Updating swing components within edt - java

If I understand correctly then when I create GUI swing components, for example I have this:
public class frameExample extends JFrame{
public frameExample(){
//Here adding bunch if components
setVisible(true);
}
}
So as long as I don't call the setVisible method the components are being made from the thread the instance was created. So if in a class where i have my main method write:
JFrame test=new frameExample();
and I sysout
Thread.currentThread.getName();
in the constructor in frameExample just before setVisible I should get: main.
After that the responsibility of creating and maintaining swing elements are passed to the event-dispatch-thread and because it is not thread safe every component add/remove/modify should be done within the EDT thread.
So I should place my setVisible as the last line of code in my constructor, or call it separately.
As I understand all event listening goes through the EDT. So if I create a new component within for example an actionPerformed method it should do fine.
Also if I pass a runnable instance to invokeLater or invokeAndWait then all the run() method will be done by the EDT.
So here is why I'm confused.
I made this code:
public class GUI extends JFrame {
JButton btn = new JButton("Change");
JMenuBar m = new JMenuBar();
public GUI() {
super("Test");
setSize(400, 400);
setDefaultCloseOperation(EXIT_ON_CLOSE);
m.add(new JMenu("menu"));
add(m, BorderLayout.NORTH);
add(btn, BorderLayout.SOUTH);
System.out.println("Current thread: before setVisible "+Thread.currentThread().getName());
setVisible(true);
System.out.println("Current thread: after setVisible "+Thread.currentThread().getName());
btn.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
add(new JButton("testbtn1"), BorderLayout.EAST);
add(new JButton("testbtn2"));
System.out.println("Current thread: "+Thread.currentThread().getName());
new Thread(new Runnable() {
#Override
public void run() {
// TODO Auto-generated method stub
for (int i = 0; i < 1E8; i++) {
Math.sin(5.0);
}
System.out.println("Current thread: "+Thread.currentThread().getName());
}
}).start();
}
});
}
}
So in my anonim class where I add the two buttons im in the EDT, but the components are not added to my frame just after i resize it (which forces the edt to update its components??? what is the reason for this?).
So i dont get my new components even within edt, however when i create a random thread outside edt and make it change some gui element property (for example setText) in just works fine outside the edt.
So my first question is: why my components are not updated within edt and why they are visible after resize
second one: why can i make changes to swing components outside edt and everything works fine? Is this just random thread behvior where for example things just work fine without sync block but when you rerun you program at some point it will eventually crash because the lack of sync.

So as long as I don't call the setVisible method the components are being made from the thread the instance was created
Wrong. As long as you do not specifically create a new Thread or use a utility method (like for example the SwingUtilities#invoke... methods), each call is invoked on the current Thread, including the setVisible call.
It looks like you think that making Swing components visible somehow makes your code switch threads. No, the painting of the Swing components will happen on the EDT. And as you correctly stated, Swing is not thread safe.
That is why you should create the component on the EDT as well, and not on another thread. It might work without problems the majority of the time, but eventually you will stumble upon weird bugs.
As I understand all event listening goes through the EDT. So if I create a new component within for example an actionPerformed method it should do fine.
Also if I pass a runnable instance to invokeLater or invokeAndWait then all the run() method will be done by the EDT.
Correct.
So in my anonim class where I add the two buttons im in the EDT, but the components are not added to my frame just after i resize it
Adding components to a Container requires you to revalidate the layout (see the javadoc of the Container#add method). Just call
revalidate();
repaint();
after you add the buttons and it will work as expected. Manually resizing the frame has the same effect as you already noticed.
So i dont get my new components even within edt, however when i create a random thread outside edt and make it change some gui element property (for example setText) in just works fine outside the edt.
As stated before, it might work most of the time, but there is no guarantee it will work 100% of the time. The reason the adding of your components did not work as expected is explained above, and has nothing to do with threading issues.

