I have a class tasks, which handles multiple tasks using a menu layout, class tasks check the application flow by setting up the stage, with the menu scene to list all individual task. I want to run some task from the available list using there own classes, something like this:
Tasks.java:
package tasks;
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.VBox;
import javafx.scene.control.Button;
public class Tasks extends Application
{
private Stage window;
private Scene menuScene;
private Task1 task1;
public Tasks()
{
this.window=null;
this.menuScene=null;
this.task1=null;
}
private void setMenu()
{
VBox menu=new VBox();
Button newTask1Button=new Button("New Task 1");
newTask1Button.setOnAction(clickEvent -> this.startNewTask1());
menu.getChildren().add(newTask1Button);
//More buttons
this.menuScene=new Scene(menu,400,600);
this.window.setScene(this.menuScene);
}
private void startNewTask1()
{
this.task1=new Task1(this.window);
this.launchTask1();
}
private void launchTask1()
{
if(this.task1!=null)
{
int task1State=1;
//while(task1State==1) //To re-run for pause state
//{
task1State=this.task1.runTask1();
System.out.println("Task1 is in state "+task1State); //In no way part of program, just for debugging. Always give state=-1
//If 1-Paused, then display pause Menu for task1, by calling this.task1.paused(); and then again based on user input re-run runTask1
//If 0-Exit, then change the scene back to menuScene and quit the function
//}
}
}
#Override
public void start(Stage primaryStage)
{
this.window=primaryStage;
this.window.setTitle("Tasks");
this.setMenu();
this.window.show();
}
public static void main(String[] args)
{
Application.launch(args);
}
}
Task1.java:
package tasks;
import javafx.stage.Stage;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.HBox;
import javafx.scene.control.Button;
class Task1
{
private Stage window;
private Scene task1Scene;
private boolean intialised;
private int state;
public Task1()
{
}
public Task1(Stage _window)
{
this.window=_window;
this.task1Scene=null; //Will be set later
this.intialised=false;
this.state=-1;
}
private Scene createScene()
{
//Creates some GUI to interact
//Buttons in End, to control exit
HBox menu=new HBox();
Button pauseButton=new Button("Pause");
pauseButton.setOnAction(clickEvent -> this.state=1);
menu.getChildren().add(pauseButton);
Button exitButton=new Button("Exit");
exitButton.setOnAction(clickEvent -> this.state=0);
menu.getChildren().add(exitButton);
Scene scene=new Scene(menu,400,600);
return scene;
}
private void setupControls()
{
//To assign event handlers to interact with GUI
}
public int runTask1()
{
if(!this.intialised)
this.task1Scene=this.createScene();
this.window.setScene(this.task1Scene);
this.setupControls();
//while(this.state==-1);
return this.state;
}
}
The problem with this I face is, function runTask1() is always instantly returning, even though operation assigned using event handlers for Task1 are still running and no event for exit has been generated.
I tried to solve this by setting an instance variable named state and setting it to -1, and putting a while loop till this state variable is not modified. But that completely stops the GUI.
I realised its reason later by Googling, but couldn't determine which way to solve this.
At places, it was suggested to use Threads (not sure how, I don't want multiple processes running in the program) and at places, it was also suggested to set another Event Handler (but, they were running the different process in the start() function (inherited from Application) itself and it was more of transferring the flow rather than returning backwards).
How should I code to keep running only runTask1() till it is not finished, and return to launchTask1() sequentially?
The infinite while loop in method runTask1() in class Task1 is freezing the JavaFX application thread. Just remove it.
Basically your Task1 class is another Scene so when you click on button newTask1Button in class Tasks you simply want to set a new Scene.
