Components in JDialog not showing - java

First of all: I know this question seems to have been asked a few million times, but none of the answers given to other questions seem to work with me.
Sometimes, when I run Message.popup(String, int) in the code below, the text displays correctly, but sometimes the JDialog is empty, like if the component wasn't added at all.
public class Message extends JDialog {
private int width;
private int height;
private JLabel content;
public Message(String _content, int _margin) {
super();
this.content = new JLabel(_content);
content.setFont(new Font("Monospaced", Font.BOLD, 20));
this.margin = _margin;
this.width = content.getPreferredSize().width + _margin;
this.height = content.getPreferredSize().height + _margin;
createComponents();
setProperties();
}
public static void popup(String _content, int _time) {
if (SwingUtilities.isEventDispatchThread()) {
runPopup(_content, _time);
}
else {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
runPopup(_content, _time);
}
});
}
}
private static void runPopup(String _content, int _time) {
final Message message = new Message(_content);
new Timer(_time, new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
message.dispose();
}
}).start();
}
private void createComponents() {
setLayout(new BorderLayout());
Box box = Box.createHorizontalBox();
box.add(Box.createHorizontalGlue());
box.add(content, BorderLayout.CENTER);
box.add(Box.createHorizontalGlue());
add(box);
}
private void setProperties() {
setSize(width, height);
setLocation(Coordinator.calculateCenteredWindowLocation(width, height));
setUndecorated(true);
setResizable(false);
setTitle(content.getText());
setVisible(true);
update(getGraphics());
}
}
Without the update(getGraphics());, the frame is always empty, but with it, it depends of what direction the wind is blowing... (go figure!)

As mentioned by #Riduidel, it is important that anything Swing-related occur on the Event Dispatch Thread, or EDT. This is because Swing is not thread-safe. When invoking popup(), you ought to do the following
if(SwingUtilities.isEventDispatchThread()){
Message.popup(...);
}
else{
SwingUtilities.invokeLater(new Runnable(){
#Override
public void run(){
Message.popup(...);
}
});
}
This will ensure that the JFrame is created on the EDT. Also, from the code snippet you've posted, it would seem likely that Message should have a private constructor. In addition, since you're not doing any custom rendering, why not just make a JFrame member variable instead of extending the class? -- seems a bit superfluous to me.
Regardless, you should also never sleep in the EDT either, since this will make the GUI appear to "freeze" and blocks execution of other queued events. When performing long-running tasks, use either SwingWorker, or as #Riduidel mentioned, javax.swing.Timer. But if you prefer to use the java.util.Timer, use the SwingUtilities utility class as shown above to post the Runnable task on the EventQueue to be executed in the EDT.
EDIT
Here is what I'd do (and yes, it works)
public class Message {
// Private constructor to prevent external instantiation
private Message(){
}
public static void createAndShowDialog(final String content, final int time){
final JDialog dialog = new JDialog();
dialog.setLayout(new BorderLayout());
dialog.setUndecorated(true);
JLabel label = new JLabel(content);
label.setFont(new Font("Monospaced", Font.BOLD, 20));
Box b = Box.createHorizontalBox();
b.add(Box.createHorizontalGlue());
b.add(label, BorderLayout.CENTER);
b.add(Box.createHorizontalGlue());
dialog.add(b);
dialog.pack();
dialog.setLocationRelativeTo(null);
dialog.setVisible(true);
// kick-off timer
Timer t = new Timer(time, new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
dialog.dispose();
}
});
t.setRepeats(false);
t.start();
}
}
And wherever you invoke createAndShowDialog(...), do the following
SwingUtilities.invokeLater(new Runnable(){
#Override
public void run(){
Message.createAndShowDialog("Content", 5000); // wait 5 seconds before disposing dialog
}
});

Are you sure your code is executing in the EDT ? indeed, if not (which is what I expect to be, since you sleep the current thread, what Swing would typically don't like), your frame will have trouble rendering.
To avoid those typical Swing threading issues, please take a look at the SwingUtilities class, which provide you methods to ensure you're running in EDT. Additionnaly, instead of directly sleeping your thread, you could repalce it with a Swing javax.swing.Timer (beware not to confuse it with the java.util.Timer).

update(getGraphics());
Never use the update() method or the getGraphics() method.
Invoking update() is used for AWT NOT Swing.
If you need to do custom painting then you override the paintComponent() method of your component which already has access to the graphics object.

