I am making this program where i let the person set up a workout in form of running intervals. I have made a timer that i want to work as the "sleeptime" for the loop but for some reason it only gets the first value almost as if when you set the value it locks to that value. The values of the timelapse are set up in a menu of JSliders.
public static ArrayList <JSlider> sliderList = new ArrayList<JSlider>();
public static ArrayList <Integer> timeLapse = new ArrayList<Integer>();
buttonList.get(2).addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e) {
frame.getContentPane().removeAll();
if(sliderList.size() > 1){
for(int i = 0; i < sliderList.size();i++){
timeLapse.add(sliderList.get(i).getValue());
}
Timer timer = new Timer();
timer.schedule(new TimerTask()
{
public void run() {
if(currentColor == Color.red){
currentColor = Color.green;
timeLapseCounter++;
music(startSound);
green.setIcon(new ImageIcon(("green.jpg")));
green.setBounds(0,0,WIDTH,HEIGHT);
frame.getContentPane().remove(red);
frame.getContentPane().add(green);
game.repaint();
}else if(currentColor == Color.green){
currentColor = Color.red;
timeLapseCounter++;
red.setIcon(new ImageIcon("red.jpg"));
red.setBounds(0,0,WIDTH,HEIGHT);
frame.getContentPane().remove(green);
frame.getContentPane().add(red);
music(stopSound);
game.repaint();
}
}
},0, timeLapse.get(timeLapseCounter));
timeLapse.clear();
}
}
});
Related
So I want to check if nodes are in certain range and if so, draw them or not.
The nodes are checked inside a timer, so a thread is created. Only issue right now is that method setRenderable() have to be called from UI thread. So is there a way to bypass that ? I need this to update in certain interval that's why I create timer.
public void updateNodes()
{
Camera camera = arFragment.getArSceneView().getScene().getCamera();
timer = new Timer();
timer.schedule(new TimerTask(){
int last = 0;
int copy_last = 0;
#Override
public void run(){
Vector3 camera_position = camera.getWorldPosition();
// We're checking all nodes for distance between them
for(Node al : copied_nodes_list){
if(last<copy_last) last++;
else if(countDistanceOfNodes(al,camera_position)<3.0 && copy_last >= last) {
al.setRenderable(andyRenderable);
last++;
copy_last = last;
}
else {
al.setRenderable(andyRenderable);
}
}
last = 0;
}
},0,250);
}
Create a variable in your class.
Set the value when the object is initialized or write a setter against that variable.
Within the run function, check against the condition against that variable and write the business rules accordingly.
Okay, so there's function in android called runOnUiThread(); Which basically doing whats it's called. I attach the working code.
public void updateNodes()
{
Camera camera = arFragment.getArSceneView().getScene().getCamera();
Timer timer = new Timer();
timer.schedule(new TimerTask(){
int last = 0;
int copy_last = 0;
#Override
public void run(){
Vector3 camera_position = camera.getWorldPosition();
// We're checking all nodes for distance between them
for(Node al : copied_nodes_list){
camera_position = camera.getWorldPosition();
if(last<copy_last) last++;
else if(countDistanceOfNodes(al,camera_position)<3.0 && copy_last >= last) {
runOnUiThread(new Runnable(){
#Override
public void run(){
al.setRenderable(andyRenderable);
}
});
last++;
copy_last = last;
}
else {
runOnUiThread(new Runnable(){
#Override
public void run(){
al.setRenderable(null);
}
});
}
}
last = 0;
}
},0,100);
}
This question already has answers here:
What is a debugger and how can it help me diagnose problems?
(2 answers)
Closed 4 years ago.
I am working on this program that calculates the Beats per Minute (BPM) when you click the button. When you click two times, it is supposed to display the current BPM, and display the new one with every click after that. What the problem is, though, is that the display isn't changing. What do I need to do?
Here is my code:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
public class BPM extends JPanel implements ActionListener {
JLabel label;
public String display;
public int bpm;
public int buttonPressed;
public int time1;
public int time2;
public int time3;
public int counter[];
public void addComponents(Container pane) {
JPanel buttons = new JPanel();
JButton bpmButton = new JButton("Click");
bpmButton.setSize(new Dimension(100, 50));
bpmButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
buttonPressed++;
counter = new int[2];
if (buttonPressed == 1) {
counter[0] = (int)(System.currentTimeMillis());
} else if (buttonPressed == 2) {
counter[1] = (int)(System.currentTimeMillis());
calculateTimeBetweenClicks();
setTime();
} else {
counter[0] = counter[1];
counter[1] = (int)(System.currentTimeMillis());
calculateTimeBetweenClicks();
setTime();
}
}
});
display = "0";
label = new JLabel(display, SwingConstants.CENTER);
label.setFont(label.getFont().deriveFont(100.0f)); // original 45
pane.add(label, BorderLayout.PAGE_START);
pane.add(bpmButton, BorderLayout.CENTER);
}
// Calculates the difference between the two saved clicks
public void calculateTimeBetweenClicks() {
if (buttonPressed == 1) {
time1 = counter[0];
} else {
time1 = counter[0];
time2 = counter[1];
}
time3 = time2 - time1;
}
// Calculates the BPM and changes the display accordingly
public void setTime() {
bpm = 60000 / time3;
display = "" + bpm + "";
label.setText(display);
}
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
}
public static void createAndShowGUI() {
// Creates the window
JFrame frame = new JFrame("BPM Calculator");
frame.setPreferredSize(new Dimension(300, 200)); // original (250, 130)
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// Adds the components to the content pane
BPM window = new BPM();
window.addComponents(frame.getContentPane());
//Displays the window.
