Internal use of IProgressMonitor in Eclipse plugin, good practice? - java

TL;DR: My question is whether it is good practice to use the IProgressMonitor interface for internally keeping track of progress, or that it is purely meant for giving progress feedback to the user.
In the internals of the Eclipse plugins I am developing, there are a couple of (mostly) background tasks. For example, parsing some input (e.g. from a file), and filling a database with the results. Some of these tasks are run on a dedicated thread created by the plugin, another is run as a Job.
For all tasks, there are other plugin components (let's call them interested parties) that need to keep track of the tasks' progress and state, such as the percentage of work done, whether they are completed and whether they are running or paused (suspended).
The Job has, per its run method, a progress monitor (IProgressMonitor), used to display a progress bar in the UI and to allow the user to cancel the Job.
The notion of progression used by the IProgressMonitor interface overlaps to a significant extent with the information the interested parties require.
Therefore, it seems to make sense to use that interface to inform the interested parties, by adding additional IProgressMonitors to the Job. One monitor would be added for each interested party, and together all monitors can be wrapped in a single ProgressMonitorWrapper that updates all monitors when work is being done. Example:
Job aJob = new Job("My long-running operation...") {
protected IStatus run(IProgressMonitor monitor) {
IStatus status = Status.OK_STATUS;
IProgressMonitor wrappedMonitor = new ProgressMonitorWrapper(monitor) {
// override everything so that you can report it locally, too
public void beginTask(String name, int totalWork) {
super.beginTask(name, totalWork);
someLocalMonitor.beginTask(name, totalWork);
}
};
wrappedMonitor.beginTask("foo", 100);
try {
// Execute, update amount of work done, etc.
}
finally {
wrappedMonitor.done();
}
return status;
};
});
(Copied and adapted from the Eclipse wiki. Source)
A similar approach could be used in the thread spawned by our plugin.
However, I'm not experienced enough to determine whether this is an appropriate use of the IProgressMonitor interface. The alternative, of course, is creating a custom listener interface (which, like the IProgressMonitor, would require a notion of 'work done' to keep track of progress).

Related

How to update a JavaFX GUI correctly while processing data

I'm trying to get into JavaFX for making first attempts in making GUIs with Java. Therefore I made a simple neural network which learns the XOR and displays the output in JavaFX. My question is - how can I update the GUI regularly while processing the data?
Everything I achieved so far is a single update in the GUI when the network finished learning. Even if I started the networking in a thread.
I expect that the right handed side of the GUI updates (circle change the colors in dependence of the output) regularly for each n epoch and not only once. The attached image shows the GUI before the network started.
I appreciate any help in advance.
JavaFX has an "Event Thread", which is responsible for handling button clicks, updating labels, and any other GUI-related tasks. When you call button.setOnAction(e -> doSomething());, when your button is pressed, doSomething() happens on the JavaFX thread. During the time that this is running, no other GUI events can occur. This means your interface will completely freeze, which leads to a bad user experience.
Also, you cannot perform GUI operations on any thread other than the JavaFX thread, or you will get an IllegalStateException. (Try calling Executors.newSingleThreadExecutor().execute(() -> label.setText("hello")); to see this in action)
Luckily, JavaFX provides methods to get around this.
First, and easiest, is to call your long-running method inside a new thread (perhaps with ExecutorServices as above), and when you need to modify the interface, wrap those calls in a call to Platform.runLater(() -> updateInterface());. This will post updateInterface() to the GUI thread, and will allow it to run.
However, this can be messy, so the preferred method is to use a Service.
Assume your long running calculation returns an Double, you create a class extending Service<Double>, override its createTask() method, and perform the calculation there, as such:
public class CalculationService extends Service<Double> {
#Override
protected Task<Double> createTask() {
return new Task<Double>() {
#Override
protected Double call() throws Exception {
return doCalculation();
}
};
}
}
Then, in your controller, declare a private final CalculationService service = new CalculationService();
In your controller's initialize() method, you can then bind the output of this service to anything you want. For example:
calculationDisplayLabel.textProperty().bind(Bindings.createStringBinding(service.valueProperty()));
// continuously updates the label whenever the service calculates a new value
Then, whenever you decide you want to start calculating again, you call service.restart() to interrupt the process if it is running, and start again from the beginning.
If you want to call code when the value changes, add a listener to the value of the service. For example, if you want it to recalculate as soon as it has finished, call:
service.valueProperty().addListener((obs, old, newValue) -> service.restart());
If in doubt, refer to https://docs.oracle.com/javase/8/javafx/api/javafx/concurrent/Service.html

