I'd like to have a progress bar that updates inside an onAction block. For some reason in the following code, the progress bar doesn't update until it exits the onAction block. I get no progress for nine seconds and then 90%. The System.out prints just fine.
package net.snortum.play;
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
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.GridPane;
import javafx.scene.layout.HBox;
import javafx.scene.text.Text;
import javafx.stage.Stage;
public class ProgressBarTester extends Application {
public static void main( String[] args ) {
launch( ProgressBarTester.class, args );
}
#Override
public void start( final Stage stage ) throws Exception {
final GridPane grid = new GridPane();
grid.setAlignment( Pos.CENTER );
grid.setHgap( 10 );
grid.setVgap( 10 );
grid.setPadding( new Insets( 25, 25, 25, 25 ) );
final Text title = new Text( "Test Progress Bar" );
int col = 0, row = 0, colSpan = 2, rowSpan = 1;
grid.add( title, col, row, colSpan, rowSpan );
col = 0;
row++;
grid.add( new Label( "Progress:" ), col, row );
col = 1;
final ProgressBar progress = new ProgressBar( 0.0 );
grid.add( progress, col, row );
final HBox hbox = new HBox();
hbox.setAlignment( Pos.BASELINE_RIGHT );
final Button submit = new Button( "Go" );
hbox.getChildren().add( submit );
col = 1;
row++;
grid.add( hbox, col, row );
submit.setOnAction( new EventHandler<ActionEvent>() {
#Override
public void handle( ActionEvent event ) {
double size = 10.0;
for (double i = 0.0; i < size; i++){
progress.setProgress( i / size );
System.out.printf("Complete: %02.2f%n", i * 10);
try {
Thread.sleep(1000);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
} );
final Scene scene = new Scene( grid );
stage.setScene( scene );
stage.setTitle( "Test Progress Bar" );
stage.show();
}
}
Long form of tomsomtom's precise answer:
If you use the JavaFX Thread to do this kind of long term work, you stop the UI from updating etc. So you have to run your worker in a sparate thread. If you run in a separate Thread, all GUI operatione like progress.setProgress() have to be passed back to the JavaFX Thread using runLater() as JavaFX is not multithreaded.
Try this in your Action:
submit.setOnAction( new EventHandler<ActionEvent>() {
#Override
public void handle( ActionEvent event ) {
double size = 10.0;
new Thread(){
public void run() {
for (double i = 0.0; i < size; i++){
final double step = i;
Platform.runLater(() -> progress.setProgress( step / size ));
System.out.printf("Complete: %02.2f%n", i * 10);
try {
Thread.sleep(1000);
} catch(InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
}
}.start();
}
} );
You are blocking the javafx event thread you need to do the work in another thread and sync back only the setProgress call with Platform.runLater
Related
How to set minimum diameter to jfxtras circularpane. For example take a look at following code,
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.layout.*;
import javafx.stage.Stage;
import jfxtras.scene.layout.*;
/**
* AssistiveBall
*/
public class AssistiveBall extends Application
{
#Override
public void start(Stage pStage) throws Exception
{
StackPane root = new StackPane();
CircularPane pane = new CircularPane();
Scene scene = new Scene(root, 800, 600);
Button btn = new Button("Center");
Button[] buttons = new Button[13];
for (int i = 0; i < buttons.length; i++)
{
buttons[i] = new Button("" + i);
}
pane.getChildren().addAll(buttons);
btn.setOnAction(e -> {
if(pane.isVisible())
{
pane.setVisible(false);
}
else
{
pane.setVisible(true);
}
});
root.getChildren().add(pane);
root.getChildren().add(btn);
pStage.setScene(scene);
pStage.setTitle("Assistive Ball");
pStage.show();
}
public static void main( String[] args )
{
AssistiveBall.launch(args);
}
}
Here here code if fine, but if i use just 3 buttons it starts appear one on another, So how to set minimum diameter or there is any another way to do this ?
Thanks.
Version 11-r3-SNAPSHOT has changed certain methods like computeChainDiameter and determineBeadDiameter to protected, so you can override them and tune the output.
