Java Swing GUI not displaying contents while running (Processes) - java

I have a Java program that's using ProcessBuilder to set up some Servers.
I have also made a Form, that displays a JProgressBar, a JLabel and a JTextArea. The Progressbar is set to be indeterminate, since there doesn't seem to be a way for easy calculation of the workload.
The Label is regularly updated to show the User at which step the programm currently is, and the TextArea displays extra information about the current step.
However, when I start the setup, the Window opens and displays nothing. Just a blank white window with a title.
That is until the setup is either done, or when I'm debugging, where it will sometimes actually display something for a short time.
I have tried calling panel.revalidate() together with panel.repaint() everytime I update a property, but this hasn't changed anything. I remember faintly that there's a specific way to update components while the program is doing stuff in the background, but cannot remember how, and wasn't able to find anything helpful so far.
public void shutdownSystems() throws IOException, InterruptedException {
for (String ip : ipArray) {
if (isWindows) builder.command(ipmitool, ip, "ADMIN", "ADMIN", "ipmi", "power", "down");
loadingForm.setProgressInfo("Shutting down System " + ip);
startProcess();
loadingForm.setProgressInfo(streamGobbler.getResult());
refreshLoadingWindow();
}
}
Here's a piece of code to showcase how I'm trying to do it currently. loadingForm refers to the window which is supposed to have it's components updated. startProcess(); is a local method that executes the command set by the ProcessBuilder builder and compiles the output to also add this information to the window. Last but not least, I call refreshLoadingWindow(); which basically just gets the panel of loadingForm and executes .revalidate(); and .repaint();
The main thing that is confusing me is, while I understand that there's probably a different approach to updating GUIs, it doesn't even show the components at all. Not even when first opening the window.
Can anyone tell me what I'm supposed to be doing instead?

Related

Java in NetBeans - Adding actionEvents with custom parameters

I'm working on something in NetBeans, and I want to create an actionListener in a jTextPane for when the user presses Enter. However, I also need to input a String array (from a different subroutine within the source code) into the listener. But in NetBeans, events are generated automatically and I'm not allowed to edit this apparently extremely sensitive code. So, then, I tried typing up my own event thing (sorry about my terminology; I'm very new to GUI programming):
private void jTextPaneEnterPressed(KeyEvent evt, String[] stringArray)
{
int key = evt.getKeyCode();
if (key == KeyEvent.VK_ENTER)
{
// do something when the user presses enter that involves the program knowing what stringArray is
}
}
But when I run the program, pressing Enter in the text pane does nothing. I understand that this is because there is no actionListener associated with jTextPaneEnterPressed, but NetBeans gives no option for such customized code.
So what I want to know is either how I can pass in my own parameters when NetBeans creates an event handler, or how I can write my own actionListener alongside this actionPerformed block.
(And for the record, this is not an import problem)
I have tried looking this up, but have found nothing specific, as all other similar issues are not relevant to NB. Any help would be greatly appreciated.
*EDIT: This may seem like a trivial problem to most, but I'm open to any actual answers that tell me how to get done what I am trying to do, though I would prefer to stick with NetBeans. All I need is for the action listener to know that this string array exists, because the program needs to deal with that array when the user presses Enter. I'm sorry I can't give any specific context, but it's too much to get into.

Any way to delay PaintComponent?