Here is class Task1 with the required change.
package tasks;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.HBox;
import javafx.scene.control.Button;
public class Task1 {
private Stage window;
private Scene task1Scene;
private boolean intialised;
private int state;
public Task1() {
}
public Task1(Stage _window) {
this.window = _window;
this.task1Scene = null; // Will be set later
this.intialised = false;
this.state = -1;
}
private Scene createScene() {
// Creates some GUI to interact
// Buttons in End, to control exit
HBox menu = new HBox();
Button pauseButton = new Button("Pause");
pauseButton.setOnAction(clickEvent -> this.state = 1);
menu.getChildren().add(pauseButton);
Button exitButton = new Button("Exit");
exitButton.setOnAction(clickEvent -> this.state = 0);
menu.getChildren().add(exitButton);
Scene scene = new Scene(menu, 400, 600);
return scene;
}
private void setupControls() {
// To assign event handlers to interact with GUI
}
public int runTask1() {
if (!this.intialised)
this.task1Scene = this.createScene();
this.window.setScene(this.task1Scene);
this.setupControls();
// while (this.state == -1)
// ;
return this.state;
}
}
As you can see, I simply commented out the while loop. The JavaFX application thread contains a loop that waits for user actions to occur such as moving the mouse or typing a key on the keyboard. You don't have to handle that in your code.
EDIT
As a result of the typo in the code in your question, that you mentioned in your comment to my answer and that you corrected in your question in a subsequent edit, I am editing my answer.
The way a JavaFX application works is that it reacts to user actions. You want class Tasks to be notified when the "state", in class Task1, is changed and the "state" is changed when the user clicks on either pauseButton or exitButton in class Task1. According to the code you posted, you could callback to class Tasks from the event handler of pauseButton.
Class Task1.
(Note comment CHANGE HERE and extra parameter in constructor.)
package tasks;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.HBox;
import javafx.scene.control.Button;
public class Task1 {
private Tasks tasks;
private Stage window;
private Scene task1Scene;
private boolean intialised;
private int state;
public Task1(Stage _window, Tasks tasks) {
this.tasks = tasks;
this.window = _window;
this.task1Scene = null; // Will be set later
this.intialised = false;
this.state = -1;
}
private Scene createScene() {
HBox menu = new HBox();
Button pauseButton = new Button("Pause");
pauseButton.setOnAction(clickEvent -> tasks.setState(this.state = 1)); // CHANGE HERE
menu.getChildren().add(pauseButton);
Button exitButton = new Button("Exit");
exitButton.setOnAction(clickEvent -> this.state = 0);
menu.getChildren().add(exitButton);
Scene scene = new Scene(menu, 400, 600);
return scene;
}
private void setupControls() {
// To assign event handlers to interact with GUI
}
public int runTask1() {
if (!this.intialised) {
this.task1Scene = this.createScene();
}
this.window.setScene(this.task1Scene);
this.setupControls();
return this.state;
}
}
Class Tasks
(Added method setState(int).)
package tasks;
import javafx.application.Application;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.VBox;
import javafx.scene.control.Button;
public class Tasks extends Application {
private Stage window;
private Scene menuScene;
private Task1 task1;
public Tasks() {
this.window = null;
this.menuScene = null;
this.task1 = null;
}
private void setMenu() {
VBox menu = new VBox();
Button newTask1Button = new Button("New Task 1");
newTask1Button.setOnAction(clickEvent -> this.startNewTask1());
menu.getChildren().add(newTask1Button);
this.menuScene = new Scene(menu, 400, 600);
this.window.setScene(this.menuScene);
}
private void startNewTask1() {
this.task1 = new Task1(this.window, this);
this.launchTask1();
}
private void launchTask1() {
if (this.task1 != null) {
this.task1.runTask1();
}
}
#Override
public void start(Stage primaryStage) {
this.window = primaryStage;
this.window.setTitle("Tasks");
this.setMenu();
this.window.show();
}
public static void main(String[] args) {
Application.launch(args);
}
public void setState(int task1State) {
System.out.println("Task1 is in state " + task1State); // In no way part of program,
// just for debugging.
}
}
Related
I use javafx, I have a TextField and a Button, when the button is pressed, it saves what is written in the TextField in a String. What I want to create is a method to mark a pause, while waiting for the Button to get pressed.
I have a class named pause.java, where I tried to put a obj.wait(); and a notifyAll(); in the event where the button is pressed, but the window isn't accessible during this time, I can't press the button or enter anything in the TextField.
