using a loop to invoke multiple methods - java

I am newish to Java and trying to building a small rocket program.
I have 3 distinct methods that change the size and colour of the rockets exhaust jet on the graphical display when invoked which work great individually.
public void pulse1()
{
jet.setDiameter(6);
jet.setColour(OUColour.RED);
jet.setXPos(58);
}
public void pulse2()
{
jet.setDiameter(12);
jet.setColour(OUColour.ORANGE);
jet.setXPos(55);
}
public void pulse3()
{
jet.setDiameter(24);
jet.setColour(OUColour.RED);
jet.setXPos(48);
}
However, what I am trying to do is code another method ignition() that uses some sort of loop to invoke each of the three pulse methods in that chronological order a maximum of 5 times with a 500 millisecond delay between each call. (the idea being to simulate on the graphical display the firing up of the rockets engines)
Thus far I have tried the following without success.
public void ignition()
{
pulse1();
delay(500); // uses the inbuilt delay method
pulse2();
delay(500);
pulse3();
}

In Java, a loop will execute the contents of a code block. A code block is anything between two curly braces.
{
statement1;
statement2;
} // statement2 and statement2 are both inside the code block
So, when you declare a loop (perhaps with for or while), the loop will act on the very next code block. You can simply call the delay function once each time within the loop block, and it will wait once per loop.
A way to achieve what you are talking about using a for loop might be like so
public void ignition() {
for(int i = 0; i < 5; i++) {
pulse1();
delay(500); // uses the inbuilt delay method
pulse2();
delay(500);
pulse3();
delay(500);
}
EDIT: Misinterpreted what OP wanted to loop through

As you are not definite on how many number of times you should traverse in a loop but have a maximum limit of 5, use a random no. generator.
int i = rand.nextInt(5) + 1; //1 is minimum and 5 is maximum
int a=0;
while(a<i){
pulse1();
delay(500); // uses the inbuilt delay method
pulse2();
delay(500);
pulse3();
a++;
}
You could also use Thread.sleep(500) if your delay method is giving you issues.

Related

Android Studio Delay inside Loop

I want to make a loop, the times the user wants but with a delay of 3 seconds.
This is the code:
for (i = 0;i < n1; i++){
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
Toast.makeText(KeyMapCreator.this, "Try number " + i,Toast.LENGTH_SHORT).show(); ActionIwantToDo();
}
},3000);
}
The variable i is the one that the user sets.
The problem is that the toast doesn't show up every 3 seconds, it just do like a normal loop without delay. I thought it was because of the time of the toast but if i set the time to 20 secs still being the same.
Someone knows how to make a proper delay inside a loop???
The problem you have is that your loop creates many handlers at once that delay for 3 seconds and then show a toast. They do not wait for each other, and because they are created within milliseconds of each other they will show the toast at the same time.
I'm not sure what you are trying to accomplish, and a loop is probably not what you want. However this is a way to get the toast to display after 3 seconds and every 3 seconds after for a number of times.
For this we will use recursion because it will make it so that you are not blocked on the main thread.
Call doSomething (the recursive function) from where you need the function to start (remember that the second variable is the number of times you want it to run, and 0 is just required as a counter)
doSomething(0, 3)
create doSomething
private void doSomething(int i, int n) {
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
if (i < n) {
Toast.makeText(KeyMapCreator.this, "Try number " + i,Toast.LENGTH_SHORT).show();
actionIWantToDo();
doSomething(i+1, n);
}
}
}, 3000);
}
A Handler just schedules some work for later execution. It doesn't actually block the current thread. All you're doing is scheduling n1 items of work to execute three seconds later, which will all execute in sequence on that exact delay.
You don't really ever want to write code to block the main thread. Ever. It will make your app appear to be unresponsive.

