I am creating a javafx app. It uses some heavy programming (heavy mapping). I need to multithread it because the user-experience becomes laggy.
I don't want to re-write the whole code if it can be possible. But it is not necessary. I need someone to completely explain the life-cycle, how to control the thread and how to ask it to do something.
For instance, i provide a full list of mapping characters in my fxml controller:
#FXML
private static final Map <Character, String> myMap = new HashMap <> ();
static {
myMap.put('a', "5");
myMap.put('b', "6");
myMap.put('c', "7");
myMap.put('d', "8");
//And so on...
}
Then i encode the input text on button press:
String codedTextOut;
textToCode = enteredText.getText();
StringBuilder encoderTextSB = new StringBuilder();
for (char codeChar : textToCode.toCharArray()) {
encoderTextSB.append(myMap.get(codeChar));
}
codedTextOut = encoderTextSB.toString();
It gives a laggy user experience. I want to create a separate thread to do the encoding action on button press. Please help and also explain the various properties of thread. (i have checked out http://docs.oracle.com/javafx/2/threads/jfxpub-threads.htm, but it is not much informative)
Use predefined pool of threads, or new Thread(), where you provide runnable with your data.
it will move computations from javafx thread to some enother thread, so that user can continue interacting with the application.
When result is ready, use runLater() - this call wil be done on javafx queue, so that you will not run into concurrency troubles.
This allows you to return results of evaluation to the UI. (you shouldn't interact with UI components from another thread).
Use another features from javafx concurrent package, like Task for instance, as an option.
Here is a code snippet :
#Override
public void start(Stage primaryStage) {
final TextArea ta = new TextArea();
ta.setMinSize(100, 100);
Button btn = new Button();
btn.setText("Encode'");
btn.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
ta.setDisable(true);
new Thread(new Runnable() {
#Override
public void run() {
final StringBuilder codedTextOut = new StringBuilder();
String textToCode = ta.getText();
StringBuilder encoderTextSB = new StringBuilder();
for (char codeChar : textToCode.toCharArray()) {
encoderTextSB.append(codeChar + 15);
}
codedTextOut.append(encoderTextSB);
Platform.runLater(new Runnable() {
#Override
public void run() {
ta.setText(codedTextOut.toString());
ta.setDisable(false);
}
});
}
}).start();
}
});
VBox root = new VBox();
root.getChildren().addAll(ta, btn);
Scene scene = new Scene(root, 300, 250);
primaryStage.setTitle("Encoder");
primaryStage.setScene(scene);
primaryStage.show();
}
On click on button, you disable a text area, create a new Thread, execute code in it, after that put runnable on javafx queue, and execute piece of code from the second runnable on JavaFX thread, where you assign new text and enable the text area back.
Related
Lately I encountered some issues with code that asynchonously updates GUI. I then came across this article, which shined some light on the problem - I was not using Platform.runLater() to update my GUI components, however, consider the original code:
public class Main extends Application {
private TextArea textArea = new TextArea();
private Label statusLabel = new Label("Not Started...");
private Button startButton = new Button("Start");
private Button exitButton = new Button("Exit");
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(final Stage stage) {
startButton.setOnAction(event -> startTask());
exitButton.setOnAction(event -> stage.close());
HBox buttonBox = new HBox(5, startButton, exitButton);
VBox root = new VBox(10, statusLabel, buttonBox, textArea);
root.setStyle("-fx-padding: 10;" +
"-fx-border-style: solid inside;" +
"-fx-border-width: 2;" +
"-fx-border-insets: 5;" +
"-fx-border-radius: 5;" +
"-fx-border-color: blue;");
Scene scene = new Scene(root, 400, 300);
stage.setScene(scene);
stage.setTitle("A simple Concurrency Example");
stage.show();
}
private void startTask() {
Runnable task = this::runTask;
Thread backgroundThread = new Thread(task);
backgroundThread.setDaemon(true);
backgroundThread.start();
}
private void runTask() {
for (int i = 1; i <= 10; i++) {
try {
String status = "Processing " + i + " of " + 10;
statusLabel.setText(status);
textArea.appendText(status + "\n");
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
The problematic part is the runTask() method. The article explains that instead of simply using statusLabel.setText(status), I should use Platform.runLater(() -> statusLabel.setText(status));. That makes sense to me.