So what I found was to put the obj.wait(); in a task, then I don't know why but it directly breaks out of the wait.
Here is my pause.java
package net.jpajavafx;
import java.util.logging.*;
import javafx.concurrent.Task;
public class pause {
Logger logger = Logger.getLogger(pause.class.getName());
MainController obj = new MainController();
public void waitinput() {
Task<Void> sleeper = new Task<Void>() {
#Override
protected Void call() throws Exception {
synchronized (obj) {
try {
String write = "Waiting for input...";
logger.log(Level.INFO, write);
obj.wait();
logger.log(Level.INFO, "Done");
} catch (Exception e) {
e.printStackTrace();
}
}
return null;
}
};
new Thread(sleeper).start();
}
}
How do I have to modify it to make it wait, while still having access to the GUI?
Here's my code simplified for the problem:
AlbumManager.java, where my main is.
package net.jpajavafx;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.stage.*;
import javafx.application.*;
import javafx.fxml.FXMLLoader;
public class AlbumManager extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
Parent root = FXMLLoader.load(getClass().getResource("Main.fxml"));
Scene scene = new Scene(root);
primaryStage.setTitle("Album Manager");
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
MainController.java:
package net.jpajavafx;
import javafx.event.ActionEvent;
import javafx.scene.control.TextArea;
import javafx.scene.control.TextField;
import javafx.fxml.FXML;
import java.util.logging.*;
import javax.persistence.EntityManager;
import javax.persistence.EntityManagerFactory;
public class MainController {
#FXML
private TextArea textarea;
#FXML
private TextField textfield;
Variablesstoring stock = new Variablesstoring();
public void ok(ActionEvent event) {
String getValue = textfield.getText();
stock.setEntrystr(getValue); //here i have something to put in an Int, I put it aside to reduce the length
textfield.setText("");
notifyAll();
}
public void startprogram() {
int etat = 0;
int run = 1;
while (run == 1) {
textarea.setText("1: launch method");
pause.waitinput(); // here I want to wait for an input
etat = stock.getEntrystr();
switch (etat) {
case 1:
//runs a method
break;
default:
break;
}
}
}
}
It's really not clear what you're trying to achieve here that needs a separate thread: all the separate thread seems to try to do is wait until the button is pressed, and then execute some code. That functionality is already provided by the event management system in JavaFX (and the same is true for any UI toolkit): just execute the code in the event handler.
(As an aside, your use of wait() is incorrect, and if you fix that, the thread will never wake up because you are not calling notifyAll() on the same object on which you are calling wait().)
You can achieve what you seem to be trying to do simply with
package net.jpajavafx;
import javafx.event.ActionEvent;
import javafx.scene.control.TextArea;
import javafx.scene.control.TextField;
import javafx.fxml.FXML;
import java.util.logging.*;
import javax.persistence.EntityManager;
import javax.persistence.EntityManagerFactory;
public class MainController {
#FXML
private TextArea textarea;
#FXML
private TextField textfield;
Variablesstoring stock = new Variablesstoring();
public void ok(ActionEvent event) {
String getValue = textfield.getText();
stock.setEntrystr(getValue); //here i have something to put in an Int, I put it aside to reduce the length
textfield.setText("");
processInput();
}
public void processInput() {
int etat = stock.getEntrystr();
switch (etat) {
case 1:
//runs a method
break;
default:
break;
}
}
}
You have to start another thread using a Runnable, so your UI thread does not get blocked while the save-operation completes.
You can do this by placing a listener on the button that will start the save-operation on a new thread when the button is clicked.
The code for adding a listener to a button that starts a new thread would look something like this:
//Creating the mouse event handler
EventHandler<MouseEvent> eventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent e) {
MainController controller = new MainController();
controller.start();
}
};
//Registering the event filter
button.addEventFilter(MouseEvent.MOUSE_CLICKED, eventHandler);
The code you posted doesn't really do anything. Your call to waitinput() only logs and calls wait(). wait() is not what you want, since this operation is intended for putting a thread on hold until it is notified, not for executing a task in a seperate thread. Remove the obj.wait(), and add a listener that calls your logging method when the button is clicked. Also, get rid of the while-loop. The EventHandler will take care of events in the background.