I'm working on a very small, brief application to calculate charges for an upcoming conference. The app displayed fine when I ran the code until I added my event handler. Everything seems to be in check so I am unsure of what is happening. Any insight would be much appreciated.
//JavaFX imports
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
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.RadioButton;
import javafx.scene.control.ToggleGroup;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class ConferenceRegistration extends Application {
// Create radio buttons for conference event options
RadioButton generalAdmissionButton, studentAdmissionButton, keynoteDinnerButton, eCommerceButton, webFutureButton,
advancedJavaButton, securityButton;
Label labelAdmission, labelOptionalEvents, totalChargesLabel;
Button totalCharges;
public static void main(String[] args) {
// launch the application
launch(args);
}
#Override
public void start(Stage stage) throws Exception {
// Label for admission type selection
labelAdmission = new Label("Please select your Admission type: ");
// mandatory selection for conference
generalAdmissionButton = new RadioButton("General Admission: $895");
studentAdmissionButton = new RadioButton("Student Admission: $495");
// Create toggle group for either admission group
ToggleGroup optionalEvents = new ToggleGroup();
generalAdmissionButton.setToggleGroup(optionalEvents);
studentAdmissionButton.setToggleGroup(optionalEvents);
// Label for optional conference events
labelOptionalEvents = new Label("Please Select All Optional Events You Will Be Attending: ");
// set values for optional conference events
keynoteDinnerButton = new RadioButton("Keynote Speech Dinner: $30");
eCommerceButton = new RadioButton("Introduction to E-commerce: $295");
webFutureButton = new RadioButton("The Future of the Web: $295");
advancedJavaButton = new RadioButton("Advanced Java Programming: $395");
securityButton = new RadioButton("Network Security: $395");
// Button for calculating total Conference charges
totalCharges = new Button("Calculate Total");
totalCharges.setOnAction(new TotalChargesCalculator());
// create Vbox container and add all labels, buttons
VBox vbox = new VBox(10, labelAdmission, generalAdmissionButton, studentAdmissionButton, labelOptionalEvents,
keynoteDinnerButton, eCommerceButton, webFutureButton, advancedJavaButton, securityButton, totalCharges,
totalChargesLabel);
// format vbox
vbox.setAlignment(Pos.CENTER);
vbox.setPadding(new Insets(20));
// create and set scene
Scene scene = new Scene(vbox);
stage.setTitle("Conference Registration");
stage.setScene(scene);
// show stage
stage.show();
}
class TotalChargesCalculator implements EventHandler<ActionEvent> {
#Override
public void handle(ActionEvent arg0) {
int result = 0;
try {
// check which radio buttons are selected
if (generalAdmissionButton.isSelected()) {
result = result + 895;
}
if (studentAdmissionButton.isSelected()) {
result = result + 495;
}
if (keynoteDinnerButton.isSelected()) {
result = result + 295;
}
if (eCommerceButton.isSelected()) {
result = result + 295;
}
if (webFutureButton.isSelected()) {
result = result + 295;
}
if (advancedJavaButton.isSelected()) {
result = result + 395;
}
if (securityButton.isSelected()) {
result = result + 395;
}
totalChargesLabel.setText(String.valueOf(result));
} catch (Exception e) {
if (generalAdmissionButton.isSelected() == false || studentAdmissionButton.isSelected() == false) {
totalChargesLabel.setText("Please Select Admission Type.");
}
}
}
}
}
Thanks for your time. I look forward to learning what I am overlooking.
You are not initializing totalChargesLabel.
Initialize it to an empty Label before adding it to the VBox:
totalChargesLabel = new Label();
i want to make a code where with every iteration i get a random number, and based on that number a button changes its color to lightgreen then after one second it changes back to default, but my problem is that the for() won't wait until the button changes back, and it starts it's new iteration.