Related

How to keep a method running?

I have 2 icons, and I want them to change every second. I also want it to always run and not stop. I am doing it with this code but I am not successful.
public static void main(String[] args) {
Timer timer = new Timer();
JFrameLeds jframeLeds = new JFrameLeds();
jframeLeds.setVisible(true);
TimerTask timerTask = new TimerTask() {
#Override
public void run() {
Icon icono;
icono = new ImageIcon(getClass().getResource("camera.png"));
jframeLeds.jLabel1.setIcon(icono);
icono = new ImageIcon(getClass().getResource("target.png"));
jframeLeds.jLabel1.setIcon(icono);
}
};
timer.schedule(timerTask, 0, 1000);
}
Using Thread class, or TimerTask is not recommended in a Swing environment. You should be using Swing Timers or Swing Workers since component updates should only take place to the Event Dispatch Thread. Take a look at this example.
However, in your case a flag boolean might be required in order to achieve what you want. An example that changes icons to a label:
public class ChangeIconsTest extends JFrame {
private boolean icon1IsActive;
public ChangeIconsTest(Icon icon1, Icon icon2) {
super("test");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLayout(new BorderLayout());
JLabel label = new JLabel(icon1);
icon1IsActive = true;
Timer swingTimer = new Timer(1000, e -> {
label.setIcon(icon1IsActive ? icon2 : icon1);
icon1IsActive = !icon1IsActive;
});
swingTimer.start();
add(label);
pack();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
try {
ImageIcon icon1 = new ImageIcon(
new URL("https://4.img-dpreview.com/files/p/E~TS590x0~articles/3925134721/0266554465.jpeg"));
Icon icon2 = new ImageIcon(new URL("https://www.sample-videos.com/img/Sample-png-image-500kb.png"));
ChangeIconsTest test = new ChangeIconsTest(icon1, icon2);
test.setVisible(true);
} catch (MalformedURLException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
});
}
}
As many people here reminded, using TimerTask class from java.util is highly NOT recommended while working in Swing or JavaFX environment.
The Swing components aren't thread-safe, changing the state or repainting the components in different thread than the one used by Swing components may lead to unexpected behaviour and strange bugs.
The Swing and AWT components are using Event Dispach Thread as main background thread to process the events. Events are fired inside every component method that might cause the change of interface. The setIcon() and even setText() methods of JLabel are also firing an event to the EDT.
To avoid future bugs every component state change should be done undnder EDT. The EDT can be called through EventQueue.invokeLater(Runnable), but since you are using Swing, you can call the SwingUtilities.invokeLater(Runnable) which calls the EventQueue inside.
The invokeLater method schedules the task and returns, there's also a invokeAndWait which schedules the task and waits until it's finished before returning.
For the sample below I borrowed the icon urls from the George Z. answer.
Sample code for covering the timed icon change:
public class TimedIconChange {
static String ICON_1_URL = "https://4.img-dpreview.com/files/p/E~TS590x0~articles/3925134721/0266554465.jpeg";
static String ICON_2_URL = "https://www.sample-videos.com/img/Sample-png-image-500kb.png";
static String ICON_3_URL = "http://www.frankieballard.com/sites/g/files/g2000005856/f/Sample-image10-highres.jpg";
public static void main(String[] args) throws MalformedURLException {
Icon icon1 = new ImageIcon(new URL(ICON_1_URL));
Icon icon2 = new ImageIcon(new URL(ICON_2_URL));
Icon icon3 = new ImageIcon(new URL(ICON_3_URL));
List<Icon> circularIcons = new ArrayList<>() {
int i = 0;
#Override
public Icon get(int index) {
return get();
}
private Icon get() {
if (i == size()) {
i = 0;
}
return super.get(i++);
}
};
circularIcons.add(icon3);
circularIcons.add(icon2);
circularIcons.add(icon1);
SwingUtilities.invokeLater(() -> {
JFrame frame = new JFrame();
JLabel label = new JLabel();
label.setIcon(icon1);
frame.setLayout(new BorderLayout());
frame.add(label);
frame.pack();
frame.setVisible(true);
new Timer(1000, e -> label.setIcon(circularIcons.get(0))).start();
});
}
}
The sample contains a little implementation of circular list for circularIcons variable, to reduce the need of using boolean flag.
Additionaly, for longer tasks which are supposed to be working in the background using the SwingWorker class is recommended.
References and further reading on EDT:
https://en.wikipedia.org/wiki/Event_dispatching_thread
Why should I use a separate thread to show a GUI in JAVA
Why does my boilerplate Java desktop app JFrame use EventQueue.invokeLater in the main method?
https://docs.oracle.com/javase/tutorial/uiswing/concurrency/index.html

Should I allocate/create swing elements into EDT?