How can I make a custom Event that triggers on Stage.setScene()?
In my code, the button switches the Scenes and that works fine. However, I would like to extend the Stage to have an additional Event that is triggered when a button or possibly any other Element triggers a setScene.
Example:
package sample;
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.stage.Stage;
public class Main extends Application {
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage stage) {
Group g1 = new Group();
Button b1 = new Button("2");
g1.getChildren().setAll(b1);
Scene scene1 = new Scene(g1, 50, 50);
Group g2 = new Group();
Button b2 = new Button("1");
g2.getChildren().setAll(b2);
Scene scene2 = new Scene(g2, 50, 50);
stage.setScene(scene1);
stage.setTitle("JavaFX Application Life Cycle");
b1.setOnAction(actionEvent -> {
System.out.println("1");
stage.setScene(scene2);
});
b2.setOnAction(actionEvent -> {
System.out.println("2");
stage.setScene(scene1);
});
stage.show();
}
}
You can add a ChangeListener<Scene> to your Stage like this:
stage.sceneProperty().addListener((observable, oldScene, newScene) -> {
System.out.println("New scene: " + newScene);
System.out.println("Old scene: " + oldScene);
});
I believe using a listener, as shown in the answer by #M.S., is probably the best and simplest way to react to scene changes. However, you ask about how to make a "custom event" that you can fire when the scene changes; by "event" I assume you mean a subclass of javafx.event.Event. So while I recommend sticking with a simple listener, here's an example of a custom event.
First, you need a custom event class:
import javafx.event.Event;
import javafx.event.EventType;
import javafx.scene.Scene;
import javafx.stage.Window;
public class SceneChangedEvent extends Event {
public static final EventType<SceneChangedEvent> SCENE_CHANGED =
new EventType<>(Event.ANY, "SCENE_CHANGED");
public static final EventType<SceneChangedEvent> ANY = SCENE_CHANGED;
private transient Window window;
private transient Scene oldScene;
private transient Scene newScene;
public SceneChangedEvent(Window window, Scene oldScene, Scene newScene) {
super(window, window, SCENE_CHANGED);
this.window = window;
this.oldScene = oldScene;
this.newScene = newScene;
}
public Window getWindow() {
return window;
}
public Scene getOldScene() {
return oldScene;
}
public Scene getNewScene() {
return newScene;
}
}
I'm not sure what information you want to carry with the event so I just added the source Window as well as the old and new Scenes. If you're wondering about the ANY = SCENE_CHANGED, I'm just following the pattern used by javafx.event.ActionEvent (which also only has a single event-type).
Then you simply need to fire the event when the scene changes. To implement this you're still going to need a change listener. As you mention wanting to extend Stage here's an example of that:
import javafx.beans.NamedArg;
import javafx.beans.property.ObjectProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.event.EventHandler;
import javafx.stage.Stage;
import javafx.stage.StageStyle;
public class CustomStage extends Stage {
private final ObjectProperty<EventHandler<? super SceneChangedEvent>> onSceneChanged =
new SimpleObjectProperty<>(this, "onSceneChanged") {
#Override
protected void invalidated() {
setEventHandler(SceneChangedEvent.SCENE_CHANGED, get());
}
};
public final void setOnSceneChanged(EventHandler<? super SceneChangedEvent> handler) {
onSceneChanged.set(handler);
}
public final EventHandler<? super SceneChangedEvent> getOnSceneChanged() {
return onSceneChanged.get();
}
public final ObjectProperty<EventHandler<? super SceneChangedEvent>> onSceneChangedProperty() {
return onSceneChanged;
}
public CustomStage() {
this(StageStyle.DECORATED);
}
public CustomStage(#NamedArg(value = "style", defaultValue = "DECORATED") StageStyle style) {
super(style);
sceneProperty().addListener((obs, ov, nv) -> fireEvent(new SceneChangedEvent(this, ov, nv)));
}
}
This would let you react to the scene changing using any of the following:
CustomStage stage = new CustomStage();
// addEventFilter/addEventHandler
stage.addEventFilter(SceneChangedEvent.SCENE_CHANGED, e -> { ... });
stage.addEventHandler(SceneChangedEvent.SCENE_CHANGED, e -> { ... });
// setOnSceneChanged
stage.setOnSceneChanged(e -> { ... });
Keep in mind that the event will only target the CustomStage instance. In other words, only event handlers added to the CustomStage instance will be notified of the event. And as you can see, this is much more complicated than simply adding a change listener to the scene property of the Stage.