This is my code so far:
for(int i=0; i<n; i++) {
int x = rand.nextInt(4) + 1;
switch(x) {
case 1: {
System.out.println("b1");
button1.setStyle("-fx-background-color: lightgreen; -fx-border-color: black;");
PauseTransition wait = newPauseTransition(Duration.seconds(1));
wait.setOnFinished(event -> {
button1.setStyle("");
});
wait.play();
}
break;
case 2: {
System.out.println("b2");
button2.setStyle("-fx-background-color: lightgreen; -fx-border-color: black;");
PauseTransition wait = new PauseTransition(Duration.seconds(1));
wait.setOnFinished(event -> {
button2.setStyle("");
});
wait.play();
}
break;
...
}
How can i make this work so that the loop won't block the UI updates? I saw something about maming a new Thread for the loop but i can't seem to figure aout how to do it, and where to use the Platform.runLater.
Maybe the following code does what you want. It uses a Timeline to choose a button at random, every second, and set the button to a green color, while any button which had its color previously set is reset to the default color.
import javafx.animation.*;
import javafx.application.Application;
import javafx.collections.ObservableList;
import javafx.geometry.Insets;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.HBox;
import javafx.stage.Stage;
import javafx.util.Duration;
import java.util.Random;
public class RandomLighting extends Application {
private static final int NUM_BUTTONS = 4;
private static final Duration LIGHT_DURATION = Duration.seconds(1);
private static final HBox buttons = new HBox(10);
private static final String LIT_STYLE = "-fx-base: lightgreen;";
private static Random random;
private Button litButton;
#Override
public void init() {
random = new Random(42);
}
#Override
public void start(Stage stage) {
buttons.setPadding(new Insets(10));
for (int i = 0; i < NUM_BUTTONS; i++) {
buttons.getChildren().add(new Button("" + (i + 1)));
}
Timeline lightAnimation = new Timeline(
new KeyFrame(Duration.ZERO,
event -> lightButton(chooseRandomButton())
),
new KeyFrame(LIGHT_DURATION)
);
lightAnimation.setCycleCount(Timeline.INDEFINITE);
stage.setScene(new Scene(buttons));
stage.show();
lightAnimation.play();
}
private Button chooseRandomButton() {
ObservableList<Node> candidates = buttons.getChildren();
return (Button) candidates.get(random.nextInt(candidates.size()));
}
private void lightButton(Button button) {
if (litButton == button) {
return;
}
if (litButton != null) {
litButton.setStyle(null);
}
litButton = button;
if (litButton != null) {
button.setStyle(LIT_STYLE);
}
}
public static void main(String[] args) {
launch(args);
}
}
I have an equations program that I'm working on, which randomly selects one of 50 equations, then takes the user through a series of scenes in order to solve it. Once the user solves the equation, they're asked if they want another equation. If they answer no, the program closes. If they answer yes, the program is supposed to randomly select another equation, then take them through the scenes to solve that one.
The program works just as I want it to the first time through. However, if the user selects "yes" for another equation, the program displays the END of the first scene, showing them the previous problem that they've already solved.
How can I send the user to the beginning of the scene, so that a new equation is randomly selected?
Here’s the relevant code for Scene 1:
package Equations;
import java.util.Random;
import javafx.application.*;
import javafx.stage.*;
import javafx.scene.*;
import javafx.scene.layout.*;
import javafx.scene.text.Text;
import javafx.scene.control.*;
import javafx.event.*;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
public class equationsapp extends Application
implements EventHandler<ActionEvent> {
public static void main(String[] args) {
launch(args);
