Starting and Stopping Threads with Buttons - java

I have what I thought was a simple problem, which I have yet to find a good solution to: I would like to be able to pause and unpause the activity taking place in a thread, by hitting a button on a Swing interface panel.
Specifically, I would like to use one thread to take in audio frames in real time; a second thread to perform magic processing on those frames; and a third thread to serialize the results and send over a socket somewhere else. The kicker is that depending on the brand of magic we employ, the processing in the second thread might take longer per frame to perform than the actual data collection, and the data might pile up after a while.
As a very crude prototype workaround we thought we'd add a GUI with a button to turn the audio collection process on and off and a status bar (to be implemented later) so that a user could sort of keep an eye on how full the buffer (a linked blocking queue) happened to be.
This is harder than I anticipated. I've stripped the problem down to a toy version: A linked blocking queue that can store 50 Integers, a GUI, two threads (adding to and removing from the queue at different rates) and a Token object wrapped around a boolean. It looks like this, and it sorta works:
Test.java
public class Test {
public static void main(String[] args) throws IOException {
Token t1 = new Token();
Token t2 = new Token();
LinkedBlockingQueue<Integer> lbq = new LinkedBlockingQueue<Integer>(50);
startFill sf = new startFill(t1, lbq);
startEmpty se = new startEmpty(t2, lbq);
TestUI testUI = new TestUI(t1, t2, lbq);
testUI.setVisible(true);
sf.start();
se.start();
}
}
TestUI.java
public class TestUI extends JFrame implements ActionListener {
private JToggleButton fillStatus, emptyStatus;
public boolean filling, emptying;
public Token t1, t2;
public LinkedBlockingQueue<Integer> lbq;
public TestUI(Token t1, Token t2, LinkedBlockingQueue<Integer> lbq) {
this.t1 = t1;
this.t2 = t2;
this.lbq = lbq;
initUI();
}
public synchronized void initUI() {
JPanel panel = new JPanel();
panel.setLayout(null);
filling = false;
fillStatus = new JToggleButton("Not Filling");
fillStatus.setBounds(20, 20, 150, 25);
fillStatus.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent event) {
if (filling == false) {
fillStatus.setText("Filling");
} else {
fillStatus.setText("Not Filling");
}
filling = !filling;
t1.flip();
System.out.println("fill button press");
}
});
// Similar code for actionListener on Empty button, omitted
panel.add(fillStatus);
panel.add(emptyStatus);
add(panel);
setTitle("Test interface");
setSize(420, 300);
setLocationByPlatform(true);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
public void actionPerformed(ActionEvent e) {
}
}
startFill.java
public class startFill extends Thread {
public Token token;
public LinkedBlockingQueue<Integer> lbq;
public startFill(Token token, LinkedBlockingQueue<Integer> lbq) {
this.token = token;
this.lbq = lbq;
}
public void run() {
int count = 0;
while (true) {
while (!token.running()) {
try {
sleep(200);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
while (token.running()) {
try {
lbq.put(count);
System.out.println("queue size = " + lbq.size());
count++;
sleep(100);
} catch (InterruptedException e1) {
e1.printStackTrace();
}
}
}
}
}
There is also a startEmpty.java that works about the same way, and a Token.java that's a wrapper for a boolean state variable, omitted for merciful brevity.
So that works, but at the expense of polling in the while (!token.running()) loop.
I tried using Locks and Conditions, but failed, always getting IllegalMonitorStateExceptions.
And I looked at this similar question and managed to get that working, but at the expense of using the yield() method which apparently differs significantly between Java 5 and Java 6, and seems to be highly discouraged.
So my question: Is there some correct, or significantly better way to do what I am trying to do? It seems like there should be a way to make this happen without the polling and with reliable methods.
Update: I'm not sure I can get around the issue of controlling the audio capture loop in some way for the application. Whether it is a human pressing a button, or internal logic making decisions based on some other factors, we really need to be able to shut the darn thing down and bring it back to life on command.

Instead of handling the synchronisation between your 3 worker processes by hand via a GUI, you could also setup a factory lineup between the workers:
add 2 queues between your workers
block your threads on queue-state conditions;
readers (consumers) block on empty queue
writers (producers) block when the queue is full (say 2n messages where n is the number of consumers for that queue.)
wait() on a queue to block your thread and notifyAll() on that queue after adding or removing a message from a queue.
A setup like this automatically slows down producers running faster than their consumers.