How to wait in java without stopping the entire program

I am making a game where the player can throw up to three projectiles at a time. I'm having trouble with the reloading. Here is the code:
public class AmmoManager {
public void tick(){
if(Player.ammo <= 0){
for(int t = 0; t < 10; t ++){
}
Player.ammo = 3;
}
}
}
It's supposed to wait a bit and then set the ammo to 3, but as soon as the ammo becomes 0, it is set to 3 instantly. What am I doing wrong?
I've tried using sleep, but the entire application would stop.
The problem is that your main program waits for tick() to return something.
Think about it like this; if you have this method
public boolean isOne(int num){
Thread.sleep(1000);
if(num==1){return true;}
return false;
}
and
boolean result = isOne(1);
if(result){ //can't be ran until isOne(1) returns the boolean
//do something
}
You can't continue with you main class when you call isOne() because you dont have the value of the boolean it returns. you have to wait for it to return the value, and then you can continue with the main method
The solution is threading. I'm not an expert on it, so you will need to consult someone else or an online resource, but I think it would look something like this:
public void tick(){
new Thread({ new Runnable(){
#Override
public void run(){
if(Player.ammo <= 0){
Thread.sleep(*seconds* times 1000);
Player.ammo = 3;
}
}).start();
}
There are two problems here.
as soon as the ammo becomes 0, it is set to 3 instantly. What am I doing wrong?
That's because the for loop does nothing. When you enter tick() and Player.ammo is 0, you instantly set it to 3.
I've tried using sleep, but the entire application would stop.
If you only have one thread, that is what Thread.sleep does.
I suspect that what you are attempting is more difficult than you think...
You need a main loop that controls the pace of the game. I might sleep() to ensure that the game does not run too fast.
Each pass, it must instruct every player, or whatever constructs you use, to update themselves. As one of the comments noted, that might involve incrementing a counter to replenish ammo.

Java: Running potentially blocking code

I am developing a small game, (Java, LibGdx) where the player fills cloze-style functions with predefined lines of code. The game would then compile the code and run a small test suite to verify that the function does the stuff it is supposed to.
Compiling and running the code already works, but I am faced with the problem of detecting infinite loops. Consider the following function:
// should compute the sum of [1 .. n]
public int foo(int n) {
int i = 0;
while (n > 0) {
i += n;
// this is the place where the player inserts one of many predefined lines of code
// the right one would be: n--;
// but the player could also insert something silly like: i++;
}
return i;
}
Please note that the functions actually used may be more complex and in general it is not possible to make sure that there cannot be any infinite loops.
Currently I am running the small test suite (provided for every function) in a Thread using an ExecutorService, setting a timeout to abort waiting in case the thread is stuck. The problem with this is, that the threads stuck in an endless loop will run forever in the background, which of course will at some point have a considerable impact on game performance.
// TestClass is the compiled class containing the function above and the corresponding test suite
Callable<Boolean> task = new Callable<Boolean>() {
#Override
public Boolean call() throws Exception {
// call the test suite
return new TestClass().test();
}
};
Future<Boolean> future = executorService.submit(task);
try {
Boolean result = future.get(100, TimeUnit.MILLISECONDS);
System.out.println("result: " + (result == null ? "null" : result.toString()));
} catch (InterruptedException e) {
e.printStackTrace();
} catch (ExecutionException e) {
e.printStackTrace();
} catch (TimeoutException e) {
e.printStackTrace();
future.cancel(true);
}
My question is now: How can I gracefully end the threads that accidentally spin inside an endless loop?
*EDIT To clarify why in this case, preventing infinite loops is not possible/feasable: The functions, their test suite and the lines to fill the gaps are loaded from disk. There will be hundrets of functions with at least two lines of code that could be inserted. The player can drag any line into any gap. The effort needed to make sure no combination of function gap/code line produces something that loops infinitely or even runs longer than the timeout grows exponentially with the number of functions. This quickly gets to the point where nobody has the time to check all of these combinations manually. Also, in general, determining, whether a function will finish in time is pretty much impossible because of the halting problem.
There is no such thing as "graceful termination" of a thread inside the same process. The terminated thread can leave inconsistent shared-memory state behind it.
You can either organize things so that each task is started in its own JVM, or make do with forceful termination using the deprecated Thread.stop() method.
Another option is inserting a check into the generated code, but this would require much more effort to implement properly.
The right way is to change the design and avoids never ending loops.
For the time being, inside your loop you could check if the thread is interrupted some way by: isInterrupted() or even isAlive().
And if it is you just exit.
It is not normal to have a never ending loop if it not wanted.
To solve the problem You can add a counter in the loop and if you reach a limit you can exit.
int counter = 0;
while (n > 0) {
counter++;
if (counter > THRESHOLD) {
break;
}
i += n;
// this is the place where the player inserts one of many predefined lines of code
// the right one would be: n--;
// but the player could also insert something silly like: i++;
}