Should I create swing elements into EDT?
I got the concurrency problems with editing non thread-safe graphics elements, but I'm creating them, they aren't shown yet, and if they are a lot or they take some time to be allocated that would freeze the GUI, doesn't it?
Here an example where I use EDT to display but not to create my GUI structure:
public class Launcher {
private final SwingWorker worker;
private final JFrame frame;
private final JLabel label;
private final JProgressBar progressBar;
public Launcher() {
// init user interface
frame = new JFrame();
JPanel panel = new JPanel(new BorderLayout());
label = new JLabel("Launching...", SwingConstants.CENTER);
progressBar = new JProgressBar(0, 100);
progressBar.setIndeterminate(true);
panel.add(label, BorderLayout.CENTER);
panel.add(progressBar, BorderLayout.PAGE_END);
initUI(panel);
worker = new LauncherWorker(this);
worker.addPropertyChangeListener((PropertyChangeListener)this);
}
private void initUI(final Component panel) {
if (!SwingUtilities.isEventDispatchThread()) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
DirectaChatLauncher.this.initUI(panel);
} //run()
});
return;
}
Container contentPane = frame.getContentPane();
contentPane.setLayout(new BorderLayout());
contentPane.add(panel, BorderLayout.PAGE_END);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
#Override
public void propertyChange(PropertyChangeEvent evt) {
if ("progress".equals(evt.getPropertyName())) {
int progress = (Integer) evt.getNewValue();
progressBar.setValue(progress);
}
}
private void setProgression(final String msg) {
label.setText(msg);
}
class LauncherWorker extends SwingWorker<Boolean, String> {
private final Launcher LAUNCHER;
public LauncherWorker(Launcher launcher) {
super();
LAUNCHER = launcher;
}
#Override
protected Boolean doInBackground() throws Exception {
setProgress(0);
publish("Started");
...
setProgress(100);
publish("Launched");
Thread.sleep(1000);
return Boolean.TRUE;
}
#Override
protected void process(List<String> chunks) {
LAUNCHER.setProgression(chunks.get(0));
}
#Override
public void done() {
LAUNCHER.done();
}
}
}
is it fine since the elements weren't displayed yet? or should I move all into initUI()?
In the Swing separable model architecture, a view component listens to its model. Because a view may respond arbitrarily to events generated by model updates, the corresponding model must also be updated on the EDT. You can mitigate latency via one of two basic approaches:
Use EventQueue.invokeLater() from a separate thread, as shown here.
Use SwingWorker to obtain the additional benefits enumerated here.
Swing Threading Policy states:
In general Swing is not thread safe. All Swing components and related classes, unless otherwise documented, must be accessed on the event dispatching thread.
Typical Swing applications do processing in response to an event generated from a user gesture. For example, clicking on a JButton notifies all ActionListeners added to the JButton. As all events generated from a user gesture are dispatched on the event dispatching thread, most developers are not impacted by the restriction.
Where the impact lies, however, is in constructing and showing a Swing application. Calls to an application's main method, or methods in Applet, are not invoked on the event dispatching thread. As such, care must be taken to transfer control to the event dispatching thread when constructing and showing an application or applet. The preferred way to transfer control and begin working with Swing is to use invokeLater. The invokeLater method schedules a Runnable to be processed on the event dispatching thread.