I'm trying to update a progress bar in Java FX. My first problem was that the window said "not responding" instead of actually updating. It just froze and then after the tasks were done, the progress bar became full. So I found out that I had to use multithreading and implemented it like this.
overallList.clear();
progressbar.setprogress(0);
for(Object obj : list) {
class ThreadProgress implements Runnable { // inner class
public void run() {
thisList = scrape(obj);
overallList.add(thisList);
progressbar.setProgress(progressbar.getProgress() + (double)1/size);
}
}
Thread current = new Thread(new ThreadProgress());
current.start();
}
textAreaConsole.setText("Total number of things:" + overallList.size());
But now the problem is the final line prints "Total number of things: 0" because the threads don't actually finish executing before the machine runs the final line. Then I found out multiple ways to fix this, specifically using join() or ExecutorService. I implemented join() like this.
overallList.clear();
progressbar.setprogress(0);
List<Thread> threads = new ArrayList<Thread>();
for(Object obj : list) {
class ThreadProgress implements Runnable { // inner class
public void run() {
thisList = scrape(obj);
overallList.add(thisList);
progressbar.setProgress(progressbar.getProgress() + (double)1/size);
}
}
Thread current = new Thread(new ThreadProgress());
current.start();
threads.add(current);
}
for(Thread thread : threads) thread.join(); // with a try-catch loop
textAreaConsole.setText("Total number of things:" + overallList.size());
But this brings me back to the original problem, the window says "not responding" again. Same thing happened with ExecutorService. I have no idea what to do now.
See the example application below. It provides a simple ProgressBar and a Label to demonstrate how to update the UI with the progress of a background Task.
The code is commented as well.
import javafx.application.Application;
import javafx.concurrent.Task;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.ProgressBar;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class ProgressBarExample extends Application {
// Create our ProgressBar
private ProgressBar progressBar = new ProgressBar(0.0);
// Create a label to show current progress %
private Label lblProgress = new Label();
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
// Simple interface
VBox root = new VBox(5);
root.setPadding(new Insets(10));
root.setAlignment(Pos.CENTER);
// Button to start the background task
Button button = new Button("Start");
button.setOnAction(event -> startProcess());
// Add our controls to the scene
root.getChildren().addAll(
progressBar,
new HBox(5) {{
setAlignment(Pos.CENTER);
getChildren().addAll(
new Label("Current Step:"),
lblProgress
);
}},
button
);
// Here we will
// Show the Stage
primaryStage.setWidth(300);
primaryStage.setHeight(300);
primaryStage.setScene(new Scene(root));
primaryStage.show();
}
private void startProcess() {
// Create a background Task
Task<Void> task = new Task<Void>() {
#Override
protected Void call() throws Exception {
// Set the total number of steps in our process
int steps = 1000;
// Simulate a long running task
for (int i = 0; i < steps; i++) {
Thread.sleep(10); // Pause briefly
// Update our progress and message properties
updateProgress(i, steps);
updateMessage(String.valueOf(i));
}
return null;
}
};
// This method allows us to handle any Exceptions thrown by the task
task.setOnFailed(wse -> {
wse.getSource().getException().printStackTrace();
});
// If the task completed successfully, perform other updates here
task.setOnSucceeded(wse -> {
System.out.println("Done!");
});
// Before starting our task, we need to bind our UI values to the properties on the task
progressBar.progressProperty().bind(task.progressProperty());
lblProgress.textProperty().bind(task.messageProperty());
// Now, start the task on a background thread
new Thread(task).start();
}
}
Edit: Added the setOnFailed() and setOnSucceeded() methods.