What doesn't make sense, however, is why I don't have to apply the same logic to textArea updates? Notice the fifth line of runTask() method - the textArea.appendText(status + "\n"); part. Why it doesn't give me an exception (java.lang.IllegalStateException: Not on FX application thread) about modifying an FX component from non-FX thread, since it's clearly a way of updating GUI FX component? What operations should I put inside the Platform.runLater() and what operations do now have to be there?
Run later will interfere more or less with the UI Thread. The execution will be queued in the UI thread. When you have a thread sleep or a long calculation the UI will freeze. You can use it for simple tasks. But in your case I do recommend it, because it is only a "set-operation".
Generally you should use Observable properties and bind them to the UI when possible. Then you don't need to do anything of the "Thread" and "Queuing" and "RunLater" operations.
When the WHOLE operation is needed to executed with the "run later", and the calculation would be time costly, you should look, for what you can run later or use a different Mechanism.
But when you just add something with out run laterform a difficult or longer calculation from another thread, an exception will pop up.
So what you want is to update the UI-Elements when it is needed and the new values are calculated or provided by whatever mechanism.
Here the way to go with Properties:
StringProperty text = new SimpleStringProperty("Hello");
Label label = new Label();
label.getTextProperty().bind(text);
Now whenever you Update text from another Thread, the update will automatically occur in the UI without Run Later.
If there is no way around:
What you could (in the case of more costly operations) do is have a queue that contains all the executions of updates for the view that come asynchronously. And execute the changes only in the JavaFX Thread.
You should use the Animationtimer for that.
//thread safe queue
Queue<Runnable> queue = new LinkedBlockingQueue<Runnable>();
Now the approach with runLater:
Platform.runLater(()->{
while(!queue.isEmpty()) {
queue.remove().run();
}
});
And the approach with the AnimationTimer.
AnimationTimer timer = new AnimationTimer() {
#Override
public void handle(long now) {
//Whatever condition or how many changes you would make at one tick
//In this case we just run all "updates" in that tick.
// I would recommend it, you could update 100 things each tick
while(!queue.isEmpty()) {
queue.remove().run();
}
}
};
timer.start();
Then have a thread that would calculate something and when it's done it adds the new change to the queue. Or sleeps or waits for a response etc.
private void startTask() {
Runnable task = this::runTask;
Thread backgroundThread = new Thread(task);
backgroundThread.setDaemon(true);
backgroundThread.start();
}
private void runTask() {
for (int i = 1; i <= 10; i++) {
try {
String status = "Processing " + i + " of " + 10;
//Add the new change as a Runnable here
//It will be run in the in the next update of the UI
tasks.add(()->{
statusLabel.setText(status);
textArea.appendText(status + "\n");
});
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
NOTE
It still depends for what purpose you are going to use it.
Those are just two approaches.
When you only update declared values, you could also use Property Bindings.
(StringProperty in your case)
And I would personally always go with the AnimationTimer.
RunLater decides when it is "fine" with queuing the Runnable. With the Animationtimer, you can be sure it is executed each tick, when a update is needed.
You could also Store all the updates and then do a "poll" of the new Values each tick.
TASK
When you know exactly where you want to put which value you should use Task and bind it the the UI element, that would also work.
Label statusLabel = new Label("Not Started...");
Task<String> t = new Task<String>() {
#Override
protected String call() throws Exception {
int i = 0;
while(//any condition ... ) {
i++;
Thread.sleep(1000);
updateValue("i is " + i);
}
return "last value!";
}
// now Bind the TextProperty of the Label to the ValueProperty of the
// Task
statusLabel.getTextproperty().bind(task.getValueProperty());
Thread backgroundThread = new Thread(task);
backgroundThread.start();
I’m trying to implement a caps lock alert on password field. If caps lock is ON then the bubble will appear below the password field. I’ve searched a lot but didn’t get any solution that how can I implement such bubble on input fields in JavaFX. I’ve found some source code to get the caps lock state.
boolean isOn=Toolkit.getDefaultToolkit().getLockingKeyState(KeyEvent.VK_CAPS_LOCK);
scene.setOnKeyReleased( event -> {
if ( event.getCode() == KeyCode.CAPS ) {
System.out.println("Capslock pressed");
System.out.println("Capslock state: " + isOn);
}
});
But my problem is how to implement the bubble alert on text field.