LibGDX Do Something One Time During Update Method

I'm a bit new to Java and LibGDX, and I'm working on a point based game. A problem I'm facing is that the update method constantly runs something that I want to run on a timely manner. In my update method, I have the code to increment the score if a point is earned, and to make a lose state come up when the player lost. Without going into much detail, here's the pseudo code I have:
protected void update(float dt){
for(Thing x : a list) {
x.update(dt);
//continue
if (you complete the objective of the game) {
score++;
//do other stuff
}
//lost
if (you fail to complete the objective){
make lose state come up
}
}
//I want something like this to run:
if(score >=0 && score <=10){
do something ONCE(ie. print to console once)
}
if(score >= 11 && score <=15){
do something once
}
if(ect...){
do something else once
}
.
.
.
The problem here is that, if the IF condition is met, I notice the IF block gets executed multiple times very quickly(ie. printing to the console a lot). I have enclosed the details of the code that relies on the score in a separate class, I just want to be able to call the method from this update method and have it run once depending on the score conditions (ie. run it again if the score satisfies another IF statement)
I had the same problem, but I solved it by using following method. In Libgdx the update method runs in 1/60 second. That is the reason the method is rendering continously and the if condition will be executing various times.
To solve this problem, just declare an integer variable, say count, in your create method.
public static int count;
public static void create()
{
count =0;
// do other stuffs
}
protected void update(float dt){
// just increment this count value in your update method
for(Thing x : a list) {
count++
x.update(dt);
//continue
if (you complete the objective of the game) {
score++;
//do other stuff
}
//lost
if (you fail to complete the objective){
make lose state come up
}
}
// and make a small condition to run the if condition only once by using the declared variable "count".
if(count%60==0){
// here the condition only executes when the count%60==0.that is only once in 1/60 frames.
if(score >=0 && score <=10){
}
if(score >= 11 && score <=15){
}
if(ect...){
}
}
.
.
. This is how I solved the same issue.
The update() method is called every frame, multiple times very quickly(usually 60 times per second) in an infinite loop. This is not only specific in libGDX, but in any game engine. And when some condition of your if block evaluates to true, that if block is executed every frame until that condition becomes false again. But you want to execute the block only once after the condition changed.
Just declare a variable named isLastScoreUnder10 or whatever, and update it after the if block. Like this:
private boolean isLastScoreUnder10 = false;
protected void update(float dt){
if(!isLastScoreUnder10 && score >=0 && score <=10){
isLastScoreUnder10 = true;
// ..do something
} else {
isLastScoreUnder10 = false;
}
}

Android: How much overhead is generated by running an empty method?