I've read through lots of the threads on paintComponent here, most of which making the point that it either is never or almost never necessary (or possible) to choose when paintComponent is called.
In my program, however, sometimes (only sometimes) paintComponent gets called before some of the objects it needs to paint have finished initializing or even sometimes before they've been created, triggering warnings- JOptionPane pop-ups, which surprisingly do not show any of the text they were hard-coded to display in their "message" area. I've read in other places that it's something to do with the EDT, and I've looked into some parts of that but I'm just getting confused. If the main purpose of the EDT is to update the gui, and by default pretty much everything will run in the EDT, then could I tell the program to run all the initialization and update functions in a different thread(s), which I somehow forcibly make run before the EDT runs?
What I'd ideally like to have happen is for paintComponent to wait until a certain point in my code to be run (after a bunch of update functions, regardless of what happens to the screen. After it does get called, it is followed by a pause in which relatively little is going on ( I had been using Thread.sleep() inside a while loop ) and which lasts until the user clicks something - at which point all the necessary functions are run again, followed by paintComponent afterwards, then the sleep() while loop, etc.
From what I understand, I think what I want isn't really possible, so my question is: Do you guys have any ideas of how to get around this?
EDIT:
So essentially the program is a college course planner, intended to make it easier for someone to plan out by semester all the courses they have to take before graduation, move those courses around (if possible), and see how all the courses are connected (prerequisites and such). When the program starts, it loads the list of necessary courses from a text file, then loads info about each course from a bunch of individual text files, and arranges them according to their prerequisites. Courses with no prerequisites go in the first semester, courses whose prerequisites have all been added to the first semester get added to the second, and so on until all the courses have been added. When paintComponent runs, it calls a function that assume all of each course's prerequisites exist on the schedule, and if it finds otherwise, it throws an error and displays a JOptionPane message box. When this happens during a normal run of the program (like if I manually add a course before adding its prerequisites), that all works and displays correctly. But sometimes that message box pops up when only some of the courses have been loaded (meaning control is still in the main constructor) and when it does so, the actual string message doesn't show up - only the actual pane, title and ok button do. Heres the line where I display the error box, so you can know that I'm not trying to display a string variable which has the potential of being empty.
JOptionPane.showMessageDialog(this,
"Course couldn't be loaded, partially >loaded\ncourses have been removed.",
"Error",
JOptionPane.OK_OPTION);
It is the "Course couldn't...been removed." part that doesn't get displayed. This is the only JOptionPane I display with the title "Error".
This post mentioned what sounds like the same thing happening, except I'm not using any of the things that poster had to fix. So possibly it's irrelevant but I'll add it just in case. JOptionPane.showMessageDialog() shows but without any message?
But to step back a bit, because that box popped up before all the courses had been added, it means that paintComponent was somehow called in the middle of the relevant JPanel's constructor, before a bunch of things had been initialized. I added a bunch of println() statements to make sure that that is true. Is it normal for that to happen, and if so, is there a way to fix it without simply using Andrew Thompson's advice?
After thinking though it a bit, I think that because the project is 3200 lines long and relies to a huge extent on text files, I'm really not sure how to ( or if I can) make a SSCCE for it..
If any specific pieces would be helpful I'll gladly add those but if this problem isn't clearly some standard issue I'm getting wrong, then I'll just add that flag and keep looking for bugs.
Thanks for your help
Declare a flag as a class attribute. Check it in the paint method. Change it at the end of the initialization.
class XandYandZ extends JComponent {
boolean initializationFinished = false;
public XandYandZ() {
// long initialisation..
initializationFinished = true;
}
public void paintComponent(Graphics g) {
if (!initializationFinished) return;
// .. paint ..

Follow new window after swing action emulated

Using reflection, I've managed to invoke the main method of another java application that uses swing to create windows. I've also been able to grab those windows and manipulate them. When I get to a certain point, I loop through the actionListeners of a certain JMenuItem and I call their actionPerformed telling them the button has been pressed. This works exactly as intended, and opens a new window. When this window opens, however, I want to do something similar to it by first getting the window and then the components inside of it.
However, as soon as the event is fired, the window is created and my program is put in a busy loop waiting for the window I want to interact with to close. This is caused by the application I am invoking, and I have no control over this, nor do I have an opportunity to do anything about it.
Here's how I am doing that event firing
for (ActionListener a : nc.getActionListeners()) {
a.actionPerformed(new ActionEvent(nc, ActionEvent.ACTION_PERFORMED,null) {});
}
What I'm thinking is I might want to have another thread that's looking for the window, but I'm not even sure if that will work..
Window has static method
public static Window[] getWindows() {
return getWindows(AppContext.getAppContext());
}
Frame has similar one
public static Frame[] getFrames()
So you can get copy of the created windows (frames) before your click emulation and compare with the new list after click to find the newly created one.