Here you can see what I have to do.
It would be helpful if you suggest me some possible ways as I’m new in JavaFX. Is there any JavaFX library to do such bubble alert on input fields?
It sounds like you have figured out how to get the input state you could try something like this for the listener
public class Main extends Application {
private Label capsLabel = new Label("Caps is ON");
private boolean capsIsOn;
#Override
public void start(Stage stage) {
System.out.println(Toolkit.getDefaultToolkit().getLockingKeyState(20));
//Try adding this line to get state on startup
capsLabel.setVisible(Toolkit.getDefaultToolkit().getLockingKeyState(20));
TextField textField = new TextField();
//Also try adding this line and to check again so when the field
//is selected it will check again
textField.setOnMouseClicked(event -> capsLabel.setVisible(Toolkit.getDefaultToolkit().getLockingKeyState(20)));
textField.setOnKeyReleased(keyEvent -> {
if(keyEvent.getCode().toString().equals("CAPS")){
capsIsOn = !capsIsOn;
capsLabel.setVisible(capsIsOn);
}
});
VBox vBox = new VBox();
vBox.getChildren().addAll(textField, capsLabel);
stage = new Stage();
stage.setScene(new Scene(vBox));
stage.show();
}
public static void main(String[] args) { launch(args); }
}
Alternatively you could set this on a timer and have it constantly checking personally I don't like the idea of constant use of computer resources but its not my project.
JavaFX doesn’t have any way to detect CapsLock. In theory, you could install a Scene-wide listener, but that wouldn’t catch when the state changes while other applications have focus.
Mixing AWT/Swing and JavaFX is perilous, because each has its own thread on which nearly all of its methods must be executed. Since CapsLock needs to be polled anyway, it makes sense to use javax.swing.Timer, which both executes an action regularly and ensures that action is run in the proper thread (the AWT event dispatch thread):
BooleanProperty capsLockOn = new SimpleBooleanProperty();
EventQueue.invokeLater(() -> {
Timer timer = new Timer(500, e -> {
boolean state = Toolkit.getDefaultToolkit().getLockingKeyState(
KeyEvent.VK_CAPS_LOCK);
Platform.runLater(() -> capsLockOn.set(state));
});
timer.start();
Platform.runLater(() -> {
Window window = passwordField.getScene().getWindow();
window.setOnShown(e -> EventQueue.invokeLater(timer::restart));
window.setOnHidden(e -> EventQueue.invokeLater(timer::stop));
});
});
Region message = new BorderPane(new Label("Caps Lock is on"));
message.setStyle(
"-fx-background-color: #f4f4f4;" +
"-fx-border-color: black;" +
"-fx-border-width: 1px;" +
"-fx-padding: 1em 1em 0.75em 1em;" +
"-fx-shape: 'M 0 10 h 20 l 10 -10 l 10 10 h 150 v 90 h -190 z';"
);
Popup capsLockWarning = new Popup();
capsLockWarning.getContent().add(message);
capsLockOn.addListener((o, wasOn, on) -> {
if (on) {
Point2D location =
passwordField.localToScreen(-15, passwordField.getHeight());
capsLockWarning.show(passwordField,
location.getX(), location.getY());
} else {
capsLockWarning.hide();
}
});
I'm currently trying to create a Splash Screen for my program since it takes some time to start up.
The problem is that it takes a while to create the GUI (creating dialogues, updating tables etc.). And I can't move the GUI creation to a background thread (like the "Task" class), since I'll get an "Not on FXApplication Thread" exception.