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
// Turns off bold text
UIManager.put("swing.boldMetal", Boolean.FALSE);
// Allows the components to be used and interacted with
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
});
}
}
The problem is in your addComponents method, you are creating a new array on each and every button click (so you end up with a new and empty array). This is throwing off your calculation. Simply move the instantiation of your array to somewhere outside of the ActionListener like this...
public void addComponents(Container pane) {
JPanel buttons = new JPanel();
counter = new int[2]; //Move this line to here...
JButton bpmButton = new JButton("Click");
bpmButton.setSize(new Dimension(100, 50));
bpmButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
buttonPressed++;
if (buttonPressed == 1) {
counter[0] = (int)(System.currentTimeMillis());
} else if (buttonPressed == 2) {
counter[1] = (int)(System.currentTimeMillis());
calculateTimeBetweenClicks();
setTime();
} //Removed the else - see edit below :-)
}
});
Additional
Your code as-is seems to get a litle confused after the 2nd click (the first BPM calculation) as it seems to take that 2nd click as the first click of the next set of 2 clicks if you get what I mean. I'm not sure if this is intended behaviour, but if not, I would reset everything in the calculateTimeBetweenClicks method after you've calculated the correct bpm ready for a new set of 2 clicks...
// Calculates the difference between the two saved clicks
public void calculateTimeBetweenClicks() {
if (buttonPressed == 1) {
time1 = counter[0];
} else {
time1 = counter[0];
time2 = counter[1];
//Reset here ready for next 2 clicks...
counter[0]=0;
counter[1]=0;
buttonPressed = 0;
}
time3 = time2 - time1;
}
I need a timer implemented in my application, which will do a countdown from 10 sec - 0 sec.
and, display the countdown in a JLabel.
Here's my implementation;
...
Timer t = new Timer(1000, new List());
t.start();
}
class List implements ActionListener{
#Override
public void actionPerformed(ActionEvent e) {
int sec = 0;
label.setText(""+sec);
// Do a if- condition check to see if the clock has reached to, and then stop
}
}
I was expecting the JLabel to start counting from 0 - 10 and then stop. But it doesn't. The JLabel set the value 0 and it doesn't get incremented.
UPDATE 1
t = new Timer(1000, new Listner());
t.start();
}
class Listner implements ActionListener{
private int counter = 0;
#Override
public void actionPerformed(ActionEvent e) {
lable.setText(""+ (counter++));
if (counter == 10)
t.removeActionListener(this);
}
}
You are not storing nor incrementing secs anywhere so I don't see how it should get updated, try with
Timer timer;
void start() {
timer = new Timer(1000,new List());
}
class List implements ActionListener {
private counter = 0;
#Override
public void actionPerformed(ActionEvent e) {
label.setText(""+counter++);
if (counter == 10)
timer.removeActionListener(this);
}
}
Mind that you need to store a reference to the timer somewhere to be able to remove the listener from it once countdown finished.
Well each time the timer is called it declares the int variable sec to 0. Hence the Label doesnt get updated.
You should declare the sec variable as a global variable and then in the actionPerformed method increment its value each time it is called.
public int sec = 0;
class List implements ActionListener{
#Override
public void actionPerformed(ActionEvent e) {
sec++;
label.setText(""+sec);
// Do a if- condition check to see if the clock has reached to, and then stop
}
}
A complete example
public class ATimerExample {
Timer timer;
int counter = 0;
public ATimerExample() {
final JFrame frame = new JFrame("somethgi");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final JLabel label = new JLabel("0");
JPanel panel = new JPanel();
panel.add(label, BorderLayout.SOUTH);
frame.getContentPane().add(panel);
frame.pack();
frame.setVisible(true);
timer = new Timer(1000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
label.setText(String.valueOf(counter));
counter++;
if (counter == 10) {
//timer.removeActionListener(this);
timer.stop();
}
}
});
timer.start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new ATimerExample();
}
});
}
}
Since java reads the time in milliseconds, it should be 10000 instead of 1000. try your code and see if that works. I had the same problem when I wanted 30 seconds. And instead of writing Timer t = new Timer(30000, new List()); t.start();
I wrote Timer t = new Timer(3000, new List());
t.start();
That made my program to stop every after 3 seconds. I would suggest, you use 10000 instead of 1000.