Why dont you implement ArrayBlockingQueue.
Its Better use ArrayBlockingQueue class which is present in java.util.concurrent package, which is Thread Safe.
BlockingQueue<String> queue = new ArrayBlockingQueue<String>(100);

Here is one way to do what I was trying to do: Properly use wait() and notify(), synchronized on the Token objects, like such:
startFill.java run() method
public synchronized void run() {
int count = 0;
try {
// token initializes false
// wait until notification on button press
synchronized (token) {
token.wait();
}
// outer loop
while (true) {
// inner loop runs as long as token value is true
// will change to false on button press
while (token.running()) {
lbq.put(count);
System.out.println("queue size = " + lbq.size());
count++;
sleep(100);
}
// wait until notification on button press, again
synchronized (token) {
token.wait();
}
}
} catch (InterruptedException e2) {
e2.printStackTrace();
}
}
TestUI.java ActionListener:
fillStatus.addActionListener(new ActionListener() {
// t1 was initialized false
public void actionPerformed(ActionEvent event) {
if (filling == false) {
fillStatus.setText("Filling");
// if false, change t1 status to true
t1.flip();
// and send the notification to the startFill thread that it has changed
synchronized (t1) {
t1.notify();
}
} else {
fillStatus.setText("Not Filling");
// if true, change t1 status to false
t1.flip();
// no notification required due to polling nature of startFill's active thread
}
filling = !filling;
System.out.println("fill button press");
}
});
This works rather nicely, without polling while the thread is turned off.
My initial attempts at this failed due to bad syntax-- I neglected the synchronized (token) {...} context block around the wait() and notify() statements.

Related

Continue executing a thread while another thread is running in java

tl, dr;
I have a GUI thread that creates an object of another class (the seconds class has implemented Runnable, but here we don't execute the run() method, instead, we call a normal method) and calls a method. In that method, the first thread (current thread) is called again (to show sth on the LCD), then sends some data to the Internet, and waits 3 seconds for the server response. The problem is that the information is printed after 3 seconds. I know about the stack and program counter, but I wonder if there is another option that I can do my job.
I have the main method, which runs 3 threads (for short, I just write the requisite code. Tell me to add more, if needed):
public static void main(String[] args) throws UnknownHostException, InterruptedException {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
GUI.getInstance().setVisible(true); //GUI is singleton, using swing and JFrame
} catch (Exception e) {
e.printStackTrace();
}
}
});
MQTTConnection.getInstance().tryToConnect(); //It's the connection class, which has a thread (the thread is handled by a library that keeps the connection alive. I have no threads there) and is a singleton too.
Thread t1 = new Thread(new SendDataThread()); //A thread which sends some data every 20 seconds.
t1.start();
}
And in SendDataThread, I have a function that creates some random data and sends them (using the MQTTConnection class).
This is the SendDataThread:
public class SendDataThread implements Runnable {
public void sendLog() {
boolean serverOnline = false;