I tried using:
Platform.runLater(new Runnable() {
public void run() {
//create GUI
}
}
And the "call" method of a Task:
public class InitWorker extends Task<Void> {
private Model model;
private ViewJFX view;
public InitWorker(Model model) {
this.model = model;
}
#Override
protected Void call() throws Exception {
View view = new View();
Collection collection = new Collection();
//do stuff
}
}
When I wrote the program in Swing I could just display and update the Splash Screen on the EventDispatchThread, without any real concurreny. The code looked like this:
public void build() {
MainOld.updateProgressBar(MainOld.PROGRESSBAR_VALUE++, "Creating Menus");
menuCreator = new MenuCreatorOld (model, this);
menuCreator.createMenu();
MainOld.updateProgressBar(MainOld.PROGRESSBAR_VALUE, "Creating Toolbar");
toolBar = menuCreator.createToolBar();
createWesternPanelToolBar();
shoppingPanel = new ShoppingListOld(model, this, collectionController, shoppingController, controller);
centerTabbedPane = new JTabbedPane();
MainOld.updateProgressBar(MainOld.PROGRESSBAR_VALUE++, "Creating Collection");
collectionPanel = new CollectionOld(model, collectionController, this, controller);
MainOld.updateProgressBar(MainOld.PROGRESSBAR_VALUE++, "Creating Wish List");
wishPanel = new WishListOld(model, this, collectionController, wishController, controller);
MainOld.updateProgressBar(MainOld.PROGRESSBAR_VALUE++, "Creating Folders Table");
//and so on
}
public static void updateProgressBar(int progressValue, String text) {
System.out.println("Loading Bar Value:"+progressValue);
progressBar.setValue(progressValue);
loadingLabel.setText(text);
progressBar.setString(text);
}
Is there any way to create the GUI in the background while displaying a Splash Screen with a loading bar?
Edit:
I had a look at my code and was able to decrease the startup time by 5 seconds. Most of the dialogs pull data from the database when they are created. So I moved the creation of the dialogs into their getter methods. That resulted in an improvement of 3 seconds. But I would still like to know if there is in a way to create the GUI on a background thread.
Edit:
As suggested, I also tried using "RunLater" in a "Task".
This way I can create the GUI and display the SplashScreen, but I can't update the progress bar and progress label, since the GUI creation blocks the JavaFX application thread. The progress bar and label are only updated, after the GUI has been fully created.
Here's an example you guys can run (I removed the splash screen and only kept the progress bar and progress label):
public class InitWorker extends Task<Void> {
private static ProgressBar progressBar;
private static Label progressLabel;
private static double PROGRESS_MAX = 5;
private double loadingValue;
public InitWorker() {
loadingValue = 0;
}
#Override
protected void succeeded() {
System.out.println("Succeeded");
}
#Override
protected void failed() {
System.out.println("Failed");
}
#Override
protected Void call() throws Exception {
System.out.println("RUNNING");
Platform.runLater(new Runnable() {
public void run() {
displaySplashScreen();
for(int i=0; i<10; i++) {
try {
Thread.sleep(200);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
updateProgressBar(loadingValue++, "Label "+i);
Stage stage = new Stage();
Label label = new Label("Label " + i);
VBox panel = new VBox();
panel.getChildren().add(label);
Scene scene = new Scene(panel);
stage.setScene(scene);
stage.centerOnScreen();
stage.show();
}
// updateProgressBar(1, "Initializing...");
}});
return null;
}
public void updateProgressBar(double loadingValue, String text) {
progressBar.setProgress(loadingValue / PROGRESS_MAX);
progressLabel.setText(text);
}
public static void displaySplashScreen() {
Stage progressBarStage = new Stage();
progressBar = new ProgressBar();
Scene progressBarScene = new Scene(progressBar);
progressBarStage.setScene(progressBarScene);
Stage progressLabelStage = new Stage();
progressLabel = new Label("Loading...");
progressLabel.setPadding(new Insets(5));
progressLabel.setStyle("-fx-background-color: red");
Scene progressLabelScene = new Scene(progressLabel);
progressLabelStage.setScene(progressLabelScene);
double progressBarWidth = 500;
double progressBarHeight = 75;
//muss angezeigt werden, um sie abhängig von Größe zu positionieren
progressBarStage.show();
progressLabelStage.show();
//
progressBarStage.setWidth(progressBarWidth);
progressBarStage.setHeight(progressBarHeight);
progressBarStage.centerOnScreen();
progressBarStage.centerOnScreen();
progressLabelStage.setY(progressLabelStage.getY() + 25);
}
}
See Task documentation titled "A Task Which Modifies The Scene Graph", which provides an example:
final Group group = new Group();
Task<Void> task = new Task<Void>() {
#Override protected Void call() throws Exception {
for (int i=0; i<100; i++) {
if (isCancelled()) break;
final Rectangle r = new Rectangle(10, 10);
r.setX(10 * i);
Platform.runLater(new Runnable() {
#Override public void run() {
group.getChildren().add(r);
}
});
}
return null;
}
};
The above example add the rectangles to the scene graph via a 100 runLater calls. A more efficient way to do this would be to add the rectangles to a group not attached to the active scene graph, then only add the group to the active scene graph in the runLater call. For example:
final Group groupInSceneGraph = new Group();
Task<Void> task = new Task<Void>() {
#Override protected Void call() throws Exception {
final Group localGroup = new Group();
for (int i=0; i<100; i++) {
if (isCancelled()) break;
final Rectangle r = new Rectangle(10, 10);
r.setX(10 * i);
localGroup.getChildren().add(r);
}
Platform.runLater(new Runnable() {
#Override public void run() {
groupInSceneGraph.add(localGroup);
}
});
return null;
}
};
You can create and modify most scene graph objects off of the JavaFX application thread (including loading FXML), as long as the objects aren't attached to the active scene graph. By active scene graph I mean a scene graph which is currently attached as a scene to a displayed stage. (A complicated control such as a WebView may be an exception to this rule and may require creation on the JavaFX application thread).