Remember to do: t.stop() in your List class. Thanks
My first post, so forgive any incorrect etiquette. I'm currently doing my year end project for school and I need a bit of help. I am making a GUI java app in Netbeans. I have two classes. One is a class that controls a timer, the other is a class that is a scoreboard screen. I need to update the scoreboard timerLabel with the time that is being counted down in the timerClass. Its quite messy as there is another timer label in the Timer class which does update. My problem is that I cannot get timerLabel in MatchScreen() to update. Here is my code :
Timer Class
import java.awt.event.*;
import java.awt.*;
import javax.swing.*;
public class TimerClass extends JFrame {
Timer timer;
JLabel promptLabel, timerLabel;
int counter;
JTextField tf;
JButton button;
MatchScreen call = null;
public TimerClass() {
call = new MatchScreen();
setLayout(new GridLayout(4, 4, 7, 7));
promptLabel = new JLabel(""
+ "Enter number of seconds for the timer",
SwingConstants.CENTER);
add(promptLabel);
tf = new JTextField(5);
add(tf);
button = new JButton("Start");
add(button);
timerLabel = new JLabel("waiting...",
SwingConstants.CENTER);
add(timerLabel);
event e = new event();
button.addActionListener(e);
System.out.println("Button pressed");
}
public class event implements ActionListener {
public void actionPerformed(ActionEvent e) {
System.out.println("Action performed");
int count = (int) (Double.parseDouble(tf.getText()));
timerLabel.setText("Time left: " + count);
call.setTimerLabel(count);
System.out.println("Passed count to tc");
TimeClass tc = new TimeClass(count);
timer = new Timer(1000, tc);
System.out.println("Timer.start");
timer.start();
//throw new UnsupportedOperationException("Not supported yet.");
}
/*public void actionPerformed(ActionEvent e) {
throw new UnsupportedOperationException("Not supported yet.");
}*/
}
public class TimeClass implements ActionListener {
int counter;
public TimeClass(int counter) {
this.counter = counter;
}
public void actionPerformed(ActionEvent e) {
counter--;
if (counter >= 1) {
call.setTimerLabel(counter);
} else {
timerLabel.setText("END");
timer.stop();
Toolkit.getDefaultToolkit().beep();
}
}
}
public static void main(String args[]) {
TimerClass gui = new TimerClass();
gui.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
gui.setSize(250, 150);
gui.setTitle("Time Setup");
gui.setVisible(true);
}
}
And now the ScoreBoard Screen
public class MatchScreen extends javax.swing.JFrame {
int redScore = 0, blueScore = 0, blueCat1 = 0,
blueCat2 = 0, redCat1 = 0, redCat2 = 0, winner = 0;
public MatchScreen() {
initComponents();
}
//Determine Winner of the match
public int getWinner() {
if (redScore > blueScore) {
winner = 1;
} else {
winner = 2;
}
return winner;
}
public void setTimerLabel(int a) {
int time = a;
while (time >= 1) {
timerLabel.setText("" + time);
}
if (time < 1) {
timerLabel.setText("End");
}
}
private void jButton13ActionPerformed(java.awt.event.ActionEvent evt) {
//Creates an object of the timerClass
TimerClass gui = new TimerClass();
gui.setSize(300, 175);
gui.setTitle("Time Setup");
gui.setVisible(true);
}
}
Some code that I felt is irrelevant was left out from the MatchScreen().
Many thanks
Managed to solve the general problem. I put all the code into one class. Not ideal, but it works :/ Anyway, deadlines are looming.
Sincere thanks.
You have a while loop in the setTimerLabel method, which I don't think you intended to put there. Also, you take the parameter a and assign it to time and then never use a again, why not just rename your parameter to time and bypass that additional variable?
EDIT
Sorry, I forgot to explain what I'm seeing :P If you say call.setTimerLabel(10) then you hit that while loop (while(time >= 1) which is essentially running while(10 >= 1) which is an infinite loop. Your program is never leaving the method setTimerLabel the first time you call it with a value >= 1.
I have hit another wall. After getting my key input working, I have been racking my brains for hours, i want to create a pause function, so that if the same key is pressed again the timertask stops running (i.e the game is paused)
JPanel component = (JPanel)frame.getContentPane();
component.getInputMap().put(KeyStroke.getKeyStroke("SPACE"), "space");
component.getActionMap().put("space", (new AbstractAction(){
public void actionPerformed(ActionEvent e){
Timer timer = new Timer();
timer.scheduleAtFixedRate(new TimerTask(){
public void run(){
grid.stepGame();
}
},250, 250);
}}));
}
The problem is i cant use a global boolean isRunning var and switch it each time the key is pressed because the timerTask method in a nested class (so the boolean isRunning would have to be declared final to be accessed...). Any ideas on how to detect if the key is pressed again or if the game is already running so i can pause/cancel my timerTask.