StringBuilder data = new StringBuilder();
data.append(createData());
GUI.getInstance().printNeutral(data.toString()); //Prints BLACK on a `JTextPane`
if(MQTTConnection.getInstance().publishLog(MQTTConnection.getInstance().MQTT_PUBLISH_ESP_SEND_LOG, data.toString())) //This line has a 3 second timeout. If the server doesn't respond, it will return false. I've added the 3 seconds timeout too. Please continue reading.
serverOnline = true;
if(serverOnline)
GUI.getInstance().printOK("Server Submitted"); //Prints in GREEN
else
GUI.getInstance().printProblem("Check your connection!"); //Prints in RED
GUI.getInstance().printNeutral("-------------------------------------------------");
}
#Override
public void run() {
while(true) {
sendLog();
try {
Thread.sleep(20000); //sleeps 20 about seconds
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
//.....
}
And this is the 3 seconds timeout method, in MQTTConnection:
boolean publishLog(String topic, String data){
mqtt_responds = false;
publish(topic, data);
System.out.println("MQTT is connected");
long lastTime = System.currentTimeMillis();
while(System.currentTimeMillis() - lastTime < callback_timeout) {
if(mqtt_responds){
mqtt_responds = false;
System.out.println("Server submitted");
return true;
}
try {
Thread.sleep(200);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
System.out.println("Timeout");
return false;
}
Till now, everything work right. The problem starts where I have a button in the GUI class, which the user can manually send random logs:
JButton sendLogBtn = new JButton("Send Log");
sendLogBtn.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
SendDataThread sdt = new SendDataThread();
sdt.sendLog();
}
});
sendLogBtn.setBounds(10, 331, 89, 23);
panel.add(sendLogBtn);
This button creates an object of SendDataThread and calls the sendLog() method. The issue happens here: after sendLog() is called, sendLog(), calls this GUI thread again:
--> GUI.getInstance().printNeutral(data.toString()); //Prints BLACK on a `JTextPane`
But the log is printed after 3 seconds (After the sendLog() method has finished working, the timeout!)
How can I fix this?
In the button's actionPerformed you are calling sendLog. sendLog does exactly what you said, ie reports some logs and waits about 3 seconds (assuming callback_timeout is about equal to 3000).
To fix this, you need to make sure that the 3sec blocking is not on the EDT and also to make sure that the logs are instead posted on the EDT.
As a quick workaround you can do:
sendLogBtn.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
new Thread(() -> new SendDataThread().sendLog()).start();
}
});
and then, as always, post your logs in the EDT like for example:
SwingUtilities.invokeLater(() -> GUI.getInstance().printNeutral(...));
AND
SwingUtilities.invokeLater(() -> GUI.getInstance().printProblem(...));
AND
SwingUtilities.invokeLater(() -> GUI.getInstance().printOk(...));
As for the question in your comment, I don't really understand what you are asking, but I should say that (as far as I know) the EDT is a Thread where all the Swing code is (and should be) posted on for execution. This way the Swing code does not have to be synchronized, because all GUI related stuff is executed sequentially (on the EDT). AWT for example was not intended to be single threaded as far as I know. Swing is however single threaded.