setText() not working in mouseClicked() function

public class Pragrassbar extends JFrame implements MouseListener {
JProgressBar jb;
int i = 0, num = 0;
JButton jbt;
JLabel jl;
Pragrassbar() {
setSize(400, 400);
setLayout(new FlowLayout());
jbt = new JButton("Start");
jl = new JLabel("Click Start!");
jb = new JProgressBar(0, 2000);
jb.setValue(0);
jb.setStringPainted(true);
jbt.addMouseListener(this);
add(jbt);
add(jb);
add(jl);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void mouseClicked(MouseEvent me) {
jl.setText("downloading.....");
jbt.setEnabled(false);
try {
while (i <= 2000) {
jb.setValue(i);
jb.paintImmediately(0, 0, 200, 25);
i = i + 40;
Thread.sleep(30);
}
jl.setText("download complete");
jbt.setEnabled(true);
} catch (Exception ex) {
ex.printStackTrace();
}
}
public static void main(String[] args) throws Exception {
Pragrassbar m = new Pragrassbar();
m.setVisible(true);
}
setText() not functioning under mouseClicked function of MouseListener interface
although it works after the while loop that i have used
The Thread.sleep() causes the Event Dispatch Thread (EDT) to sleep which means the GUI can't repaint itself until the looping code is finished executing.
Don't use Thread.sleep. Instead long running code should execute in a separate Thread so you don't block the EDT. You should probably use a SwingWorker for this.
Read the section from the Swing tutorial on Concurrency for more information and working examples on this approach.
You can also read the section on How to Use Progress Bars for the proper way to do this.

windowbuilder in eclipse, unsure how to display window

I'm fairly new to Swing, so I've been using windowbuilder to try and put together a basic GUI. The design screen works fine, but when I return to the code, it's written it in a way I'm unfamiliar with and I'm struggling to actually get it to run.
The code it generates is:
public class GUIControls extends JFrame{
public GUIControls() {
getContentPane().setLayout(new CardLayout(0, 0));
JPanel panel = new JPanel();
getContentPane().add(panel, "name_36737116256884");
panel.setLayout(null);
JButton InsertionSortButton = new JButton("Insertion Sort");
InsertionSortButton.setBounds(32, 16, 101, 56);
panel.add(InsertionSortButton);
JPanel panel_1 = new JPanel();
getContentPane().add(panel_1, "name_36737137352442");
InsertionSortButton.addMouseListener(new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent arg0) {
CardLayout cardLayout = (CardLayout) getContentPane().getLayout();
cardLayout.show(getContentPane(), "name_36737137352442");
}
});
}
(With the action taken when the button is mouseclicked being written by me, I haven't tested it because I can't run the thing)
Normally I'd do:
public void runGUI(){
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
createGUI();
}
});
}
With createGUI being the method I used to create a (completely horrible) GUI without windowbuilder, but I can't use GUIControls in this because it doesn't work with runnable (in fact, I'm not even sure what it is when something doesn't a return value, is it still a method?).
Does anyone know how I go about running it?
Thanks
You need to instantiate an instance of GUIControls and make it visible, for example...
public void runGUI(){
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
GUIControls guiControls = new GUIControls();
guiControls.pack();
guiControls.setLocationRelativeTo(null);
guiControls.setVisible(true);
}
});
}
ps- I know Window Builder likes to make use of null layouts, but I would avoid them wherever possible - IMHO