}
#Override public void start(Stage primaryStage) {
stage = primaryStage;
Random eqrdmzr = new Random();
int randomNumber = eqrdmzr.nextInt(3) + 1;
if (randomNumber == 1) {
isolCounterCoeff = 2;
isolVrblb = new Label("+");
isolCounter1a = 7;
isolCounter2a = 17;
slvCoeff = 2;
slvEqVrblTerm = new Text("2n");
slvEqWhlNmbrInt = 10;
slvEqWhlNmbr = new Text("10");
}
if(randomNumber == 2) {
isolCounterCoeff = 2;
isolVrblb = new Label("+");
isolVrblb.setVisible(false);
isolCounter1a = -18;
isolCounter2a = 4;
slvCoeff = 2;
slvEqVrblTerm = new Text("2n");
slvEqWhlNmbrInt = 22;
slvEqWhlNmbr = new Text("22");
}
if(randomNumber == 3) {
isolCounterCoeff = 3;
isolVrblb = new Label("+");
isolVrblb.setVisible(false);
isolCounter1a = -5;
isolCounter2a = 19;
slvCoeff = 3;
slvEqVrblTerm = new Text("3n");
slvEqWhlNmbrInt = 24;
slvEqWhlNmbr = new Text("24");
}
//Build Scene 1 - Top BorderPane
Text isolText = new Text("Isolate the Variable Term");
isolText.setStyle("-fx-font-size: 16pt");
//Build Scene 1 - Center BorderPane
Label isolCoeff = new Label();
isolCoeff.setStyle("-fx-font-size: 24pt;");
isolCoeff.setText(Integer.toString(isolCounterCoeff));
Label isolVrbl = new Label("n");
isolVrbl.setStyle("-fx-font-size: 24pt;");
isolVrblb.setStyle("-fx-font-size: 24pt;");
isolVrblb.managedProperty().bind(isolVrblb.visibleProperty());
Label isolEqIntLeft = new Label();
isolEqIntLeft.setStyle("-fx-font-size: 24pt;");
isolEqIntLeft.setPadding(new Insets(0, 10, 0, 0));
isolEqIntLeft.setText(Integer.toString(isolCounter1a));
isolEqIntLeft.managedProperty().bind(isolEqIntLeft.visibleProperty());
Label isolEqualSign = new Label("=");
isolEqualSign.setStyle("-fx-font-size: 24pt;");
Label isolEqIntRight = new Label();
isolEqIntRight.setStyle("-fx-font-size: 24pt;");
isolEqIntRight.setPadding(new Insets(0, 0, 0, 10));
isolEqIntRight.setText(Integer.toString(isolCounter2a));
//Build Scene 1 - Bottom BorderPane
Label isolLbl1 = new Label();
isolLbl1.setStyle("-fx-font-size: 22pt;");
isolEqIntLeft.setText(Integer.toString(isolCounter1a));
isolLbl1.setText(Integer.toString(isolCounter1b));
//Create GridPanes and Fill Them
GridPane isolGridPane1 = new GridPane();
isolGridPane1.setAlignment(Pos.CENTER);
isolGridPane1.add(isolText, 0, 0);
GridPane isolGridPane2 = new GridPane();
isolGridPane2.setAlignment(Pos.CENTER);
isolGridPane2.add(isolCoeff, 0, 0);
isolGridPane2.add(isolVrbl, 1, 0);
isolGridPane2.add(isolVrblb, 2, 0);
isolGridPane2.add(isolEqIntLeft, 3, 0);
isolGridPane2.add(isolEqualSign, 4, 0);
isolGridPane2.add(isolEqIntRight, 5, 0);
GridPane isolGridPane3 = new GridPane();
isolGridPane3.setAlignment(Pos.CENTER);
isolGridPane3.setHgap(25.0);
isolGridPane3.setVgap(10.0);
isolGridPane3.setPadding(new Insets(0, 0, 20, 0));
isolGridPane3.add(isolbtn1, 0, 0);
isolGridPane3.add(isolLbl1, 1, 0);
isolGridPane3.add(isolBtn2, 2, 0);
isolGridPane3.add(isolBtn3, 4, 0);
isolGridPane3.add(isolLbl2, 5, 0);
isolGridPane3.add(isolBtn4, 6, 0);
isolGridPane3.add(isolContinueBtn, 3, 1);
//Add GridPane to BorderPane
BorderPane isolBorderPane = new BorderPane();
isolBorderPane.setTop(isolGridPane1);
isolBorderPane.setCenter(isolGridPane2);
isolBorderPane.setBottom(isolGridPane3);
//Add BorderPane to Scene
scene1 = new Scene(isolBorderPane, 500, 300);
//Add the scene to the stage, set the title and show the stage
primaryStage.setScene(scene1);
primaryStage.setTitle("Equations");
primaryStage.show();
Here’s the event handler that’s supposed to send them back to the start of Stage 1:
Button yesBtn = new Button("Yes");
yesBtn.setStyle("-fx-font-size: 12pt;");
yesBtn.setOnAction(new EventHandler<ActionEvent>() {
public void handle (ActionEvent event) {
if (event.getSource() == yesBtn) {
stage.setScene(scene1);
}
}
});
Just setting the scene on the stage doesn't reload the contents of the scene..