How do I stop mp3 files being played multiple times at once?

I am trying to play an mp3 file on button press or selection from a list (which I have managed successfully). However, I cannot seem to stop the song being played multiple times on the same button press.
What I would like to do is play the song in a new thread, disable playing the song again until the thread has closed, then allow playing again.
My code is as follows:
public class SoundFactory {
private Player player;
private static boolean running = false;
private String getFile(String name) {
String f = "sound" + File.separator + name + ".mp3";
return f;
}
public void playMP3(String name) {
if (!running) {
running = true;
try {
FileInputStream fis = new FileInputStream(getFile(name));
BufferedInputStream bis = new BufferedInputStream(fis);
player = new Player(bis);
} catch (Exception e) {
System.out.println("Problem playing file " + name);
System.out.println(e);
}
// run in new thread to play in background
new Thread() {
public void run() {
try {
player.play();
} catch (Exception e) {
System.out.println(e);
}
}
}.start();
//running = false;
}
}
public void close() {
if (player != null) player.close();
}
}
The file is played via:
SoundFactory sf = new SoundFactory();
sf.playMp3("song name");
on a JButton click
I am new to threading so I apologise in advance if this has an obvious solution!
It sounds to me like you are getting multiple click events fired at once instead of just one. A little logging should verify this. Your method as is, is wide open to race conditions.
The two events can be so close together that when the one checks running it see !running as true. Before that one can do running = true, the second event also sees !running as true and enters the if clause. They then both set running to true and spawn a thread to play the mp3.
What you need to do is make your method synchronized.
public synchronized void playMP3(String name)
http://docs.oracle.com/javase/tutorial/essential/concurrency/syncmeth.html
If count is an instance of SynchronizedCounter, then making these
methods synchronized has two effects:
First, it is not possible for two invocations of synchronized methods on the same object to interleave. When one thread is executing
a synchronized method for an object, all other threads that invoke
synchronized methods for the same object block (suspend execution)
until the first thread is done with the object.
Second, when a synchronized method exits, it automatically establishes a happens-before relationship with any subsequent
invocation of a synchronized method for the same object. This
guarantees that changes to the state of the object are visible to all
threads.
Just to clarify my last comment, here is a test program showing where running = false should be placed.
public class Test {
public static boolean running = false;
public synchronized void runner() {
if(!running) {
running = true;
System.out.println("I'm running!");
new Thread() {
public void run() {
for(int i=0; i<10000; i++) {} // Waste some time
running = false; // This is only changed once the thread completes its execution.
}
}.start();
} else {
System.out.println("Already running.");
}
}
public static void main(String[] args) {
Test tester = new Test();
tester.runner();
tester.runner(); // The loop inside the Thread should still be running so this should fail.
for(int i=0; i<20000; i++) {} // Waste even more time.
tester.runner(); // The loop inside the Thread should be done so this will work.
}
}
It outputs:
I'm running!
Already running.
I'm running!
It's been years since I've worked with Swing and had forgotten that its event dispatcher is single threaded. So your issue is more likely this than a race condition. It still doesn't hurt to get into writing things to be thread safe from the beginning as it gets you used to it and thinking that way.
Definite warning on using the synchronized method... It can be horrible on performance if only a small part of your method needs to be synchronized. In this case your whole method needs to be thread safe.
If only a small part needs to be thread safe you need to use synchronized blocks.
Thread safe per instance:
public class myClass {
public void myFunc() {
// bunch of code that doesn't need to be thread safe.
synchronized(this) {
// Code that needs to be thread safe per instance
}
// More code that doesn't need thread safety.
}
}
Thread safe across all instances.
public class myClass {
static Object lock = new Object();
public void myFunc() {
// bunch of code that doesn't need to be thread safe.
synchronized(lock) {
// Code that needs to be thread safe across all instances.
}
// More code that doesn't need thread safety.
}
}
Thread safe in a static method.
public class myClass {
public static void myFunc() {
// bunch of code that doesn't need to be thread safe.
synchronized(MyClass.class) {
// Code that needs to be thread safe.
}
// More code that doesn't need thread safety.
}
}
Probably way more information than you want, but I've just seen threaded programming taught so poorly many, many times.
You need to call JButton.setEnabled(false); right before you start playing the mp3, and then call JButton.setEnabled(true); when the mp3 finishes playing.
Obviously, you should replace JButton with your button's object (eg: playButton.setEnabled()).