Firing Android Activity methods on separate process at set interval

I am writing my first Android app(allot of fun so far!) and have run into a roadblock. I am using SDK tools 21.1 targeting Android 4.2.
I am trying to set up a system that allows activities to register to invoke a method at set time intervals. I wanted to do this in such a way that the processing of the request would be handled on it's own process to avoid making the UI unresponsive.
I have been doing some reading and have explored a few avenues. First I thought that a service would be a good way to go about this but found a fair bit of information suggesting that was not a good course of action due to the OS being able to kill services indiscriminately.
I'm now looking at using a ScheduledThreadPoolExecutor. I've created this simple class with an overridable method to pass methods around:
public abstract class BaseEvent implements EventListener {
public abstract void onFire(Object... params);
}
I've created this runnable task invoke the method:
public class HeartBeatTask implements Runnable {
private BaseEvent mCallback;
private Object mParams;
public HeartBeatTask(BaseAioEvent callback,Object... params){
mParams = params;
mCallback = callback;
}
#Override
public void run() {
Log.d(LOG_TAG,"Run called");
if(mCallback != null)
{
mCallback.onEvent(mParams);
}
}
}
I'm going to use it like this (inside an Activity)
ScheduledThreadPoolExecutor threadPool = new ScheduledThreadPoolExecutor(1);
BaseEvent callback = new BaseEvent() {
public void onFire(Object... params){
if(params[0] !=null)
{
Context context = (Context)params[0];
Toast toast = Toast.makeText(context, "Task ran", Toast.LENGTH_SHORT);
toast.show();
}
}
};
threadPool.scheduleAtFixedRate(new HeartBeatTask(callback,(this)),0, 5, TimeUnit.SECONDS);
This will execute the task every 5 seconds, although the callback method is only being run once.
I'm thinking that this may not be a good way to do things. My feeling is that I'm overcomplicating things. What I really need is the ability to have something that will execute a method, on a process other than the main thread, and at a set interval, that activities can bind multiple actions to. So, for instance, I may want to have a UI component update after a call is made to a database, and would want that to happen every minute.
Could any tell me if I am on the right track here? Is what I am trying to do a viable way to accomplish my goal? Is there a better approach I could be taking? Any advice or suggestions would be very much appreciated. Thanks!
a few suggestions for an Android beginner.
Don't call it a separate process. Process is a different thing (Google 'Linux process'), you want to call them on a separate thread inside the same process.
ScheduledThreadPoolExecutor IS better than anything else people will suggest you here such as Timers or PostDelayed.
But I think you do have a philosophical error here as to UI updates shouldn't be running on a timed manner but on an event base instead. Once your Db, Disk or Network operation finishes from a background thread you callback to the UI thread to update it immediately.
There`re several tools for that and I'll list a few, point the one I like the best, but let you do some research on each one
Handler: That's basic java way
AsyncTask: Nice framework but doesn't handle screen rotation
Loader: That's my preferred way
I think your approach is a bit complicated. Consider you example
So, for instance, I may want to have a UI component update after a call is made
to a database, and would want that to happen every minute.
I think I will do it this way.
Create a AsyncTask which will update the UI component.
Create a thread which will execute a new AsyncTask and sleep one minute in a while loop.
Start the thread in step 3. at some point.
Interrupt the thread if you don't want the component to be updated.
Example of step 2
while (true) {
try {
new updateTask.execute();
Thread.sleep(60000);
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
Android is a mobile platform and in all honesty each time you want something run, you better consider it separately. You may be killing the battery or using resources for no reason. I begrudge Zedge app everyday for running for no reason in the background at all times. Especially since on CyanogenMod kernel puts WiFi to sleep, while apparently it is currently on.
I am guessing this is more of an exercise and for running tasks at a specified intervals. One-offs, most universal can be done via AlarmManager class. But this may not be the best solution.
For some system wide events there is the BroadcastReceiver class.
While addressing
So, for instance, I may want to have a UI component update after a call is made to a database, and would want that to happen every minute.
Easier done via an Interface really.