Related

JPanel doesn't repaint if repaint() is called within JFrame code

I have a class Forest and CellularJPanel, which extends JPanel and displays Forest. I wrote a primitive code to create JFrame, Forest, CellularJPanel and add CellularJPanel to the JFrame. Next is an infinite loop, which makes Forest update and CellularJPanel repaint.
JFrame jFrame = new JFrame();
Forest forest = new Forest();
CellularJPanel forestJPanel = new CellularJPanel(forest);
jFrame.add(forestJPanel);
jFrame.pack();
//jFrame.setResizable(false);
jFrame.setLocationRelativeTo(null);
jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jFrame.setVisible(true);
while (true)
{
try
{
forestJPanel.repaint();
forest.update();
forest.sleep(); // calls Thread.sleep(...)
}
catch (InterruptedException e)
{
}
}
Here is a code of the CellularJPanel class:
public class CellularJPanel extends JPanel
{
private CellularAutomata cellularAutomata;
public CellularJPanel(CellularAutomata cellularAutomata)
{
super();
this.cellularAutomata = cellularAutomata;
setPreferredSize(this.cellularAutomata.getDimension());
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D graphics2D = (Graphics2D)g;
cellularAutomata.draw(graphics2D);
}
}
If I use above code within main() method, then everything works fine,
CellularJPanel repaints, paintComponent() is called normally.
If I paste the same code to UI JFrame button click event method, then new JFrame shows and even displays initial state of the Forest, because paintComponent is once called, when jFrame.setVisible(true) is called. Then while loop is being executed, but CellularJPanel doesn't repaint, paintComponent is not called. I have no idea why, maybe I should use SwingUtilities.invokeLater(...) or java.awt.EventQueue.invokeLater somehow, but I've tried them and it didn't work, I'm doing something wrong.
Any suggestions?
P.S.
My target is to display CellularJPanel within the same UI JFrame, from which button was clicked. But even if I add this panel to main UI JFrame, it doesn't work.
Your problem is having a while(true) on the Event Dispatch Thread which will block anything related to UI because UI events aren't getting handled anymore.
The event dispatch thread (a single thread) works down a queue of UI event messages, until it handles the one where your while(true) loop is running. It then blocks any further processing because there's an infinite loop on it. Calling SwingUtilities.invokeLater from that loop won't help because it posts an event to the event dispatch thread, which is blocked in the while(true) loop.
So remove that loop, instead use a javax.swing.Timer to time your events. In the timer event, change the state of your UI and call for a repaint. The timer event will be synchronized with the UI thread, so changing state of UI components is allowed.
There is a single UI thread that draws things - it's also the one that handles button clicks. In swing, this is called the event dispatch thread. If The UI thread is busy running a while loop, it can't paint.
You can quickly verify this by making your button click handler run only a single iteration of your loop (without the sleep): forest.update(); forestJpanel.repaint();
You can auto update from a separate thread (like Timer) that calls repaint/sleep in a loop.

How does ignoring the event dispatch thread allow this program to work?

