JLayer Player overwrites refesh of SWT widgets when placed in a loop - java

I am attempting to make an application that retrieves images and .mp3 files and transitions from one image to the next once the audio has finished. The underlying framework of how I transition between these images is a little convoluted, but I have managed to get an action in SWT that successfully enables me to manually transition from one to the next. However, a problem has arisen when I've tried to automate it; when placed into a loop, my playAudio() method begins before all of the calls I make in my displayShow() method have resolved, which results in a blank window, despite the audio still playing.
Here is the run method for the action that I want to start the show:
Action startAction = new Action("Start") {
public void run() {
//do {
displayShow();
playAudio();
//} while(true);
}
};
Here is playAudio(). I am able to PLAY the audio without incident:
public void playAudio() {
final String audio = "Happy_Birthday.mp3";
audioLatch = new CountDownLatch(1);
audioThread = new Thread() {
public void run() {
try {
Player player = new Player
(new BufferedInputStream
(new FileInputStream(audio)));
player.play();
audioLatch.countDown();
} catch (JavaLayerException e) {
} catch (FileNotFoundException e) {
} catch (Exception e) {
}
}
};
audioThread.start();
try {
audioLatch.await();
} catch (InterruptedException e) {
}
}
And here is displayShow():
private void displayShow() {
new Thread() {
public void run() {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
Control[] children = container.getChildren();
for (int i = 0; i < children.length; i++) {
children[i].dispose();
}
show.showSlide(container);
container.layout();
}
});
}
}.start();
}
show.showSlide returns a composite whose parent is container, which is the immediate child of the highest parent composite. Within the newly created composite, an image is added to a label and the label's parent is assigned to composite. I realize whether displayShow() is in a separate thread or not seems to be immaterial; this was just the last thing I tried.
It is not solely the addition of the loop that causes the refresh to not execute. The only way I can get the manual transition to work is if I remove the CountDownLatch from the playAudio() method. Were I to remove this latch, the only way to encase these two methods in a loop would be embedded while loops, which seem to hog a fair amount of the CPU and still does not solve my problem. Am I missing anything?

The audioLatch.await() is blocking the main program thread, this is the thread that all SWT operations run on so the Display.asyncExec runnables are just being queued until the thread is available.
If you really must wait in the playAudio method you could run the display event loop there until the background thread is finished:
while (! background thread finished)
{
if (!display.readAndDispatch())
display.sleep();
}

Related

Starting "asyncExec" in Mouse Down Event results in blocking behavior

Having a "next" Button, when I press keyboard enter key with the button selected, the widgetSelected event of the button is being repeatedly called once and once and doing a super fast next. It's exactly the behaviour I want, but only happens with keyboard enter key.
I want to have that behaviour with mouse click when holding the click. When trying to do the same with the mouse click, the behaviour is not the same, it only makes one event call, and when the click is end (UP). How to simulate the same behaviour with the mouse click?
I tried it doing this, but it blocks the UI (can't understand why) and mouseUp is never being called, it blocks forever in the while:
button.addMouseListener(new MouseAdapter() {
boolean mouseDown;
#Override
public void mouseDown(MouseEvent e) {
System.out.println("mouseDown");
mouseDown = true;
Display.getDefault().asyncExec(new Runnable() {
#Override
public void run() {
while (mouseDown) {
System.out.println("Doing next in mouseDown");
next(composite, label_1);
synchronized(this){
try {
wait(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
});
}
#Override
public void mouseUp(MouseEvent e) {
System.out.println("mouseUp");
mouseDown = false;
}
});
The Runnable you give to asyncExec runs in the UI thread. You must never do any sort of wait in the UI thread as that will block the UI until it completes.
So you cannot run a loop like this as it just blocks the UI. Since the loop never returns to the main SWT readAndDispatch loop no UI actions are done.
Instead use the timerExec method of Display to schedule a Runnable to run after a given interval. This runnable should do one step of the action and use timerExec to schedule the next step later.
I remember there was another question a few days ago regarding a long mouse click behaviour but I can't find it anymore. I put this code based on greg-449 solution to use timerExec method, after my failed attempts to use asyncExec in the UI thread. :)
button.addMouseListener(new MouseAdapter() {
boolean mouseDown;
#Override
public void mouseDown(MouseEvent e) {
mouseDown = true;
Display.getCurrent().timerExec(1000, () -> {
if (mouseDown) {
button.notifyListeners(SWT.Selection, new Event());
button.notifyListeners(SWT.MouseDown, new Event());
}
});
}
#Override
public void mouseUp(MouseEvent e) {
mouseDown = false;
}
});
button.addSelectionListener(SelectionListener.widgetSelectedAdapter(
e -> System.out.println("Do next")));