How to make the main method wait for input on GUI without using Listener as a direct trigger?

I am working on a webscraping tool that should perform various operations with the scraped data.
Because of this, I need various different GUIs to work in an orderly manner and because of that, I need the main method to wait before each has completed it's purpose.
After searching for a while, I have found the following StackOverflow questions that provided some clues on how to solve the problem, but that I could not implement because they have some differences to my case:
How to wait for input in a text field
How to make main thread wait a different thread to finish
I know I can trigger code using a Listener to a/the GUI's components (a button, for example), but i'm having a hard time making the main-thread wait for that listener to wake it up, while the code for the GUI's thread (when there is one) is initialized by the main thread...
This is an simplified code to demonstrate how the program is supposed to work:
public class Main {
/*
* Waiter is a simple GUI with just an "Start" button in it. Here in place of my actual GUIs.
*/
private static Waiter auth; //Represents my NTLM-authentication form.
private static Waiter status; //Represents a status-feedback GUI that will be displayed during processing.
private static Waiter operation; //Represents a GUI in with the user choses what to do with the gathered data.
public static void main(String[] args) throws InterruptedException {
auth = new Waiter();
auth.setVisible(true);
System.out.println("NTLM Authentication form. Should wait here until user has filled up the GUI and clicked \"Start\".");
System.out.println("Authenticates WebClient's NTLM using data inputed to the GUI...");
auth.dispose();
Thread srt = new Thread(status = new Waiter());
srt.start();
status.setVisible(true);
//Performs webscraping operations...
System.out.println("Prepares the webscraped data here...Things like downloading files and/or parsing text...");
System.out.println("Keeps the user aware of the progress using the \"status\" GUI.");
status.setVisible(false);
//Clears the status GUI.
operation = new Waiter();
operation.setVisible(true);
System.out.println("Operation selection form. Should wait here until user selects an option.");
System.out.println("Starts performing the operation(s)...");
operation.dispose();
status.setVisible(true);
System.out.println("Performs the operation(s), while giving status-feedback to the user.");
status.setVisible(false);
System.out.println("Displays a file-save dialog to save the results.");
System.out.println("And finally, displays a \"End of operations\" dialog before ending.");
}
}
UPDATE 1:
The main difficulty I'm having is to implement something like this (this is what I want to do):
//Main method...code...
Thread srt = new Thread(status = new Waiter());
//Before "srt.start();"...
status.startButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
main.continueExecution();
}
});
//Thread's run() being something like "status.setVisible(true); main.waitGUI();"
srt.start();
//continues here after the Listener is triggered...more code...
Instead of this (what is being the solution to most other people, if I'm understanding it right...) (this is what I don't want to do, if possible):
//GUI before this one...
//code...
Thread srt = new Thread(status = new Waiter());
status.startButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
/*
* Code that should come after this GUI.
*/
}
});
//Thread's run() being something like "status.setVisible(true);"
srt.start();
//"ends" here...(Initial code or GUI before this "status")
In other words, I'm having trouble implementing the GUIs and Listeners in a way to trigger main's thread's "sleep" and "wake up" actions, instead of triggering actual processing code.
UPDATE 2:
Following #JB_Nizet 's tip on SwingUtilities.invokeLater(), I took a good look at the SwingUtilities docs, and after I found out about how the SwingUtilities.invokeAndWait() method works, and I think I've found how to do it, using a combination of Semaphore and invokeAndWait().
I need someone with a better understanding of multi-threading and/or GUIs to confirm if it's a safe, valid solution or not. (I'll then edit the question and clean it up, and if confirmed, post this in proper "answer format")
Anyways, here goes the modified code, which seems to be working for me:
public class Main_Test {
//Semaphore:
public static Semaphore semaphore;
//GUIs:
private static Waiter auth; //Represents my NTLM-authentication form.
public static void main(String[] args) {
try {
semaphore = new Semaphore(1);
// semaphore.acquire();
auth = new Waiter() {
#Override
public void run() {
try {
System.out.println(Main_Test.getThread() + this.getName() + " has been created and is now running.");
semaphore.acquire(); //Makes main pause.
this.setVisible(true);
} catch (InterruptedException ex) {
Logger.getLogger(Main_Test.class.getName()).log(Level.SEVERE, null, ex);
}
}
};
auth.jButton1.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println(getThread() + "NTLM has been hypothetically authenticated.");
semaphore.release(); //Makes main continue after GUI is done.
auth.dispose();
}
});
// semaphore.release();
SwingUtilities.invokeAndWait(auth);
semaphore.acquire(); //<- Where the main effectively gets paused until the permit is released.
/*
* GUI's run() will accquire the semaphore's permit.
* The invokeAndWait() garantees (?) it will happen before main's acquire().
* This causes the main to pause when trying to acquire the permit.
* It stays paused until the actionListener release() that permit.
*/
System.out.println(getThread() + "This message represents the processing, and should come only after the hypothetical NTLM authentication.");
} catch (InterruptedException ex) {
Logger.getLogger(Main_Test.class.getName()).log(Level.SEVERE, null, ex);
} catch (InvocationTargetException ex) {
Logger.getLogger(Main_Test.class.getName()).log(Level.SEVERE, null, ex);
}
}
public static String getThread() {
return String.format("%-32s --- ", Thread.currentThread().toString());
}
}
I'm not sure I have completely understood what you want to do, but it seems to me that you have a consumer thread (the main thread, waiting for events from the event dispatch thread), and a producer thread (the event dispatch thread).
The typical way to implement this is to use a blocking queue as a communication mechanism:
Create a blocking queue
Create your GUI and pass it the blocking queue
start a loop which gets data from the queue. Since the queue is blocking, the main thread will be blocked untile there is something in the queue
Have your event listeners, running in the EDT, post data to the blocking queue

How to use MultiThreading in Android for an Event Handling Function (SensorListeners)