As I tried to see if I could answer this question earlier today. I realized that I don't fully understand the Event Dispatch Thread (EDT). Googling both confirmed and helped with that and clarified why I don't. (This might also be relevant to understanding.)
The code sets up a GUI and later (as in the earlier question) updates a text field until a flag is unset.
I have several questions/requests.
Please explain why the code below runs fine if both calls (to swingInit and doIt) are outside the invokeLater block (as shown), since both calls affect or query the GUI yet neither are executing on the EDT (are they?). Isn't that inviting failure?
Code also runs if call to swingInit is inside and doIt outside invokeLater. So swingInit is executed on the EDT, but shouldn't doIt not executing on the EDT be a problem? (I was surprised that this worked. Should I have been?)
I guess I understand why it hangs if doIt is inside invokeLater regardless of where swingInit is: the purpose of invokeLater is ONLY to initialize the GUI (right?).
Should doIt only be initiated (possibly from an event occurring) on the EDT but certainly not inside invokeLater block?
(The history of the EDT concept is interesting. It was not always thus. See link above to "why I don't" understand it.)
import static java.awt.EventQueue.invokeLater;
import java.awt.event.*;
import javax.swing.*;
public class Whatever
{
static boolean flag = true;
static JTextField tf = new JTextField("Hi",20);
static JPanel p = new JPanel();
static JFrame f = new JFrame();
static JButton b = new JButton("End");
public static void main(String[] args)
{
swingInit();
invokeLater
(
new Runnable()
{
#Override
public void run()
{
// swingInit();
// doIt();
}
}
);
doIt();
}
static void swingInit()
{
b.addMouseListener
(
new MouseAdapter()
{
#Override
public void mouseClicked(MouseEvent e)
{
flag = false;
JOptionPane.showMessageDialog(null,"Clicked... exiting");
System.exit(0);
}
}
);
p.add(tf);
p.add(b);
f.add(p);
f.setVisible(true);
f.pack();
f.setDefaultCloseOperation(WindowConstants.DISPOSE_ON_CLOSE);
}
static String getInfo(){
return "Hello... " + Math.random();
}
static void doIt(){
while(flag)
tf.setText(getInfo());
};
}
Taking each of your bullet points:
The code is launched on the Main thread - the EDT is run in parallel.
swingInit returns after constructing the UI which is then under
control of the EDT, allowing dotIt to do its thing in parallel on the main thread
Similar situation as above, but here you are guaranteeing construction of the UI on the EDT (as recommended by Oracle).
A long running task is placed onto the EDT, preventing it from showing (if placed before swingIt) or painting and interaction (if placed after). the purpose of invokeLater is ONLY to initialize the GUI The purpose is to place non-thread safe Swing calls onto the EDT. If within the main method, I would recommend using SwingUtilities.invokeAndWait
If you wish to update the UI like this, consider doing so with a SwingTimer.
Running EDT specific, non-thread safe code outside the EDT doesn't guarantee failure, but it does invite failure (via conflicts when two (or more) threads attempt to update data at the same time).
I once spent hours tracking down a mysterious NullPointerException, only to realize it was a LookAndFeel issue whose calls were not on the EDT. Lesson learned.
static void doIt(){
while(flag)
tf.setText(getInfo());
};
That busy-loop inside doIt ties up the GUI thread (spinning in that loop), which will cause the GUI to hang.
You didn't actually explain what you mean by "runs fine", but I'm assuming that's the problem that you're seeing.
You might want to use a Swing Timer to do something like what you do in the loop.

using sleep() in swing

public class TestFrame extends JFrame
{
public TestFrame()
{
setBounds(10, 10, 500, 500);
setLocationRelativeTo(null);
setDefaultCloseOperation(3);
}
public static void main(String[] args) throws InterruptedException
{
TestFrame tf = new TestFrame();
tf.add(new JButton("test1"));
tf.setVisible(true);
Thread.sleep(2000);
tf.getContentPane().removeAll();
tf.add(new JButton("test2"));
System.out.print("Show test");
}
}
I want the program show JButton("test2") after 2 seconds.
Then I add thread.sleep(2000) after test1.
But I don't know why the program stops at showing the test1 JButton,
not showing test2 JButton and the "show test" message can sucess print out
Short answer, don't.
Swing is a single threaded framework, this means that any thing that blocks the Event Dispatching Thread will prevent it from updating the UI or processing any new events (making your UI look like it's hung, cause it has).
Sure, you could use a Thread, but Swing is also not thread safe. This means that ALL modifications to the UI MUST be made from within the context of the Event Dispatching Thread. While there are ways to overcome this, the easiest way is to simply use a Swing Timer.
Take a closer look at How to use Swing Timers and Concurrency in Swing for more details
You should also take a look at Initial Threads.
When updating the UI, it may be required to call revaldiate and repaint after you have added the new components to force the UI to update to re-layout it's contents.

Calling a method from a JButton is freezing a JFrame?