How to update/paint JProgressBar while Swing is loaded building the GUI

I have a GUI which is quite heavy to build/initialize on the platform on which it runs.. Therefore I want to update progress while it initializes..
I have a small undecorated JDialog containing a JLabel and a JProgressBar which I want to update at specific places during initialization, however, because the event dispatch thead (as per Swing rules) is used to build/initialize the GUI, the progress is of course not updated until the EDT is idle again (i.e. initialization is finished)..
The JProgressBar I have gotten to redraw using "paintImmediately", but I can't seem to make it work properly for the JLabel and the dialog itself.. Is there any simple recommended/proven method to accomplish this?
cheers...
EDIT: Adding an example of what it is I'm trying to do; greatly simplified, of course.
private JLabel progressLabel;
private JProgressBar progressBar;
public static int main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
showProgressDialog();
progressLabel.setText("construct 1");
constructSomeHeavyGUI();
progressLabel.setText("construct 2");
progressBar.setValue(33);
constructSomeMoreHeavyGUI();
progressLabel.setText("construct 3");
progressBar.setValue(67);
constructEvenMoreHeavyGUI();
progressLabel.setText("done");
progressBar.setValue(100);
hideProgressDialog();
showHeavyGUI();
}
});
}
the repaints caused by the calls to progressBar.setValue()/progressLabel.setText() above will of course get queued as long as the EDT is busy and result in a repaint after we are all done instead of updating along the way..
I would suggest that by using SwingWorker , then you can update the JProgressBar correctly on EDT and without any freeze or isuees with Concurency in Swing,
there is another option by using Runnable#thread, but then you have to wrapp all output to the GUI into invokeLater();
for example:
import java.awt.Dimension;
import java.awt.Toolkit;
import java.awt.Window;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import javax.swing.*;
public class TestProgressBar {
private static void createAndShowUI() {
JFrame frame = new JFrame("TestProgressBar");
frame.getContentPane().add(new TestPBGui().getMainPanel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
createAndShowUI();
}
});
}
private TestProgressBar() {
}
}
class TestPBGui {
private JPanel mainPanel = new JPanel();
public TestPBGui() {
JButton yourAttempt = new JButton("WRONG attempt to show Progress Bar");
JButton myAttempt = new JButton("BETTER attempt to show Progress Bar");
yourAttempt.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
yourAttemptActionPerformed();
}
});
myAttempt.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
myAttemptActionPerformed();
}
});
mainPanel.add(yourAttempt);
mainPanel.add(myAttempt);
}
private void yourAttemptActionPerformed() {
Window thisWin = SwingUtilities.getWindowAncestor(mainPanel);
JDialog progressDialog = new JDialog(thisWin, "Uploading...");
JPanel contentPane = new JPanel();
contentPane.setPreferredSize(new Dimension(300, 100));
JProgressBar bar = new JProgressBar(0, 100);
bar.setIndeterminate(true);
contentPane.add(bar);
progressDialog.setContentPane(contentPane);
progressDialog.pack();
progressDialog.setLocationRelativeTo(null);
Task task = new Task("Your attempt");
task.execute();
progressDialog.setVisible(true);
while (!task.isDone()) {
}
progressDialog.dispose();
}
private void myAttemptActionPerformed() {
Window thisWin = SwingUtilities.getWindowAncestor(mainPanel);
final JDialog progressDialog = new JDialog(thisWin, "Uploading...");
JPanel contentPane = new JPanel();
contentPane.setPreferredSize(new Dimension(300, 100));
final JProgressBar bar = new JProgressBar(0, 100);
bar.setIndeterminate(true);
contentPane.add(bar);
progressDialog.setContentPane(contentPane);
progressDialog.pack();
progressDialog.setLocationRelativeTo(null);
final Task task = new Task("My attempt");
task.addPropertyChangeListener(new PropertyChangeListener() {
#Override
public void propertyChange(PropertyChangeEvent evt) {
if (evt.getPropertyName().equalsIgnoreCase("progress")) {
int progress = task.getProgress();
if (progress == 0) {
bar.setIndeterminate(true);
} else {
bar.setIndeterminate(false);
bar.setValue(progress);
progressDialog.dispose();
}
}
}
});
task.execute();
progressDialog.setVisible(true);
}
public JPanel getMainPanel() {
return mainPanel;
}
}
class Task extends SwingWorker<Void, Void> {
private static final long SLEEP_TIME = 4000;
private String text;
public Task(String text) {
this.text = text;
}
#Override
public Void doInBackground() {
setProgress(0);
try {
Thread.sleep(SLEEP_TIME);// imitate a long-running task
} catch (InterruptedException e) {
}
setProgress(100);
return null;
}
#Override
public void done() {
System.out.println(text + " is done");
Toolkit.getDefaultToolkit().beep();
}
}
EDIT:
1) you showed another issues, why do you create lots of Top-Level Containers on Fly/Runtime, create only required numbers of Containers and re-use that by removeAll()
2) here is probably what you needed, all those JProgressBars in the JTable are pretty accesible and configurable
3) this is your paintImmediately(), that really reason why not painting any of Progress to the JLabel but using JProgressBar#setValue(int);
instead,
It's possible that constructSome*HeavyGUI() really takes long enough to matter, but it's more likely that filling in the data model(s) is the problem. Instead, construct and show the empty GUI elements and launch one or more SwingWorker instances to marshal each element's data. There are related examples here and here.
Addendum: If the problem is instantiating components, and not loading data models, you can chain the calls to invokeLater(), as suggested in a comment below. If you're instantiating that many components, consider the flyweight pattern. JTable is a familiar example.
Move the long running code in a separate thread and use SwingUtilities.invokeAndWait or invokeLater to update GUI.
Either use SwingUtilities.invokeLater(...) as suggested by #StanislavL, or use SwingWorker.
See also:
Worker Threads and SwingWorker

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