I have an event handling mechanism in my Android code to dump the sensor values in a file. Right now, I'm doing it in the main UI thread and hence the UI button responsiveness is very sluggish and I would like to speed it up.
How can I use multithreading on event handling functions? I'm trying to do it like this:
Create a global variable writeNow.
When the sensor value changes, set WriteNow = true
Create a thread in the class which looks like this:
Thread thread1 = new Thread()
{
public void run()
{
if(writeNow == true)
{
try
{
fos.write(s.getBytes());
}
catch (IOException e)
{
e.printStackTrace();
}
writeNow = false;
}
}
};
Thus, whenever writeNow is true, it will write to a File and then set WriteNow to false. However, I realize this is not the right approach, because the thread will execute once and then stop executing. When I tried a simple example with a while(true) and wait(), I found that the thread is interrupted millions of times.
So how do I enclose this event handling mechanism in a single thread, for speeding up a process?
Thanks!
You can try one of the following approaches:
It looks like you're trying to keep your writer thread running all the time; what you can do is spawn the thread only when you need it. Take a look at the example in the Android documentation for handling expensive operation in the UI thread.
Here is the example from that page:
public class MyActivity extends Activity {
[ . . . ]
// Need handler for callbacks to the UI thread
final Handler mHandler = new Handler();
// Create runnable for posting
final Runnable mUpdateResults = new Runnable() {
public void run() {
updateResultsInUi();
}
};
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
[ . . . ]
}
protected void startLongRunningOperation() {
// Fire off a thread to do some work that we shouldn't do directly in the UI thread
Thread t = new Thread() {
public void run() {
mResults = doSomethingExpensive();
mHandler.post(mUpdateResults);
}
};
t.start();
}
private void updateResultsInUi() {
// Back in the UI thread -- update our UI elements based on the data in mResults
[ . . . ]
}
}
Since it doesn't look like you're doing anything in the UI thread once you finish writing you don't really need to bother with a Handler. But you might want to use it to display a Toast once the file has been written to.
On the other hand, if you still want to have a thread running, you might have it sleep() and periodically wake up and check the status of writeNow.
Thread thread1 = new Thread()
{
public void run()
{
while(true)
{
if(writeNow == true)
{
try
{
fos.write(s.getBytes());
}
catch (IOException e)
{
e.printStackTrace();
}
writeNow = false;
}
try
{
Thread.sleep(100); //sleep for 100 ms
}
catch (InterruptedException e)
{
Log.d('', e.getMessage());
}
}
}
};
Note that this will quickly get complicated and you might lose the bytes you want to write if your thread is sleeping when new data comes in and when it wakes up, even newer data has been received and has overwritten the previous bytes. You'd need some sort of a queue to manage that.
I'm not sure what you were doing with the wait() but that should've also worked and is in fact, the approach for problems involving a consumer and producer. The idea is to have your thread synchronize and wait() on a shared object (like perhaps your queue of bytes); a second thread will call notify() on the shared object when there is data available to write and the writer thread will be woken up. The writer thread should then write and reloop. Take a look at this tutorial.
As for the interruption of your thread, your thread may be interrupted for a number of reasons which is why it is good practice (especially when using wait()) to ensure that the condition you checked before you called wait() is still valid because you could've been woken because of either a call to notify()/notifyAll() or because of an interruption.
Handler handler = null;
handler = new Handler();
//create another class for and make consrtuctor as u want. so that u can use that effectively.
//for example.
popupIndex = new IndexThread(handler,head, target,ltp,price,IndexNifty.this,columsView,call);
popupIndex.setColumnViewexit(columsView);
handler.postDelayed(popupIndex, 300);
//another class
public IntraThread(Handler handler,String script,int target,int ltp,int price,Intraday intraday,TextView columsView,String call){
super();
this.target = target;
this.ltp = ltp;
this.price = price;
this.intraday = intraday;
this.columsView = columsView;
this.script= script;
this.handler= handler;
this.call= call;
}
public void run(){
// write ur code here....
}