Should my custom events fire on GUI EDT or a "home-grown" EDT

I'm working on a project that does some intense math calculations (arrays of matrices, vectors, etc.), so naturally I'm splitting the work into jobs, and submitting them to a CompletionService to perform the work in parallel.
Each of the job objects can fire events to notify applications when the job starts, ends, progresses, and/or fails.
Currently, each of the jobs receive a handle to the entire list of event listeners, and simply iterate through, passing an event object to each one (in the same thread). This doesn't sit well with me, so I'd like to get other peoples' experience with doing this sort of thing with custom events/listeners.
Should I send my events to the GUI thread? Some of the listeners may or may not be GUI-related, and I'd like to not force users of my code to have to manually send their events onto the GUI thread, something like the following:
public class MyFooEventListener implements FooEventListener {
public void notifyJobStarted(FooEvent evt) {
// I want to avoid having users of my library write the following, right?
SwingUtilities.invokeLater(new Runnable(){
// update GUI here.
});
}
}
I wouldn't mind writing my own EventQueue, as this is for a research project in school, and I suppose it would be a good exercise in concurrency. Just trying to figure out what the "proper" way of implementing an event-driven system is, how to properly fire events, etc. Links to articles/tutorials and howtos are also greatly appreciated.
Thanks!
EDIT:
My event model has multiple event types, such as JobStartedEvent, JobEndedEvent, JobProgressEvent, etc. Is this a bad approach? Should I have a single event type, and if so, how do I pass information to the listeners that is not common to all events? Example: I want to pass a double in the range [0-1] for the progress event, but that is not applicable for an event like JobFailureEvent. What's the best approach to handling this?
I could put the extra information in the "source" object itself, but my source objects are the Job objects themselves, and it doesn't sit well with me to "leak" references to the job object, especially while it is running:
FooJob jobObject = (FooJob)event.getSource();
int progressPercent = jobObject.getCurrentProgress() * 100;
progressLabel.setText(progressPercent + "%");
No. Emit your events on whatever thread needs to raise them and leave it up to the users of your subsystem to decide how they wish to handle them. If they wish to message the results to a GUI, fine, if not, they can do whatever they want, eg. queue them to another thread. Just document 'Events are raised on an internal thread and event handlers must not block'.
Anything else puts constraints on users that they may well not want, as you say.
there are many ways to distribute events, each with their own pros and cons. if the consumer is not necessarily the GUI, then you definitely should not tie yourself to the awt EDT. unless you know for sure how the event consumers are going to work i would start simple and go from there. simple being: synchronously notify each consumer. if that ends up delaying the main task, then you should think about asynchronous notification. if the consumer is ultimately the GUI, then the consumer's notification method should be responsible for calling SwingUtilities.invokeLater.
Only threads that directly impact the GUI should be on the EDT. If you have other threads you need synchronized, just use the synchronized keyword (either on the method or on an object)
Spring has event handling and you can define custom events http://static.springsource.org/spring/docs/3.1.x/spring-framework-reference/html/beans.html#context-functionality-events.

Combining Handler and AsyncTask in Android - Obvious Flaws?

I have a simple Android app which uses AsyncTasks for I/O. A frequent pattern:
User clicks a button
In response, an onClick handler instantiates and .execute()s an AsyncTask
Once the AsyncTask completes, the UI should be updated in some way
According to the documentation for AsyncTask, the correct way to accomplish the UI updates is to override onPostExecute in the AsyncTask class - this will be invoked back on the UI thread after execution and thus can touch the widgets, etc.
However, it seems wrong to me that onPostExecute should have any sort of hard reference to a UI element. I would prefer to keep my I/O tasks and UI code separate. Instead, this seems the obvious situation where I should pass an opaque callback to the AsyncTask - the callback retains a reference to the UI elements and thus we maintain isolation and reusability in the code. A classic delegate pattern (or perhaps listener, event, etc, many options here).
As an example, the code below seems wrong to me:
class QueryJobsDBTask extends AsyncTask<Void, Void, ArrayList<ContentValues>> {
#Override
protected void onPostExecute(ArrayList<ContentValues> freshJobsData) {
someList.clear();
someList.addAll(freshJobsData);
// BUG why does my DB query class hold UI references?
someAdapter.notifyDataSetChanged();
}
After some research, it looks like the Handler class is the most straightforward and lightweight way to accomplish a delegate pattern here. I can write reusable AsyncTasks for I/O and specify contextual UI update callbacks on a per-instance basis via Handler instances. So I have implemented this new Handler-enabled base class
public abstract class HandlerAsyncTask<Params, Progress, Result> extends AsyncTask<Params, Progress, Result> {
private Handler preExecuteHandler, postExecuteHandler;
public void setPreExecuteHandler(Handler preExecuteHandler) {
this.preExecuteHandler = preExecuteHandler;
}
public void setPostExecuteHandler(Handler postExecuteHandler) {
this.postExecuteHandler = postExecuteHandler;
}
#Override
protected void onPreExecute() {
if (preExecuteHandler != null) {
preExecuteHandler.sendMessage(Message.obtain());
}
}
#Override
protected void onPostExecute(Result result) {
if (postExecuteHandler != null) {
Message msg = Message.obtain();
msg.obj = result;
postExecuteHandler.sendMessage(msg);
}
}
}
And voila, all of my I/O tasks are now properly partitioned from the UI - and I can still specify simple UI update callbacks when needed via Handler instances. This seems straightforward, flexible, and superior to me ... so of course I wonder what I'm missing.
How is the current framework solution superior? Is there some major pitfall to this approach? To my knowledge the topology of code execution and threads is the exact same at runtime, just code coupling is looser (and a few extra frames on the stack).
This is an elegant solution for segregating UI/Background tasks in small projects, although passing Runnables is even more elegant. Keep in mind that the AsyncTask is a wrapper around Thread/Handler, so you're doubling up on the thread-messaging that's already going on behind the scenes. The flaw here is that if you design the AsyncTasks to be reusable, you'll need to make sure that the IO you're running are all thread-safe, as there's no communication between the various AsyncTasks as to who is active or accessing which resources. An IntentService might be more appropriate if you need to queue background tasks rather than just fire them.
It's not so much a matter of superiority as purpose & use-case. AsyncTasks are usually written as private classes (or declared anonymously inline) within Activities, and as such inherit the Activity's references to various UI elements that need updating anyway.
If an AsyncTask is of sufficient size and/or complexity that it should be pulled out into its own class, and can be re-used by other classes, than using Handlers for better decoupling is a great idea. It's just that it's often not necessary, as the AsyncTask is accomplishing something specific to the Activity in which it was defined, and for simple ones, the corresponding handler code could even be larger than the entire AsyncTask itself.