My goal here is to have some animation on a node (such as a fade transition) that serves as a temporary notice that something is happening. I want the animation completely gone, like it never happened when that something has ended.
The code snipped below is an example of the problem I'm having. In the current state, when the button is hit to stop the process the button just stays at it's current opacity. If the commented line is uncommented, the button no longer stays at it's current opacity but updates to look correct. My problem then is that when the button is hit again, the CSS opacity for the default stylesheet (Modena.css for JavaFX 8) is no longer taking effect.
Is there something I'm doing wrong, or is there a better way altogether?
package gui.control.custom;
import javafx.animation.Animation;
import javafx.animation.FadeTransition;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.HBox;
import javafx.stage.Stage;
import javafx.util.Duration;
public class Test extends Application {
#Override
public void start(Stage primaryStage) throws Exception {
Stage stage = new Stage();
HBox box = new HBox();
streamButton = new Button("Start");
streamButton.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
if (started) {
stopProcess();
} else {
startProcess();
}
}
});
box.getChildren().add(streamButton);
stage.setScene(new Scene(box));
stage.show();
}
FadeTransition ft;
Button streamButton;
boolean started = false;
private void startProcess() {
streamButton.setDisable(true);
new Thread() {
#Override
public void run() {
try {
Thread.sleep(3000);
} catch (InterruptedException ex) {
}
Platform.runLater(() -> {
started = true;
streamButton.setText("Stop");
streamButton.setDisable(false);
startButtonAnim();
});
}
}.start();
}
private void stopProcess() {
streamButton.setText("Start");
stopButtonAnim();
started = false;
}
private void startButtonAnim() {
ft = new FadeTransition(Duration.millis(500), streamButton);
ft.setFromValue(1.0);
ft.setToValue(0.3);
ft.setCycleCount(Animation.INDEFINITE);
ft.setAutoReverse(true);
ft.play();
}
private void stopButtonAnim() {
ft.stop();
//streamButton.setOpacity(1);
}
public static void main(String[] args) {
launch();
}
}
I think the best solution is to use jumpTo(Duration duration) right before you stop the Animation. Setting the duration to Duration.ZERO.
Circle circle2 = new Circle(250, 120, 80);
circle2.setFill(Color.RED);
circle2.setStroke(Color.BLACK);
FadeTransition fade = new FadeTransition();
fade.setDuration(Duration.millis(5000));
fade.setFromValue(10);
fade.setToValue(0.1);
fade.setCycleCount(1000);
fade.setAutoReverse(true);
fade.setNode(circle2);
fade.play();
Button btnStop = new Button("Stop");
btnStop.setOnAction((event) -> {
fade.jumpTo(Duration.ZERO);
fade.stop();
});
Another idea:
I have found this method in javadoc: getCurrentRate(),
which should give you negative result on reversing, so the code would look like this:
private void stopButtonAnim() {
while(ft.getCurrentRate>=0); //waiting till animation goes (skips if already reversing)
while(ft.getCurrentRate<=0); //and till reverse
ft.stop(); //then stop
streamButton.setOpacity(1); //make it 100% ;)
}
Maybe you have to add Thread.sleep(int) to while cycle
I would try this insetad of simply stop(); this line
setOnFinished(e->tryToStop());
And create this method as:
public void tryToStop(){
if(!started)
fm.stop();
}
stopProcess() method changes the started variable, so it will stop in this two cases:
if it is finished
AND
if it is reqested to stop
Not tested, just an idea
I have made a GUI using JavaFX, and there are three radio buttons and once the user clicks submit and another thread is created and depending on what radiobutton was checked, the thread runs the required output and outputs the result to the console.
But while the thread is running (it takes around good 30 seconds for one process to complete) , I am able to check on any radiobutton. To it creates another thread and outputs long with the other ongoing thread. So my output box is just a jumble-wumble! I was looking at asynchronous task but I am not sure if that is something related to it.