Updating imageViews in onTouchEvent in realtime

In my onTouchEvent method (in a class that extends Activity), I have some imageViews that change one by one, which is done by waiting a little before executing the next change.
//in the onTouchEvent method
//ivList is an arrayList of imageViews
ivList.get(0).setImageResource(R.drawable.drawable1);
synchronized (this) {
try {
wait(500);
} catch (InterruptedException e) {
}
}
ivList.get(1).setImageResource(R.drawable.drawable2);
However, when this is executed, the changes only take place once onTouchEvent is concluded, so the result is a minor delay and then both imageViews change at once, as opposed to one imageView changing, a minor delay, and then the second one changes. Can someone explain how to fix this?
The problem is you should not use wait() because it will block the main thread
ivList.get(0).setImageResource(R.drawable.drawable1); // this is doing in main thread
synchronized (this) {
try {
wait(500); // this blocks the main thread
} catch (InterruptedException e) {
}
}
ivList.get(1).setImageResource(R.drawable.drawable2); // this is also doing in main thread
try following
Runnable r = new Runnable() {
#Override
public void run() {
ivList.get(1).setImageResource(R.drawable.drawable2);
}
};
ivList.get(0).setImageResource(R.drawable.drawable1);
// no synchronized is needed
new Handler().postDelayed(r,500); // call to change the image after 500s
of cause your Runnable and Handler can create else where so that you do not need to create them every time the onTouchEvent is trigeered
okay , if you are going to make it work for 10 images.
// these are local variables
//create a contant int array for the 10 images
int[] imgs = {R.drawable.drawable1 , R.drawable.drawable2 ,....,R.drawable.drawable10};
int count = 0; // counting which image should show
// local variable ends
// initialize
Handler handler = new Handler();
Runnable r = new Runnable() {
#Override
public void run() {
if (count < 9){
count++;
ivList.get(count).setImageResource(imgs[count]);
handler().postDelayed(r,500);
}
}
};
// in your touch event
ivList.get(0).setImageResource(R.drawable.drawable1);
// no synchronized is needed
handler().postDelayed(r,500); // call to change the image after 500s

Thread.sleep and hiding buttons

The problem that I have in my code is that when it runs the button.setVisible(true); it won't set the button to visible until all the other if statements are passed through which really confuses me.
I'm trying to make simon says, and what this try-catch does is that it makes the button in the sequence order blink so that the user can know which button it is that follows.
I'm new to programming so any tips and advises are welcome.
Thank you for taking a look!
try {
inputOrder.clear();
// System.out.println("THIS IS INPUT" + inputOrder);
Sequence.add(randomNumber());
int f = 0;
for (; f < Sequence.size(); f++) {
//Thread.sleep(2000);
if (Sequence.get(f) == 1) {
try {`
btnNewButton.setVisible(false);
Thread.sleep(1000);
} catch (InterruptedException e1) {
}
Thread.sleep(1000);
System.out.println("it ran here");
btnNewButton.setVisible(true);
}
if (Sequence.get(f) == 2) {
try {
btnBlue.setVisible(false);
Thread.sleep(1000);
} catch (InterruptedException e1) {
}Thread.sleep(1000);
System.out.println("it ran here");
btnBlue.setVisible(true);
}
if (Sequence.get(f) == 3) {
try {
btnYellow.setVisible(false);
Thread.sleep(1000);
} catch (InterruptedException e1) {
}Thread.sleep(1000);
System.out.println("it ran here");
btnYellow.setVisible(true);
}
if (Sequence.get(f) == 4) {
try {
btnGreen.setVisible(false);
Thread.sleep(1000);
} catch (InterruptedException e1) {
}
Thread.sleep(1000);
System.out.println("it ran here");
btnGreen.setVisible(true);
}
System.out.println(Sequence);
// Order.add(getColor(Sequence.get(f)));
System.out.println(Order);
text.setText(String.valueOf(Order.size()));
}
btnNextRound.setVisible(false);
} catch (InterruptedException e1) {
e1.printStackTrace();
}
Looks like this happens because you are doing this operation in the UI thread, and it does not have time to execute EventQueue since you force to sleep the UI thread, due to this thread gets chance to actually do the paint once it finish all the sleep calls.
In order to get desired output, I think you should move the sleep logic into a separate thread or to a SwingWorker. If you moved the logic to a separate thread you need to use the EventQueue.InvokeLater to enable buttons.
The way that the Java Swing GUI works is that everything happens one after another. Only when the entire method you posted is finished will the next GUI events (such as the repainting events that need to occur to show that the button's not visible anymore). Doing a Thread.sleep just makes your method take longer to finish. The result is that your UI is frozen because no other events (such as mouse, keyboard, or repainting events) are able to run until after all of your sleep calls.
To perform animation in Java, you should use the javax.swing.Timer class rather than using Thread.sleep. Below I've posted a quick example of a timer that, when started, will cause a button to flash. This doesn't completely solve your problem (you're also looping, but you really need another timer to actually schedule when the buttons will flash so that they don't all happen at once).
import javax.swing.Timer
/**
* Timer that causes a button to flash (become invisible for 1 second, and then become visible again).
*/
public class ButtonFlashTimer extends Timer {
private final JButton buttonToFlash;
public ButtonFlashTimer(JButton button) {
super(1000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// This method is called every 1000 ms (until we tell
// it to stop). This allows us to perform the next "step"
// in the animation.
boolean isVisible = buttonToFlash.isVisible();
if (isVisible) {
buttonToFlash.setVisible(false);
} else {
buttonToFlash.setVisible(true);
// Once we've flashed, stop the timer (don't keep flashing).
stop();
}
}
});
buttonToFlash = button;
// Become invisible immediately; the 1000 ms will be the time between the first
// call to the actionPerformed (which will set it as invisible) and the second
// call (which makes it visible again).
setInitialDelay(0);
setRepeats(true);
}
}