I'm doing a basic Pong game for a class. I have the Pong working, and I have a GUI display on startup, unfortunately I can't seem to start the game from the start JButton. I've commented where the problem is on the code, and removed irrelevant code.
frame.add(GUIPanel);
JButton startButton = new JButton("Start!");
GUIPanel.add(startButton, BorderLayout.CENTER);
startButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e)
{
frame.getContentPane().remove(GUIPanel);
frame.validate();
frame.repaint();
drawPanel = new DrawPanel();
drawPanel.requestFocus();
frame.getContentPane().add(BorderLayout.CENTER, drawPanel);
//This is the part that freezes it, everything else works fine
//except that the playGame method isn't called. If I remove the whole
//startButton and whatnot I can call playGame and it works perfectly.
playGame();
}
});
}
any ideas?
Swing is a single threaded framework.
That is, all interactions and modifications to the UI are to be made from within the context of the Event Dispatching Thread. Anything that blocks this thread will prevent it from processing, amongst other things, repaint requests and user input/interactions.
My guess is that playGame is using something like Thread.sleep or some kind of while(true) and is blocking the EDT, causing your program to appear as if it's frozen
Have a read through Concurrency in Swing for more details.
A simple solution would be to use a Swing Timer to act as you game loop. Each time it ticks, you would update the state of your game and call (something like) repaint on you game's component
It looks like you've got a parenthesis that doesn't belong next to your second to last semicolon. Try removing it.

What is the correct way of manipulating Swing components at program startup?

I'm creating an application in Swing using NetBeans. I would like to be able to manipulate some components during its startup (just once), after the window's made visible, for example update a progress bar. To this end, I have the app's main class, called MainWindow:
public class MainWindow extends JFrame
{
public MainWindow()
{
initComponents(); // NetBeans GUI builder-generated function for setting
// up the window components
}
public void Init()
{
loadLabel.setText("Loading....");
loadProgressBar.setValue(20);
doSomething();
loadProgressBar.setValue(40);
doSomething();
loadProgressBar.setValue(80);
doSomething();
loadProgressBar.setValue(100);
loadLabel.setVisible(false);
loadProgressBar.setVisible(false);
}
/* .... */
public static void main(String args[])
{
java.awt.EventQueue.invokeLater(new Runnable()
{
public void run()
{
mainHandle = new MainWindow();
mainHandle.setVisible(true);
mainHandle.Init();
}
});
}
}
The problem is that the effect of the statements for updating the progress bar (or manipulating any other GUI component) within the Init() function can't be observed. If the Init() function is called from within main() as shown above, the window appears, but is empty, the Init() function executes and returns, only afterwards the window draws its contents but any changes made by Init() aren't visible because the window was empty and inactive the whole time. I also tried calling init from the windowOpened() AWT event, which executes after the window is fully drawn, but amazingly putting any statements for manipulating components there seems to have no effect, or rather they are put in a queue, and executed rapidly at some point in succession, so only the effect of the last one (hiding of the elements) can be observed. The only way I managed to get it working was to remove the whole invokeLater(new Runnable()...) mantra and put the new MainWindow(), setVisible(), Init() sequence directly in main(), which I guess is very ugly and breaks the concept of the gui running in a threaded manner. What is the right way to do this? Where do I put code to be executed first thing when the gui is ready to be manipulated, execute the statements once and return control to the main event loop?
I guess at the moment this is working in such a way, that while the Init() function is operating, any operations on the gui components are suspended (the drawing thread isn't separate and waits for Init() to finish before the manipulations are executed). Maybe I should make Init() a new thread... only how and what kind?
Thanks.
You could change the EventQueue.invokeLater() to invokeAndWait(), and move the call to init() out to a second EventQueue.invokeLater() call.
If (as looks to be the case) doSomething() takes a noticable amount of time, a better idea is to move the Init code into the body of a SwingWorker. This could be executed from the MainWindow() constructor or after the setVisible() call in main and is the idiomatic way to have a responsive GUI (in case the user gets bored waiting and wants to quit) and display some visible signs of progress.
See the process and publish methods for details on how to update the progress bar between doSomething() calls.
You may also want to look into ProgressMonitors for another alternative that would deal with the dialog box etc for you.
There are several things you can do:
For windows (such as JFrame or JDialog) you can attach WindowListener and do your manipulations in windowOpened method.
Override addNotify method and do your control manipulations there.
Attach HierarchyListener and do your manipulations whenever displayability of component changed.
Always make sure your do your component manipulations on EDT. Use SwingUtilities.invokeLater for simple UI updates or SwingWorker for long running tasks

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