You must only attach the scene graph objects created off of the JavaFX application thread to the active scene graph on the JavaFX application thread (for example using Platform.runLater()). And, you must work with them on the JavaFX application thread as long they continue to be attached to the active scene graph.
Im writing a small program that involves a timer but for some reason I cant get the TimerTask to update the value of my Label.setText
public class Main extends Application {
Label TimerLabel;
/* Create a Button named button */
Button button;
/* Create three Radiobuttons named Radio1,Radio2,Radio3 */
RadioButton Radio1, Radio2, Radio3;
Timer QuestionTimer = new Timer();
TimerTask QuestionTick = new TimerTask() {
#Override
public void run() {
TimerLabel.setText(String.valueOf(Integer.valueOf(TimerLabel.getText())+1));
}
};
public static void main(String[] args) {
launch(args);
}
/*UI Part*/
#Override
public void start(Stage primaryStage) throws Exception {
/*Window(Stage) Title is set to "Try 1"*/
primaryStage.setTitle("Try 1");
/*Button properties*/
button = new Button();
button.setText("Click Me");
//Radio Button
Radio1 = new RadioButton();
Radio1.setText("Click Me 1");
Radio1.setOnAction(e->{
System.out.println("Radio Button Clicked");
});
Radio2 = new RadioButton();
Radio2.setText("Click Me 2");
Radio2.setOnAction(e->{
System.out.println("Radio Button 2 Clicked");
});
Radio3 = new RadioButton();
Radio3.setText("Click Me 3");
Radio3.setOnAction(e->{
System.out.println("Radio Button 3 Clicked");
});
TimerLabel = new Label();
TimerLabel.setText("0");
/*Here my layout is defined */
Pane Buttonlayout = new Pane();
button.setLayoutX(200);
button.setLayoutY(200);
Radio1.setLayoutX(15);
Radio1.setLayoutY(20);
Radio2.setLayoutX(15);
Radio2.setLayoutY(40);
Radio3.setLayoutX(15);
Radio3.setLayoutY(60);
TimerLabel.setLayoutX(100);
TimerLabel.setLayoutY(20);
Buttonlayout.getChildren().add(button);
Buttonlayout.getChildren().add(Radio1);
Buttonlayout.getChildren().add(Radio2);
Buttonlayout.getChildren().add(Radio3);
Buttonlayout.getChildren().add(TimerLabel);
/*Here we define the scene (aka everything inside the stage (inside the window))*/
Scene scene1 = new Scene(Buttonlayout,300,250);
primaryStage.setScene(scene1);
primaryStage.show();
QuestionTimer.scheduleAtFixedRate(QuestionTick,1000,1000);
}
}
So thats my code, I know most of it seems stupid but I first wanted to start programming on the timer and well it didnt work. Any kind of help would be appreciated
From the code it appears you are utilizing the java.util.Timer class. The documentation states Implementation note: All constructors start a timer thread. The the JavaFX UI should not be updated from another thread, which is what you are doing with the timer.
Rather than updating the UI directly use the Platform.runLater(Runnable) to schedule the UI tasks on the main JavaFX thread.
javafx.application.Platform.runLater(new Runnable() {
#Override
public void run() {
TimerLabel.setText(String.valueOf(Integer.valueOf(TimerLabel.getText())+1));
}
}
And please, do yourself a favor and get rid of the method chaining. It will make it easier to debug when Integer.valueOf throws an Exception.
