry about it too much if you're just now learning to program.
And that's how you make an incredibly long (possibly too long) answer to an incredibly simple question. I hope you benefit from this response.
I'm unable to use Thread.sleep(x) or wait(): java.lang.InterruptedException; must be caught or declared to be thrown
try {
Thread.sleep(100);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
You may use this code for doing so. Simply put a thread to print the text onto a jLabel.
new Thread(new Runnable() {
#Override
public void run() {
String x="";
String txt="Hello this is a sample text. Let us see how this works.";
for(int i=0;i<txt.length();i++){
try {
jLabel1.setText(x=x+txt.charAt(i));
Thread.sleep(100);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}).start();
How about this?
import javax.swing.Timer;
import java.awt.event.*;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class DelayText
{
public String example = "As you can see, this sentence is being printed out a character at a time.";
public String transfer = "";
public Timer t;
public int i = 0;
public JFrame f;
public JLabel l;
public DelayText()
{
f = new JFrame("Example");
l = new JLabel();
f.add(l);
f.setSize(450, 200);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
TimerListener tl = new TimerListener();
t = new Timer(100, tl);
t.start();
}
public static void main(String[] args)
{
DelayText d = new DelayText();
}
private class TimerListener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
if(i < example.length())
{
transfer += (example.charAt(i));
l.setText(transfer);
i++;
}
if(i >= example.length())
{
t.stop();
}
}
}
}
I am using the timer to create a delay between each character outputted on the JFrame. I noticed a lot of these other ones were a bit more complex, thought this might make things a bit easier to understand.

How To Reset JFrame (Restart Game)?

This is a java game that I have started working on.I have been trying to add a button that says "RESTART" which on clicking resets the whole program the way it was when it was at the beginning( i mean at the start of the game).
Here is my code:
There are 2 buttons namely "PLAY" & "CHECK WHO WON!"
For "PLAY" This is the code:
int delay = 1000;
final Timer timer = new Timer();
timer.schedule(new TimerTask(){
public void run(){
String b = "C:\\Users\\COMPUTER\\Desktop\\deck\\.png";
Random r = new Random();
r1 = r.nextInt(upplim)+lolim;
String a = Integer.toString(r1);
String c = "C:\\Users\\COMPUTER\\Desktop\\deck\\"+a+".png";
l1.setIcon(new ImageIcon(c));
}
},delay, 50);
For "CHECK WHO WON!" This is the code:
final int p = h;
System.out.println("ANSWER IS:"+p);
int delay2 = 1000;
for (int i = 1; i < 53; i++)
{
while(true)
{
next = rng.nextInt(Ulim) + Llim;
if (!generated.contains(next))
{
generated.add(next);
break;
}
}
if ( i % 2 == 0 )
{count++;
deck1[e] = next;deck1count++;
e++;
}
else {count++;
deck2[f] = next;deck2count++;
f++;
}
System.out.println(""+next);
if(next==p)
{break;}
}
if(deck1count==deck2count)
{
count=count-2;
fcard=99;}
final Timer timer2 = new Timer();
timer2.schedule(new TimerTask(){
public void run(){
do
{
System.out.println("dec2 "+deck2[z]);
String a = Integer.toString(deck2[z]);
String c = "C:\\Users\\COMPUTER\\Desktop\\deck\\"+a+".png";
l3.setIcon(new ImageIcon(c));
System.out.println("dec1 "+deck1[z]);
String b = Integer.toString(deck1[z]);
String d = "C:\\Users\\COMPUTER\\Desktop\\deck\\"+b+".png";
l4.setIcon(new ImageIcon(d));
System.out.println("count"+count);
z++;
count=count-2;
if(fcard==99&&count<0)
{l3.setIcon(new ImageIcon("C:\\Users\\COMPUTER\\Desktop\\deck\\99.png"));
}
}while(count>0&&z==p);
if(count<0)
{timer2.cancel();
reschk=11;
timer2.purge();
}
}
},delay2, 1000);
There is also another set of code which is written on the MouseClicked event of a label but I don't think it would be of much help here.
I have tried:
classname.this.dispose();
classname classname = new classname();
But it just shuts the whole program down.Is there any other way to reset the game?
Thanks for reading.
Any help would be appreciated.
You obviously have values which update so that you can represent your game during different states. If you want to restart your game, you simply need to set all of these values back to the original start values. You can write a Restart method to this.
Also, dispose() is designed to close the window.
edit: There is no magic method you can call to reset your program.
For Swing based container use Swing Timer rather than util.Timer, otherwise output from util.Timer should be out of EDT.
You don't need to dispose old container and recreate a new for fresh game, you can remove its contents.
anything else isn't clear from code posted here, nor question
Keep the state of the game in a distinct class and replace that with a fresh instance.

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