Handling mouse input in a multi threaded game - java

First of all, I apologize for the unruliness of this question, I tried to explain everything that was essential without leaving anything important out or giving anything extra, but I may not have done the best job. I would post code but there is just way too much of it tot be able to post.
I am developing a game in Java, using no external libraries. I have a main class that also handles my Jframe. It sets everything up, such as size, title, etc, then starts a new Thread that handles everything else that's not basic setup. It's an loop that runs until the game is closed. It basically consists of update, then render. Those methods call the corresponding method in a state managing class, which contains an instance of a custom GUI class that I extend for all of my GUIs. I have it declared as a GUI rather than one of GUI's subclasses so that whenever I need to switch GUIs I can simply swap in a new one seamlessly. So the basic flow of the program is the threads update() -> state manager's update() -> GUI's update(), then the same thing for render. So my question is, since I have the Jframe declared outside of my thread, what is the best way to pass mouse input into the thread? If there was just a single object that I could grab and send into the GUI, it should be simple. But since there could potentially be multiple MouseEvents coming from the MouseAdapter between each frame, I can't seem to wrap my head around how to do this. The best idea I've come up with was to make an array of MouseEvents, then iterate through it in the update method. However, for some reason Eclipse kept giving me errors when. I tried to make the array, so I gave up on that in about a minute.

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Event handling between immutable objects

I am making a simple notepad application in Java and trying to use a fluid and immutable style, for the sake of trying it out. I have found it a lot of fun and am seeing lots of the great advantages that get talked about in regards to functional programming (code clarity etc.).
But I have an issue with event handling in general. I have one class TextArea that provides a Notepad-like document like you'd expect. Then I have another class ScrollBar . They are manipulated by a master class CentralController that keeps the scroll bar and text area working together (not the real class name, it's just for this example).
So if the user presses the down arrow, CentralController simply calls TextArea.withDownArrow() and that returns a new copy of the TextArea with the cursor moved down. The problem is the Scroll Bar now needs to be moved, so the CentralController needs to know whether the TextArea got scrolled by that down arrow.
My first attempt to solve it was to return an object that contained not only the new TextArea, but also a flag saying whether the scroll needs updating. That worked well but didn't feel right because I was no longer returning the TextArea whereas you really should in 'proper' functional programming (roughly speaking).
So then I tried having a flag inside TextArea that would get set if TextArea.withDownArrow() caused scrolling. That also works well but seems wrong to have a method result stored 'globally' in the class. It also has issues where you might call withDownArrow() twice and then the flag gets overwritten with a new result.
I have read a bit about Reactive Programming and it does seem interesting, but I'm not sure of it's suitable for this situation where you have a 'child' class sending a message to a sibling.
Just to add, I am under the impression normal event handling won't work in this situation. With immutable objects when you change something you create a new object. So any objects that try to send an event to a listener will be sending to an old pointer.
Am I missing an obvious way to do this because I feel like I am? Or is it actually ok to use normal Java event handling techniques and I'm worried about nothing?
Edit: I think I have worked out a good enough solution now. Even though the class that receives events (ScrollBar) is recreated all the time, the members of that class do not get recreated. Only things that change.
So I will just have an simple event receiver method in ScrollBar, and TextArea can have a list of listeners (basically the 'normal' way of doing events with listeners).
In summary my error was thinking I needed to send an event to a instance, rather than a member of that instance.
You have to differentiate between value objects and logic objects. Value objects contain nothing but values, no logic(*). They can be immutable.
But of course a text area cannot be a value object, nor can a scrollbar be a value object, because they must contain logic. Nor can they be immutable, because they contain state. So, scratch all that. It won't work.
(*) Or at least no logic that deals with external entities, or manipulates any of their own state.

How to return a value, but continue a loop?

I apologize if there's already an answer to my question, but I couldn't find a solution. I want to make an application which basically has two text fields and two combo boxes where you choose a increment step, and when you click start you can see the numbers change in different steps in each text box every second. I managed to do it in a single file using two threads, but I want to do it the MVC way. In other words, I have a Controller class which handles the View click, and runs a thread from my Model class, which returns the value on every iteration of the loop, and then I pass that value to the JTextField.setText() method to visualize it. In a single class I can easily do it in the loop itself:
while(!isInterrupted()){
count += step;
textField1.setText(count);
sleep(1000);
}
However, I think there are two ways to do it. Pass a reference of the View to the Model, and manipulate the text field from the Model class, which I feel counters the idea of the MVC to separate the model and the view. Or use a Callable or a Future somehow (I don't really know how they work, and if they will work in my case) to pass the count value on every iteration of the while loop to the Controller, which in turn is going to pass it on to the View.
How do you think I should do it, and is there any other (better) way of doing it?
You should read up on Event Handling in Java and Listeners.
The basic gist is: You want your GUI to be updated. More specific - you want it to be notified, when to update itself.
Solution : Listeners.
What's that? I linked to the oracle lesson in my comment, but basically you "register" your gui to be notified of some sort of event at the model. That is done by providing some Interface, that your gui will implement - for example an interface that declares a method 'onMyValueChanged( int oldVal, int newVal )'. You will then add a reference to the gui at the model. The model would then use that reference to call the Listener interface when appropriate.
Mind that you should manipulate GUI Elements from the GUI-Thread (aka "EDT" = "Event Dispatch Thread"), only. So you will probably have to do some inter-thread communication in the listener implementation.
A convenient means of doing all the above is using SwingPropertyChangeSupport. See How to write a PropertyChangeListener for examples and further explanation.
Another way of meeting your requirement would be to use a SwingWorker and publish changes in the process. A good starting point would be this tutorial from oracle: https://docs.oracle.com/javase/tutorial/uiswing/concurrency/worker.html
And this section about the EDT is definitely for you: https://docs.oracle.com/javase/tutorial/uiswing/concurrency/dispatch.html
As a sidenote, I can really recommend those Oracle Lessons. They are an informative read and they are free. They really helped me a lot when I was a beginner and they still do frequently as look-up for things I do not use frequently.