Putting method calls into an ArrayList?

I was adding a loading bar feature to my program in Java and I was wondering if I could set a list of processes that need to be done, so that it knows how many processes it needs to complete.
For example, saving them as strings?
ArrayList<String> processes = new ArrayList<String>();
processes.add("CSVWriter.createFileOfCompany(\"Random Company\");");
processes.add("FileConverter.convertCSVToXLS(classPath +
\"/Output/Random_Company.csv\");");
for (int i = 0; i < processes.size(); i++) {
// run process
// update loading bar
}
These aren't real methods to my program, but they are pretty similar to what I want to accomplish.
I'm sure this isn't the best way, but I want to have some way to create a list like this so I know how many processes there are before I run them. I have a system set up to break down these processes even further and show their progress, so this bar is pretty precise at the moment, but I have to number each of the processes =/.
Maybe I'm just missing the point. Creating progress bars is totally new to me.
If there are any good articles on progress bar creation, feel free to send them my way as well. Keep in mind that I'm not using an actual swing-based GUI. This bar is all S.O.P text.
Many thanks,
Justian Meyer
Closures will hopefully be coming soon in the next version of Java, but until then you can use anonymous classes implementing a known interface:
List<Runnable> jobs = new ArrayList<Runnable>();
jobs.add(new Runnable() {
public void run() {
CSVWriter.createFileOfCompany("Random Company");
}
});
jobs.add(new Runnable() {
public void run() {
FileConverter.convertCSVToXLS(classPath + "/Output/Random_Company.csv");
}
});
for (Runnable job : jobs) {
job.run();
}
Here's a scheme that just came to my mind:
interface WorkProcess
void setWorkUnits(int units)
void setArguments(Object obj1,...)
void execute()
So you encapsulate all your tasks with an interface that does execute as per the classic command pattern; it's also told (see below) how much work that job will probably take. You'll probably want some mechanism to pass data into these tasks for them to work with.
class WorkProcessFactory
static WorkProcess makeWorkProcess()
static int getTotalWorkUnitsAllocated()
static synchronized int reportWorkDone(int units)
static void addProgressListener(ProgressListener xxx)
When you have a job to do, you ask the factory to churn out one of these processes for you. In doing so, it does the estimate on work units and passes that to the WorkProcess it just created. It also keeps a tally of the total of those units for setting up the top of the progress indicator. One cool side effect of this is that you don't have to wait for all your jobs to be prepared: You can increment the maximum value for your progress report every time you add a job even as jobs are being processed and newly created; your bar will always show a realistic ratio.
You can stuff your WorkProcesses into a queue of some sort. ExecutorService comes to mind if your WorkProcess also implements the Runnable interface (which is a good idea). You'll be at liberty to process those jobs sequentially single-file or concurrently - whatever your execution queue machinery supports.
The WorkProcess' execute() method basically wraps the run() method (or maybe the other way around, since ExecutorService expects a run() method but our work unit magic is in execute()); but when that's done, it conscientiously calls back to reportWorkDone with the number of units it was told its job was worth. Upon receiving these reports, the factory has an updated value for units of work done, which it can report back to the snooping ProgressListener. That, in turn, updates the bar in the GUI.
Done. (I think). Probably needs some refining.

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