Many Thanks Sam
Since this is a Swing game, you should be using a javax.swing.Timer or Swing Timer and not a java.util.Timer. By using a Swing Timer, you guarantee that the code being called intermittently is called on the EDT, a key issue for Swing apps, and it also has a stop method that pauses the Timer. You can also give your anonymous AbstractAction class a private boolean field to check if the key is being pressed for the first time or not.
Also, kudos and 1+ for using Key Bindings instead of a KeyListener.
e.g.,
JPanel component = (JPanel) frame.getContentPane();
component.getInputMap().put(KeyStroke.getKeyStroke("SPACE"), "space");
component.getActionMap().put("space", (new AbstractAction() {
private boolean firstPress = true;
private int timerDelay = 250;
private javax.swing.Timer keyTimer = new javax.swing.Timer(timerDelay , new ActionListener() {
// Swing Timer's actionPerformed
public void actionPerformed(ActionEvent e) {
grid.stepGame();
}
});
// key binding AbstractAction's actionPerformed
public void actionPerformed(ActionEvent e) {
if (firstPress) {
keyTimer.start();
} else {
keyTimer.stop();
}
firstPress = !firstPress;
}
}));
Another useful option is to perform a repeating task on key press and stop it on key release, and this can be done easily by getting the keystrokes for on press and on release:
KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, true) // for key release
KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, false) // for key press
For example:
import java.awt.event.*;
import javax.swing.*;
public class SwingTimerEg2 {
private JFrame frame;
private Grid2 grid = new Grid2(this);
private JTextArea textarea = new JTextArea(20, 20);
private int stepCount = 0;
public SwingTimerEg2() {
frame = new JFrame();
textarea.setEditable(false);
frame.add(new JScrollPane(textarea, JScrollPane.VERTICAL_SCROLLBAR_ALWAYS,
JScrollPane.HORIZONTAL_SCROLLBAR_NEVER));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
setUpKeyBinding();
}
void setUpKeyBinding() {
final int timerDelay = 250;
final Timer keyTimer = new Timer(timerDelay, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
grid.stepGame();
}
});
JPanel component = (JPanel) frame.getContentPane();
final int condition = JComponent.WHEN_IN_FOCUSED_WINDOW;
final String spaceDown = "space down";
final String spaceUp = "space up";
component.getInputMap(condition).put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, false), spaceDown);
component.getActionMap().put(spaceDown, (new AbstractAction() {
public void actionPerformed(ActionEvent e) {
keyTimer.start();
}
}));
component.getInputMap(condition).put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, true), spaceUp);
component.getActionMap().put(spaceUp, (new AbstractAction() {
public void actionPerformed(ActionEvent e) {
keyTimer.stop();
}
}));
}
public void doSomething() {
textarea.append(String.format("Zap %d!!!%n", stepCount));
stepCount ++;
}
private static void createAndShowGui() {
new SwingTimerEg2();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
class Grid2 {
private SwingTimerEg2 stEg;
public Grid2(SwingTimerEg2 stEg) {
this.stEg = stEg;
}
void stepGame() {
stEg.doSomething();
}
}
Easiest and dirty solution:
final boolean[] isRunning = new boolean[1];
You don't want to do that—but it works assuming proper synchronization around.
What would be better is
final AtomicBoolean isRunning = new AtomicBoolean();
What would be even better is to review the design once again: global state usually means, "global problems"
The final qualifier requirement can easily be avoided -- replace your inner method (which has the final requirement) with a call to a class method.
No you got the wrong idea about WHY you need final for anonymous classes! Final is only needed for local variables (well more exactly any variable that might have a live time shorter than the given object).
Hence a static variable in a class is perfectly fine and will work perfectly!
Edit: example:
public class Main {
interface Test {
void call();
}
public static volatile boolean running = true;
public static void main(String[] args) {
Test t = new Test() {
#Override
public void call() {
System.out.println(Main.running);
}
};
t.call();
running = false;
t.call();
}
}
Keep a reference to the Timer somewhere, say in your game class.
When the game is paused cancel the Timer.
This will cancel any currently scheduled tasks.
Then when the game is unpaused schedule the timer again as you have done above.
public class Game {
private Timer timer;
public void pause() {
if (timer != null) {
timer.pause();
}
}
public void startOrResumeGame() {
if (timer == null) {
timer = new Timer();
} else {
// Just in case the game was already running.
timer.cancel();
}
timer.scheduleAtFixedRate(new TimerTask() {
public void run() {
grid.stepGame();
}
}, 250, 250);
}
}