I have created a class to handle my debug outputs so that I don't need to strip out all my log outputs before release.
public class Debug {
public static void debug( String module, String message) {
if( Release.DEBUG )
Log.d(module, message);
}
}
After reading another question, I have learned that the contents of the if statement are not compiled if the constant Release.DEBUG is false.
What I want to know is how much overhead is generated by running this empty method? (Once the if clause is removed there is no code left in the method) Is it going to have any impact on my application? Obviously performance is a big issue when writing for mobile handsets =P
Thanks
Gary
Measurements done on Nexus S with Android 2.3.2:
10^6 iterations of 1000 calls to an empty static void function: 21s <==> 21ns/call
10^6 iterations of 1000 calls to an empty non-static void function: 65s <==> 65ns/call
10^6 iterations of 500 calls to an empty static void function: 3.5s <==> 7ns/call
10^6 iterations of 500 calls to an empty non-static void function: 28s <==> 56ns/call
10^6 iterations of 100 calls to an empty static void function: 2.4s <==> 24ns/call
10^6 iterations of 100 calls to an empty non-static void function: 2.9s <==> 29ns/call
control:
10^6 iterations of an empty loop: 41ms <==> 41ns/iteration
10^7 iterations of an empty loop: 560ms <==> 56ns/iteration
10^9 iterations of an empty loop: 9300ms <==> 9.3ns/iteration
I've repeated the measurements several times. No significant deviations were found.
You can see that the per-call cost can vary greatly depending on workload (possibly due to JIT compiling),
but 3 conclusions can be drawn:
dalvik/java sucks at optimizing dead code
static function calls can be optimized much better than non-static
(non-static functions are virtual and need to be looked up in a virtual table)
the cost on nexus s is not greater than 70ns/call (thats ~70 cpu cycles)
and is comparable with the cost of one empty for loop iteration (i.e. one increment and one condition check on a local variable)
Observe that in your case the string argument will always be evaluated. If you do string concatenation, this will involve creating intermediate strings. This will be very costly and involve a lot of gc. For example executing a function:
void empty(String string){
}
called with arguments such as
empty("Hello " + 42 + " this is a string " + count );
10^4 iterations of 100 such calls takes 10s. That is 10us/call, i.e. ~1000 times slower than just an empty call. It also produces huge amount of GC activity. The only way to avoid this is to manually inline the function, i.e. use the >>if<< statement instead of the debug function call. It's ugly but the only way to make it work.
Unless you call this from within a deeply nested loop, I wouldn't worry about it.
A good compiler removes the entire empty method, resulting in no overhead at all. I'm not sure if the Dalvik compiler already does this, but I suspect it's likely, at least since the arrival of the Just-in-time compiler with Froyo.
See also: Inline expansion
In terms of performance the overhead of generating the messages which get passed into the debug function are going to be a lot more serious since its likely they do memory allocations eg
Debug.debug(mymodule, "My error message" + myerrorcode);
Which will still occur even through the message is binned.
Unfortunately you really need the "if( Release.DEBUG ) " around the calls to this function rather than inside the function itself if your goal is performance, and you will see this in a lot of android code.
This is an interesting question and I like #misiu_mp analysis, so I thought I would update it with a 2016 test on a Nexus 7 running Android 6.0.1. Here is the test code:
public void runSpeedTest() {
long startTime;
long[] times = new long[100000];
long[] staticTimes = new long[100000];
for (int i = 0; i < times.length; i++) {
startTime = System.nanoTime();
for (int j = 0; j < 1000; j++) {
emptyMethod();
}
times[i] = (System.nanoTime() - startTime) / 1000;
startTime = System.nanoTime();
for (int j = 0; j < 1000; j++) {
emptyStaticMethod();
}
staticTimes[i] = (System.nanoTime() - startTime) / 1000;
}
int timesSum = 0;
for (int i = 0; i < times.length; i++) { timesSum += times[i]; Log.d("status", "time," + times[i]); sleep(); }
int timesStaticSum = 0;
for (int i = 0; i < times.length; i++) { timesStaticSum += staticTimes[i]; Log.d("status", "statictime," + staticTimes[i]); sleep(); }
sleep();
Log.d("status", "final speed = " + (timesSum / times.length));
Log.d("status", "final static speed = " + (timesStaticSum / times.length));
}
private void sleep() {
try {
Thread.sleep(10);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
private void emptyMethod() { }
private static void emptyStaticMethod() { }
The sleep() was added to prevent overflowing the Log.d buffer.
I played around with it many times and the results were pretty consistent with #misiu_mp:
10^5 iterations of 1000 calls to an empty static void function: 29ns/call
10^5 iterations of 1000 calls to an empty non-static void function: 34ns/call
The static method call was always slightly faster than the non-static method call, but it would appear that a) the gap has closed significantly since Android 2.3.2 and b) there's still a cost to making calls to an empty method, static or not.
Looking at a histogram of times reveals something interesting, however. The majority of call, whether static or not, take between 30-40ns, and looking closely at the data they are virtually all 30ns exactly.
Running the same code with empty loops (commenting out the method calls) produces an average speed of 8ns, however, about 3/4 of the measured times are 0ns while the remainder are exactly 30ns.
I'm not sure how to account for this data, but I'm not sure that #misiu_mp's conclusions still hold. The difference between empty static and non-static methods is negligible, and the preponderance of measurements are exactly 30ns. That being said, it would appear that there is still some non-zero cost to running empty methods.

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