I want to move a button towards another button automatically. please help me out to solve this I just learned sleep method . may some problems their applying
import javax.swing.*;
import java.awt.*;
public class tr extends JFrame
{
public static void main(String []args)
{
JFrame f1=new JFrame("Hit & Run");
JPanel p1=new JPanel();
JButton mv = new JButton();
JButton hit=new JButton("Hit It");
f1.getContentPane().add(p1);
int x;
for(x=0;x<=600;x++)
{ try{
Thread.sleep(50);
}
catch(InterruptedException e)
{
System.err.println("sleep exception");
}
mv.setBounds(x,220,53,35);
}
hit.setBounds(680,30,90,500);
p1.setBackground(Color.black);
hit.setBackground(Color.green);
mv.setBackground(new Color(255,204,0));
p1.setBackground(Color.black);
p1.setLayout(null);
p1.add(mv);
p1.add(hit);
f1.setVisible(true);
f1.setSize(800,600);
f1.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
With your current code your programm sleeps alot while is not even finish with creating your window. And first of all never send your GUI Thread to sleep or your Window will sleep while it should be awake and interact with the user.
To do what you want you need to start another Thread that will perform the movement of your button.
So take your for loop out of the initialization code and add the following under your last line.
new Thread(new Runnable(){
#Override
public void run() {
int x;
for(x=0;x<=600;x++)
{
try{
Thread.sleep(50);
}
catch(InterruptedException e)
{
System.err.println("sleep exception");
}
mv.setBounds(x,220,53,35);
}
}
}).start();
Related
I have this code sample in a separate jDialog (jDialog is in the same package as that of JFrame) which used to check (using a Thread) if the jCheckBox1 in the jFrame is whether visible or not. JDialog is set to visible by clicking a JLabel (Change Password) in JFrame. I have not set the visibility of the JFrame even to false even after I click on the Change Password JLabel.
The problem I encountered is that even if the JFrame is not visible i.e when I run the JDialog separately (without clicking on the Change Password JLabel) it prints the "Visible" and I'm more than sure that the jFrame is not visible and not running.
This is the code snippet (Thread) I have used to check the visibility of the JFrame's jCheckBox1:
LockOptions lock = new LockOptions();
private void setLocation2() {
new Thread() {
public void run() {
boolean running = true;
while (running) {
try {
Thread.sleep(1000);
if (lock.jCheckBox1.isVisible()) {
System.out.println("Visible");
} else {
System.out.println("Not Visible");
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}.start();
}
And this is the Code I have written in JFrame's Change Password JLabel:
private void jLabel9MouseClicked(java.awt.event.MouseEvent evt) {
Container c = new ChangePassword(this, rootPaneCheckingEnabled);
if (!c.isShowing()) {
c.setVisible(true);
hideMeToSystemTray();
this.requestFocusInWindow();
}
}
But when I run the JDialog separately (without clicking on the Change Password JLabel) it prints the "Visible"
I have attached a Screenshots of both JFrame and JDialog
JFrame containing jCheckBox1
JDialog:
OK, let's have the simplest possible example.
The following code creates a main frame having a button to create a new frame of class LockOptionsWindow, which extends JFrame.