ActionListeners, multiple field updates, and reloading user GUI selections from a file

I have multiple places where I convert between one coordinate system and another. In each case there is a cosine/sine calculation between, let's call them x, y and x', y'. These are all JFormattedTextFields.
If the user enters a value in any of the 4, an ActionListener is called. Lets call the fields fieldx, fieldy, fieldx1, and fieldy1. If the user enters anything in fieldx or fieldy, I HAD keyboard and focus listeners (the same one for all four fields) that would update fieldx1 and fieldy1 from the current values in fieldx and fieldy. If the call to the listener was from fieldx1 or fieldy1 it would calculate fieldx and fieldy.
Then I decided to save fields chosen (including a bunch of check-boxes on/off and some spinners' values) in a config file (new requirement after development). I thought that by setting values and states all would be fine BUT certain things were not happening (behind the scenes). I decided that part of this is that the triggered methods by various checking and entering and etc were not happening because the fields did not trigger keyboard and focus listeners when they were set by a piece of code.
After reading online I changed all the KeyboardAdapter to ActionListener and after I set the value I call postActionEvent() on the fields I mentioned above and now all the background stuff happens (though order is an issue and I'm going to save extra information about state to update this properly). I made this change because I thought it would be more difficult to fire off so many fake keyboard events?
There are probably more clever/smart ways to do this but for now I'm trying not to touch too much code.
Does anyone have a suggestion on a way to save the state of a panel and refresh this (the current object, the panel)?
If I continue to do it in this way, can someone suggest a way to MINIMIZE the times the ActionListener fires? It seems to fire so often it is ridiculous!
Should I instead do things as suggested here?
Should your class implement ActionListener or use an object of an anonymous ActionListener class
That seems like a lot more coding involved but a lot more precise in what triggers when...
If this kind of question/discussion is out of place here, just let me know :). Just typing up this page has made me think of more things to read up on and to try.
I'm trying not to touch too much code.
This is a foundational mistake; the trash can is an important design tool, and one or more minimal examples will be invaluable in learning to compose more complex applications.
Does anyone have a suggestion on a way to save the state of a panel and refresh this (the current object, the panel)?
Using the Model–View–Controller pattern, the program's data should be stored in a suitable model, and transformations should be done when model elements are rendered in the view; the Converter example shows how to manage custom events, and this example expands on the topic
If I continue to do it in this way, can someone suggest a way to MINIMIZE the times the ActionListener fires?
As suggested in the original article, use Action to encapsulate behavior. See Java SE Application Design With MVC: Issues With Application Design for a deeper examination of the problem.

Procedure for making GUI based applications

Is there any method to be followed before writing code for a GUI program? For previous programs, i had algorithm and/or class diagrams before writing code for the normal programs(those done before learning GUI)Should we follow anything similar while making GUI?I just made a small game(Book cricket) which involves using data stored in files and some computations.
I have completed the game just by making one thing at a time and so, i have lots of code. I just wanted to know if there is any procedure while making GUI based applications that can be followed for optimizing and making the code easy to read and debug?
To be more specific:
1. Should we design all panels in different classes?
2. If there are actionListeners for the objects, then should i put them along with the creation of the objects?
3. While using cardLayout to manage which panel should be visible, i often had to convert all the fields related to a panel static so that i could modify fields in one panel on actionEvents in some other panel.
Is this a standard thing to do or should i be doing something different.
4. I use the terminal to write my codes. Since i have just started working on GUI, i thought working with terminal would be a more better learning experience.Should i continue using terminal or switch to some IDE like eclipse/netBeans ???
Thanks
What kind of program does you want to write : it is a game or just an application ? For each kind of thing, often, there are patterns to do this. Moreover, for each kind of game or application, there are many ways to build framework. In other word, it's diversity, and depend well on program.
Nevertheless, in general way, there are some suggestion when you start to design your program. For example, you can apply MVC (Model-View-Controller) to this by :
View : this is a GUI and just a GUI. it contains code to build a GUI, build action listener for some objects such as buttons .... when some action appears on this GUI, for example, someone click a button, it will call appropriate action in Controller. So, View, in fact, doesn't really understand anything. It doesn't know (and doesn't care) this button or that button should do what.
Controller : connect between View and model. It will initialize View and Model. It will receive action from View, and call appropriate method from model and return result again to view. Controller knows how to control flow of data from user.
Model : a class with bunch of action that your application can do. Model doesn't really know, how to operate your program, it just holds the state of program.
Hope this help :)

Java separate MouseListener and performance

Writing a game and using mouse events for the first time, but as I play with them, the various methods are getting bigger. I want to separate the listening stuff into a diffrent class, but I will still need access to my various objects that are stored in my main class (where the listener methods currently resides having used implements)
Another thing I have noticed, is that when performing the events, they seam to have a very variable perfomance speed, is there any way to improve this?
any help / suggestion are very much appreciated
Thanks
Move the fields from the main class to a "model" class (which contains a model of your game).
In the main class, create the model and then pass it to the listener.
As for the performance: I suggest move the mouse handling in a thread which waits for a signal (see Object.notify()). In the listener, update the current coordinate (use AtomicReference and a Point object) and then send the signal. This way, you handler can do its work as fast as possible but when it can't keep up with the mouse, it will skip ahead (instead of lagging behind).

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