How to resolve this.. ?
As far as I see, you do not need to change scene. Create a simple method called loadMainDisplay(), which creates the BorderPane isolBorderPane by the adding the grid to it with all the required controls.
BorderPane loadMainDisplay() {
...
}
You can call it initially while loading the contents. Later, when the user selects YES for another equation, call this method, again.
yesBtn.setOnAction(event -> {
if (event.getSource() == yesBtn) {
scene.setRoot(loadMainDisplay());
}
});
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class ChangePaneExample extends Application{
/**
* #param args
*/
public static void main( String[] args ){
launch( args );
}
int screenNumber = 1;
private GridPane root;
private Scene rootScene;
private StackPane changingPane;
/**
* #see javafx.application.Application#start(javafx.stage.Stage)
* #param primaryStage
* #throws Exception
*/
#Override
public void start( Stage primaryStage ) throws Exception{
root = new GridPane();
rootScene = new Scene( root );
primaryStage.setScene( rootScene );
changingPane = new StackPane();
changeScreen();
Button changeBtn = new Button();
changeBtn.setText( "Change Screen" );
changeBtn.setOnAction( new EventHandler<ActionEvent>(){
#Override
public void handle( ActionEvent arg0 ){
changeScreen();
}
} );
root.addRow( 1, changeBtn );
root.addRow( 2, changingPane );
primaryStage.show();
}
/**
*/
private void changeScreen(){
if( screenNumber > 2 ) screenNumber = 1;
changingPane.getChildren().clear();
changingPane.getChildren().add( getDisplayPane( screenNumber + "" ) );
screenNumber++;
}
public static Pane getDisplayPane( String uniqueIdOfScreen ){
switch( uniqueIdOfScreen ){
case "1":
return getIsoletedGridPane2();
case "2":
return getIsoletedGridPane1();
default:
break;
}
return null;
}
public static Pane getIsoletedGridPane2(){
GridPane isolGridPane3 = new GridPane();
Label label = new Label();
label.setText( "this is isolated GridPane--------------- 2 ----------------------" );
isolGridPane3.getChildren().add( label );
return isolGridPane3;
}
public static Pane getIsoletedGridPane1(){
HBox isolGridPane3 = new HBox();
Label label = new Label();
label.setText( "this is isolated HBox --------------------------- 1 ----------------------------" );
isolGridPane3.getChildren().add( label );
return isolGridPane3;
}
}
This is one example of changing the Panes on the scene.
Changing the entire scene is not recommended way.
I'm working with Javafx and threads simultaneously and I constanly run into this problem where I make a button and then when the button is clicked (using event handlers) I make a for loop that changes the button to 1,2,3,4,5 and then delays for a second in the middle of each. Like a count down!
But what happens is it delays for 5 seconds and changes the text of button to 5.
The problem is I want to see it change between 1 and 5 but all I see is 5 at the end of a 5 second delay. I would assume that it changing the button text but I don't see it. I might have to to do with the .show() method in the Javafx class.