Java Gui empty frame

I am currently developing a project with a genetic algorithm.
It works fine, I get the results I wants, so no problem on this side.
I displayed all the information in the console so I decided to create a GUI to improve the software.
I have two frames. One is a selection frame where you select your options for the run.
The other is a frame with a textArea. The purpose of this second frame is to display the information about the run in it. For both frame I used the MVC design pattern. It works fine, I have run some tests for the GUI and all is displayed normally.
Now the problem is when I try to integrate the two sides.
I launch my first frame in the main. Then it switch to the second frame and run the Genetic algorithm when the information are complete and the user clicked the OK button. I make verification of the information and let the button enabled false until it is correct ;).
In theory it is suppose to display the second frame empty then launch the GA then input text in the frame dunring the run with the MVC model.
The problem happens when I click the button, the second frame display partially. I mean I have the frame with the title and the red close button but there is nothing in it. I can move the frame with my mouse but if i click the red close button, nothing append, so I guess the frame is kind of freeze. The Ga run perfectly during this time. At the end of the
GA's run the rest of the frame appears with all the information that should have been input in it. So the Mvc model is working good. It is just the frame that don't display normally.
I use the following code :
Vue2 vrga = new VueLorsRunGa(); //create the 2nd frame
vue1.dispose(); //destroy the first one
//code to run the GA
I am not use with the GUI so maybe I made it wrong and so I don't free something needed.
If we take it sequentially, the vue2 is supposed to be totally launch before the ga code is executed. But i read in a article that the GUI's things are managed in a special thread. And so it not suppose to be freeze by the GA ... The GA got its specific threads but I haven't done any for the GUI.
So if anyone had a idea where I can be wrong or how to managed to suppress my bug, it would be great :)
Thank you for help
Scyn
You are probably running your code in the EDT thread (like directly from the actionPerformed method) which blocks other events being processed.
You should move long running operations out of the EDT thread

How to make GUI wait for user input? [duplicate]

This question already has an answer here:
How to stop Java from running the entire code with out waiting for Gui input from The user
(1 answer)
Closed 5 years ago.
I'm a rather basic programmer who has been assigned to make a GUI program without any prior experience with creating a GUI. Using NetBeans, I managed to design what I feel the GUI should look like, and what some of the buttons should do when pressed, but the main program doesn't wait for the user's input before continuing. My question is, how do I make this program wait for input?
public class UnoMain {
public static void main(String args[]) {
UnoGUI form = new UnoGUI(); // GUI class instance
// NetBeans allowed me to design some dialog boxes alongside the main JFrame, so
form.gameSetupDialog.setVisible(true); // This is how I'm trying to use a dialog box
/* Right around here is the first part of the problem.
* I don't know how to make the program wait for the dialog to complete.
* It should wait for a submission by a button named playerCountButton.
* After the dialog is complete it's supposed to hide too but it doesn't do that either. */
Uno Game = new Uno(form.Players); // Game instance is started
form.setVisible(true); // Main GUI made visible
boolean beingPlayed = true; // Variable dictating if player still wishes to play.
form.playerCountLabel.setText("Players: " + Game.Players.size()); // A GUI label reflects the number of players input by the user in the dialog box.
while (beingPlayed) {
if (!Game.getCompleted()) // While the game runs, two general functions are repeatedly called.
{
Player activePlayer = Game.Players.get(Game.getWhoseTurn());
// There are CPU players, which do their thing automatically...
Game.Turn(activePlayer);
// And human players which require input before continuing.
/* Second part of the problem:
* if activePlayer's strategy == manual/human
* wait for GUI input from either a button named
* playButton or a button named passButton */
Game.advanceTurn();
// GUI updating code //
}
}
}
}
I've spent about three days trying to figure out how to integrate my code and GUI, so I would be grateful if someone could show me how to make this one thing work. If you need any other information to help me, please ask.
EDIT: Basically, the professor assigned us to make a game of Uno with a GUI. There can be computer and human players, the numbers of which are determined by the user at the beginning of the game. I coded the entire thing console-based at first to get the core of the game to work, and have since tried to design a GUI; currently this GUI only displays information about the game while it's running, but I'm not sure how to allow the code to wait for and receive input from the GUI without the program charging on ahead. I've investigated other StackOverflow questions like this, this, this, or this, but I cannot comprehend how to apply the answers to my own code. If possible, I'd like an answer similar to the answers in the links (an answer with code I can examine and/or use). I apologize if I sound demanding or uneducated and confusing; I've been working diligently on this project for a couple weeks and it's now due tomorrow, and I've been stressing because I can't advance until I figure this out.
TL;DR - How do I get my main program to wait and listen for a button click event? Should I use modal dialog boxes, or is there some other way to do it? In either case, what code needs to be changed to do it?
Unlike console based programming, that typically has a well defined execution path, GUI apps operate within a event driven environment. Events come in from the outside and you react to them. There are many types of events that might occur, but typically, we're interested in those generate by the user, via mouse clicks and keyboard input.
This changes the way an GUI application works.
For example, you will need to get rid of your while loop, as this is a very dangerous thing to do in a GUI environment, as it will typically "freeze" the application, making it look like your application has hung (in essence it has).
Instead, you would provide a serious of listeners on your UI controls that respond to user input and update some kind of model, that may effect other controls on your UI.
So, to try and answer your question, you kind of don't (wait for user input), the application already is, but you capture that input via listeners and act upon them as required.

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