String timer_label = TimerLabel.getText();
Integer timer_int = Integer.valueOf(timer_label);
String timer_text = String.valueOf(timer_int + 1);
TimerLabel.setText(timer_text);
I am probably missing something here, but I'll try and explain what I want to achieve and then someone please tell me that I am doing it wrong(which I am :) ) and point me in the right direction?
I am using JavaFX 2.0, but I think this problem would lend itself to Swing, or any UI framework.
I want to develope a simple splash screen for my application, when the splash screen starts, I want to have a message label that will be used to update a user on whats happening, in regards to configuring up the back end of the application. My application start up has 2 steps, the first step uses Spring to initialise the Application Context, which in turn initialises the DB (JPA 2.0/Hibernate/etc). The second part of my application start up process will query the DB for the initial data which will be used to populate the UI. Both these steps need to be complete before I can close the splash screen, and between each step I want to update the label in the splash screen to let a user know which stage is being done at that time.
I have broken this down into the following simple program which uses JavaFX and a button, when the button is pressed a new thread is created, that starts another class, which just performs some count to an abitary value, and then another another thread is created to simlate the second step of the start up process, But my issue is here that the second thread attempts to run before the first thread has finished, and as a result runs into a NPE.
Below is a breakdown of some simple code that highlights this issue:
public class Test extends Application
{
private LongTester lt;
public static void main(String[] args)
{
launch(args);
}
#Override
public void start(Stage primaryStage)
{
Button btn = new Button();
final Label lblText = new Label("Starting");
btn.setText("Say 'Hello World'");
btn.setOnAction(new EventHandler<ActionEvent>()
{
#Override
public void handle(ActionEvent event)
{
new Thread(new ConstructorRunnable()).start();
lblText.setText("More Loading?");
new Thread(new MethodRunnable()).start();
lblText.setText("Finished");
}
});
HBox root = new HBox();
root.getChildren().add(btn);
Scene scene = new Scene(root, 300, 250);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
}
private class ConstructorRunnable implements Runnable
{
#Override
public void run()
{
lt = new LongTester();
}
}
private class MethodRunnable implements Runnable
{
#Override
public void run()
{
lt.countAgain();
}
}
private class LongTester
{
public LongTester()
{
for (int idx = 0; idx < 1000000; idx++)
{
System.out.println("Constructor: " + idx);
}
}
public Boolean countAgain()
{
for (int idx = 0; idx < 1000000; idx++)
{
System.out.println("Method: " + idx);
}
return Boolean.TRUE;
}
}
}
Can anyone point out my mistake?
I'd advise using a Task to execute your startup tasks and message progress back to your splash screen (similar to the approach in this sample created for a prior stackoverflow question on splash screens). If you want stuff in your task to run sequentially, just use one thread for the task rather than two.
Sample code for your task might look something like:
final Task<Data> initTask = new Task() {
#Override protected Data call() throws InterruptedException {
updateMessage("Initializing Application");
MyApp.initializeAppContext();
updateMessage("Loading Data");
Data data = DB.loadData();
updateMessage("Data Loaded");
return data;
}
showSplash(initStage, initTask);
new Thread(initTask).start();
showMainStage(initTask.valueProperty());
To fix your problem, you can use a CountDownLatch
This can be used the following way:
private class ConstructorRunnable implements Runnable {
CountDownLatch gate_ = null;
public ConstructorRunnable(CountDownLatch gate){
gate_ = gate;
}
#Override
public void run() {
lt = new LongTester();
gate_.countDown(); // Signal the second thread to start
}
}
private class MethodRunnable implements Runnable{
CountDownLatch gate_ = null;
public MethodRunnable(CountDownLatch gate){
gate_ = gate;
}
#Override
public void run(){
CountDownLatch.await(); // Wait for the first thread to finish
lt.countAgain();
}
}
This can now be used like this:
CountDownLatch gate = new CountDownLatch(1);
new Thread(new ConstructorRunnable(gate)).start();
lblText.setText("More Loading?");
new Thread(new MethodRunnable(gate)).start();
lblText.setText("Finished");
On a side note: as your tasks are sequential, why is there a need for having several threads? Threads are made to run multiple tasks running in parallel and your case does not make a use case for threads as these operations are sequential