Java Thread.sleep() within a for loop

public void playPanel() throws IOException{
for(int i = 0; i<listData.size(); i++){
try {
Thread.sleep(1000L);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
ascii.setText(listData.get(i));
}
}
What I'm trying to do is play through the listData ArrayList type, which was copied from the ascii JTextArea. Its supposed to be an animation, so when they hit play the function displays the first slide, waits a second, then the next slide, etc.
When I run this the only thing that happens is a pause with nothing on the screen changing until it displays only the final slide. I'm not sure what's wrong with it
You should never call Thread.sleep(...) on the Swing event thread unless your goal is to put the entire application to sleep, rendering it useless. Instead, get rid of the for loop, and "loop" using a Swing Timer. Something like this should work, or be close to a functioning solution (caveat: code has not been compiled nor tested):
int delay = 1000;
new Timer(delay, new ActionListener() {
private int i = 0;
#Override
public void actionPerformed(ActionEvent e) {
if (i < listData.size()) {
ascii.setText(listData.get(i));
} else {
((Timer) e.getSource()).stop();
}
i++;
}
}).start();

Getting and Setting a Flag variable in a thread

I am interfacing with a JNI that allows me to use a fingerprint scanner. The code I have written takes the scanned ByteBuffer parsed back to it by the JNI and turns it into a BufferedImage for saving.
What I can't figure out is how to wait for the scan thread to finish before the the jlabel icon on my GUI tries to update. What would be the easiest way to do this?
What else do I need to add?
Edit:
//Scanner class
Thread thread = new Thread() {
public void run() {
// [...] get ByteBuffer and Create Image code
try {
File out = new File("C:\\Users\\Desktop\\print.png");
ImageIO.write(padded, "png", out);
// [???] set flag here
} catch (IOException e) {
e.printStackTrace();
}
}
};
thread.start();
return true;
//Gui class
private void btnScanPrintActionPerformed(java.awt.event.ActionEvent evt) {
Scanner scanPrint = new Scanner();
boolean x = scanPrint.initDevice();
//Wait for the scanning thread to finish the Update the jLabel here to show
//the fingerprint
}
Not sure if you are using Swing or Android for UI but you would want to notify the main event dispatch thread (in swing it is called just that). You would run the scanning thread, then when complete send a 'message' to the EDT with the action that you want to be done to the button.
Thread thread = new Thread(new Runnable(){
public void run(){
//scan
SwingUtiltilies.invokeLater(new Runnable(){
//here you can update the the jlabel icon
public void run(){
jlabel.setText("Completed");
}
});
}
});
In UI development there is no waiting for an action to complete because you always want the EDT to be responsive.
at the end of a the scan thread, use SwingUtilities.invokeLater() to update the gui with the results of the scan.

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