Stopping looping thread in Java

I'm using a thread that is continuously reading from a queue.
Something like:
public void run() {
Object obj;
while(true) {
synchronized(objectsQueue) {
if(objectesQueue.isEmpty()) {
try {
objectesQueue.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
obj = objectesQueue.poll();
}
}
// Do something with the Object obj
}
}
What is the best way to stop this thread?
I see two options:
1 - Since Thread.stop() is deprecated, I can implement a stopThisThread() method that uses a n atomic check-condition variable.
2 - Send a Death Event object or something like that to the queue. When the thread fetches a death event, it exits.
I prefer the 1st way, however, I don't know when to call the stopThisThread() method, as something might be on it's way to the queue and the stop signal can arrive first (not desirable).
Any suggestions?
The DeathEvent (or as it is often call, "poison pill") approach works well if you need to complete all of the work on the queue before shutting down. The problem is that this could take a long time.
If you want to stop as soon as possible, I suggest you do this
BlockingQueue<O> queue = ...
...
public void run() {
try {
// The following test is necessary to get fast interrupts. If
// it is replaced with 'true', the queue will be drained before
// the interrupt is noticed. (Thanks Tim)
while (!Thread.interrupted()) {
O obj = queue.take();
doSomething(obj);
}
} catch (InterruptedException ex) {
// We are done.
}
}
To stop the thread t that instantiated with that run method, simply call t.interrupt();.
If you compare the code above with other answers, you will notice how using a BlockingQueue and Thread.interrupt() simplifies the solution.
I would also claim that an extra stop flag is unnecessary, and in the big picture, potentially harmful. A well-behaved worker thread should respect an interrupt. An unexpected interrupt simply means that the worker is being run in a context that the original programmer did not anticipate. The best thing is if the worker to does what it is told to do ... i.e. it should stop ... whether or not this fits with the original programmer's conception.
Why not use a scheduler which you simply can stop when required? The standard scheduler supports repeated scheduling which also waits for the worker thread to finish before rescheduling a new run.
ScheduledExecutorService service = Executors.newSingleThreadScheduledExecutor();
service.scheduleWithFixedDelay(myThread, 1, 10, TimeUnit.SECONDS);
this sample would run your thread with a delay of 10 sec, that means when one run finishes, it restarts it 10 seconds later. And instead of having to reinvent the wheel you get
service.shutdown()
the while(true) is not necessary anymore.
ScheduledExecutorService Javadoc
In your reader thread have a boolean variable stop. When you wish for this thread to stop set thius to true and interrupt the thread. Within the reader thread when safe (when you don't have an unprocessed object) check the status of the stop variable and return out of the loop if set. as per below.
public class readerThread extends Thread{
private volitile boolean stop = false;
public void stopSoon(){
stop = true;
this.interrupt();
}
public void run() {
Object obj;
while(true) {
if(stop){
return;
}
synchronized(objectsQueue) {
if(objectesQueue.isEmpty()) {
try {
objectesQueue.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
if(stop){
return;
}
obj = objectesQueue.poll();
// Do something with the Object obj
}
}
}
}
public class OtherClass{
ThreadReader reader;
private void start(){
reader = ...;
reader.start();
}
private void stop(){
reader.stopSoon();
reader.join(); // Wait for thread to stop if nessasery.
}
}
Approach 1 is the preferred one.
Simply set a volatile stop field to true and call interrupt() on the running thread. This will force any I/O methods that wait to return with an InterruptedException (and if your library is written correctly this will be handled gracefully).
I think your two cases actually exhibit the same potential behavior. For the second case consider Thread A adds the DeathEvent after which Thread B adds a FooEvent. When your job Thread receives the DeathEvent there is still a FooEvent behind it, which is the same scenario you are describing in Option 1, unless you try to clear the queue before returning, but then you are essentially keeping the thread alive, when what you are trying to do is stop it.
I agree with you that the first option is more desirable. A potential solution would depend on how your queue is populated. If it is a part of your work thread class you could have your stopThisThread() method set a flag that would return an appropriate value (or throw Exception) from the enqueuing call i.e.:
MyThread extends Thread{
boolean running = true;
public void run(){
while(running){
try{
//process queue...
}catch(InterruptedExcpetion e){
...
}
}
}
public void stopThisThread(){
running = false;
interrupt();
}
public boolean enqueue(Object o){
if(!running){
return false;
OR
throw new ThreadNotRunningException();
}
queue.add(o);
return true;
}
}
It would then be the responsibility of the object attempting to enqueue the Event to deal with it appropriately, but at the least it will know that the event is not in the queue, and will not be processed.
I usually put a flag in the class that has the Thread in it and in my Thread code I would do. (NOTE: Instead of while(true) I do while(flag))
Then create a method in the class to set the flag to false;
private volatile bool flag = true;
public void stopThread()
{
flag = false;
}
public void run() {
Object obj;
while(flag) {
synchronized(objectsQueue) {
if(objectesQueue.isEmpty()) {
try {
objectesQueue.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
obj = objectesQueue.poll();
}
}
// Do something with the Object obj
}
}

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