Here is what I need: If a task is running, and I click on the submit button while it is running, wait for the previous task to END and THEN do the task.
Here is a psuedo code of my code
class TestMain {
//main
public void main(String ... args) {
launch(args);
}
/*declaring a new textfield with name m_status update here*/
/*once submit button is clicked*/{
//create a new thread
//to run
}
}
class ThreadBlahBlah implements Runnable {
if(/*first checkbox was selected*/){
//do these fancy stuff
Platform.runLater(new Runnable() {
#Override
public void run() {
TestMain.m_status_update.setText("Test Completed!");
}
});
}else if(/*second checkbox was selected*/){
//do these other fancy stuff
Platform.runLater(new Runnable() {
#Override
public void run() {
TestMain.m_status_update.setText("Test Completed!");
}
});
}
}
Please do not recommend me to disable radio buttons while the task is running cause I want to queue my tasks like a linked list.
Use a single-threaded executor to run your tasks:
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicInteger;
import javafx.application.Application;
import javafx.beans.binding.Bindings;
import javafx.beans.property.IntegerProperty;
import javafx.beans.property.SimpleIntegerProperty;
import javafx.concurrent.Task;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.control.TextArea;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.stage.Stage;
public class QueuedTaskExample extends Application {
private AtomicInteger taskCount = new AtomicInteger(0);
private ExecutorService exec = Executors.newSingleThreadExecutor(r -> {
Thread t = new Thread(r);
t.setDaemon(true); // allows app to exit if tasks are running
return t ;
});
// Use the following if you want the tasks to run concurrently, instead of consecutively:
// private ExecutorService exec = Executors.newCachedThreadPool(r -> {
// Thread t = new Thread(r);
// t.setDaemon(true);
// return t ;
// });
#Override
public void start(Stage primaryStage) {
// Just keep track of number of tasks pending/running for a status label:
IntegerProperty pendingTasks = new SimpleIntegerProperty(0);
Button startButton = new Button("Start");
TextArea textArea = new TextArea();
textArea.setEditable(true);
startButton.setOnAction(event -> {
Task<Void> task = createTask();
// add text to text area if task's message changes:
task.messageProperty().addListener((obs, oldMessage, newMessage) -> {
textArea.appendText(newMessage);
textArea.appendText("\n");
});
// for maintaining status label:
pendingTasks.set(pendingTasks.get()+1);
task.setOnSucceeded(taskEvent -> pendingTasks.set(pendingTasks.get()-1));
// run task in single-thread executor (will queue if another task is running):
exec.submit(task);
});
// layout etc
HBox controls = new HBox(startButton);
controls.setAlignment(Pos.CENTER);
controls.setPadding(new Insets(10));
Label statusLabel = new Label();
statusLabel.textProperty().bind(Bindings.format("Pending/running tasks: %s", pendingTasks));
BorderPane root = new BorderPane(textArea, statusLabel, null, controls, null);
Scene scene = new Scene(root, 600, 400);
primaryStage.setScene(scene);
primaryStage.show();
}
#Override
public void stop() {
exec.shutdownNow();
}
// Trivial task that counts slowly to 5, updating its message as it goes:
private Task<Void> createTask() {
final int taskNumber = taskCount.incrementAndGet();
return new Task<Void>() {
#Override
public Void call() throws Exception {
for (int count=1; count<=5; count++) {
Thread.sleep(1000);
updateMessage("Task "+taskNumber+": Count "+count);
}
return null ;
}
};
}
public static void main(String[] args) {
launch(args);
}
}
When the user clicks on a radio button, first disable all radio buttons so the user will not be able to click on other radio buttons while your task is running.
When you finished with the background job, re-enable all radio buttons so the user can choose another task.
See Node.setDisabled() (RadioButton extends Node).
If you do need to queue tasks, your background thread should maintain a a task list, and when the user clicks, add the task to the list, which the background thread should consume (start another task if the current one is completed and there are more).
For advanced threaded execution see Executors and ExecutorService.