public class HewoWorld extends Application implements EventHandler<ActionEvent>
{
Thread t = new Thread();
Button butt;
boolean buttWasClicked = false;
Circle circ1 = new Circle(40, 40, 30, Color.RED);
Circle circ2 = new Circle(100, 100, 30, Color.BLUE);
Group root;
Scene scene;
Stage disStage = new Stage();
int i = 1;
public static void main(String[] args)
{
launch(args);
}
public void start(Stage stage) throws Exception
{
disStage.setTitle("tests stuffs");
Screen screen = Screen.getPrimary();
Rectangle2D bounds = screen.getVisualBounds();
double windh = bounds.getHeight()/2+150;//sets height of screen
double windw = bounds.getWidth()/3;//sets width of screen
Pane layout = new Pane();
butt = new Button();
butt.setText("Hello world");
root = new Group(circ1, circ2, butt);
scene = new Scene(root, 800, 400);
disStage.setWidth(windw);
disStage.setHeight(windh);
butt.setLayoutX(200);
butt.setLayoutY(200);
butt.setOnAction(this);
disStage.setScene(scene);
disStage.show();
}
public void handle(ActionEvent event)
{
if (event.getSource() == butt && buttWasClicked == false)
{
try
{
butt.setText(i+"");
t.sleep(1000);
i++;
}
catch(Exception q)
{
}
circ1 = new Circle(40, 40, 30, Color.BLACK);
circ2 = new Circle(100, 100, 30, Color.RED);
}
}
}
Why your code doesn't work
The reason your code doesn't work is that you are blocking the FX Application Thread.
Like (almost?) all UI toolkits, JavaFX is a single-threaded UI toolkit. This means that all event handlers, and all the rendering of the UI, are performed on a single thread (called the FX Application Thread).
In your code, you have an event handler that takes more than a second to run, because it pauses for a second via a call to Thread.sleep(...). While that event handler is running, the UI cannot be redrawn (because a single thread cannot do two things at once). So while the value of the button's text has changed immediately, the new value won't actually be rendered on the screen until the handle(...) method has finished running. If you had a for loop in the handle method, nothing would be rendered until the entire loop (and anything else in the method) had completed.
How to fix it
The simplest way to do what you want in JavaFX is to use a Timeline to handle the pause. The Timeline manages the threading appropriately for you:
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
import javafx.util.Duration;
public class CountingButton extends Application {
#Override
public void start(Stage primaryStage) {
Button button = new Button("Count");
Timeline timeline = new Timeline();
for (int count = 0; count <= 5 ; count++) {
final String text = Integer.toString(count);
KeyFrame frame = new KeyFrame(Duration.seconds(count), event ->
button.setText(text));
timeline.getKeyFrames().add(frame);
}
button.setOnAction(e -> timeline.play());
primaryStage.setScene(new Scene(new StackPane(button), 120, 75));
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
In general, for changing the appearance of the user interface at specific time points, the JavaFX Animation API (see also the tutorial) can be useful, especially Timeline and PauseTransition.
A "lower-level" way to do this would be to create a Thread yourself and pause in that thread. This is much more advanced: you need to be careful to update the UI on the FX Application Thread, not on the thread you created. You can do this with a call to Platform.runLater(...):
import javafx.application.Application;
import javafx.application.Platform;
import javafx.beans.property.IntegerProperty;
import javafx.beans.property.SimpleIntegerProperty;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class CountingButton extends Application {
#Override
public void start(Stage primaryStage) {
Button button = new Button("Start");
button.setOnAction(e -> {
Thread thread = new Thread(() -> {
for (int i = 0; i <= 5 ; i++) {
final String text = "Count: "+i ;
Platform.runLater(() -> button.setText(text));
try {
Thread.sleep(1000);
} catch (InterruptedException exc) {
exc.printStackTrace();
}
}
});
thread.start();
});
primaryStage.setScene(new Scene(new StackPane(button), 120, 75));
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
For more general information on threading in JavaFX, have a look at this post: Using threads to make database requests
What you have to do is to replace the thread use by the following method :
scheduler = Executors.newScheduledThreadPool(1);
scheduler.scheduleAtFixedRate(
new Runnable(){
#Override
public void run() {
Platform.runLater(new Runnable() {
#Override
public void run() {
//Here your code to change the number by for example incrementig the value of the button
}
});
}
},
1000,
80,
TimeUnit.MILLISECONDS);
+1 if it helps :D
In this case you need a timer to run every second and increment a counter on every hit. To my knowledge, the best way to make a timer in javafx is to use a timeline. https://stackoverflow.com/a/9966213/4683264.
int i = 0;// class field
// ....
Timeline fiveSecondsWonder = new Timeline(new KeyFrame(Duration.seconds(1), event ->
button.setText(++i)));
fiveSecondsWonder.setCycleCount(5);// repeat five times
fiveSecondsWonder.play();