The class FrameDemo implements Runnable. So can it be accessed on the event dispatching thread using SwingUtilities.invokeLater as mentioned in Swing's Threading Policy. So it is possible creating a new thread checklockoptionswindow which then can check whether the new window created by the button is visible or not visible.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class FrameDemo extends WindowAdapter implements ActionListener, Runnable {
private LockOptionsWindow lockoptionswindow;
private Thread checklockoptionswindow = new Thread();
private void showLockOptionsWindow() {
if (lockoptionswindow != null && lockoptionswindow.isDisplayable()) {
lockoptionswindow.setVisible(true);
lockoptionswindow.setExtendedState(Frame.NORMAL);
} else {
lockoptionswindow = new LockOptionsWindow();
lockoptionswindow.setSize(new Dimension(300, 100));
lockoptionswindow.setVisible(true);
lockoptionswindow.setExtendedState(Frame.NORMAL);
}
}
private void startCheckLockOptionsWindow() {
if (!checklockoptionswindow.isAlive()) {
checklockoptionswindow = new Thread() {
public void run() {
boolean running = true;
while (running) {
try {
Thread.sleep(1000);
if (lockoptionswindow.isVisible()) {
if (lockoptionswindow.getExtendedState() == Frame.ICONIFIED) {
System.out.println("Visible iconified");
} else {
System.out.print("Visible on screen ");
int x = lockoptionswindow.getLocation().x;
int y = lockoptionswindow.getLocation().y;
System.out.println("at position " + x + ", " + y);
}
} else {
System.out.println("Not Visible");
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
};
checklockoptionswindow.start();
}
}
public void actionPerformed(ActionEvent e) {
showLockOptionsWindow();
startCheckLockOptionsWindow();
}
public void run() {
JFrame frame = new JFrame("FrameDemo");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JButton button = new JButton("Show LockOptions frame");
button.addActionListener(this);
Container contentPane = frame.getContentPane();
contentPane.add(button);
frame.setLocationRelativeTo(null);
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new FrameDemo());
}
class LockOptionsWindow extends JFrame {
public LockOptionsWindow() {
super("LockOptions frame");
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
}
}
}
Edited to determine whether the LockOptionsWindow is visible iconified only or is really showed as window on the screen.
I have test method, which start GUI window and next start a endless loop. I want to finish test method when GUI is closing. Any ideas how can I reach it? I try to set a boolean variable and when quit button is pressed I change it to false so loop should be finish but when I look into logs test status is started.
boolean testRunning = true;
JButton buttonQuit;
#Test
public void start() {
MainFrame.getInstance().setVisible(true);
if (showHelpDialog) {
HelpDialog.getInstance().setVisible(true);
}
while(testRunning) {
}
}
And when I pressed quit button testRunning variable is set to false.
I think your problem is, that your blocking the Thread with your UI by executing your loop.
I made an little example with an JFrame. This frame has a JButton as big as the frame. In an Thread is and Loop working until the Button is pressed:
import java.awt.Dimension;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
public class Test {
//to setThe state of the loop
public static boolean continueLoop = true;
public static void main(String[] args) {
//Create a Frame
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
Dimension d = new Dimension(400, 400);
frame.setSize(d);
//Add a button to close the programm or end the loop
JButton b = new JButton("Close");
b.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
continueLoop = false;
//Enable this if you want to close the programm
//System.exit(0);
}
});
// Start a Thread with your endless loop in it
Thread t = new Thread(new Runnable() {
#Override
public void run() {
int i = 1;
while(continueLoop)
{
try {
Thread.sleep(500);
System.out.println("Try: " + i);
i++;
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
});
t.start();
// Add a button and set de Frame visible
frame.add(b);
frame.setVisible(true);
}
}
Hope that helps!
PS: this is the fastest example i could think of. Note that there are better ways to add a state-controled loop to your UI. For example I used static variables for my example - you should not do that in your application - except it really necessary.
I'm attempting to make a program in java that uses a robot to press a specific key every few seconds. It has a GUI with a start and stop button and a label which tells which state its in. I've got everything working so far except that when I click "start" it runs the loop for my robot function (which is infinite) it doesn't enable the stop button like I thought it would. I know its something stupid with where the infinite loop is placed but I'm not sure how to make it work correctly.
I don't do a lot of java work, this was just a fun thing I thought to try but got stuck part way through. Any help is appreciated.
import java.awt.AWTException;
import java.awt.FlowLayout;
import java.awt.Robot;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class Main extends JFrame {
/**
*
*/
private static final long serialVersionUID = 1L;
private static boolean running = false;;
private JButton start_button;
private JButton stop_button;
private JLabel tl;
private static int i = 0;
Robot robot;
void start() {
JFrame frame = new JFrame("Helper");
tl = new JLabel("Running: " + running);
start_button = new JButton("Start");
stop_button = new JButton("Stop");
stop_button.setEnabled(false);
frame.add(tl);
frame.add(start_button);
frame.add(stop_button);
frame.setSize(300, 100);
frame.setVisible(true);
frame.setLayout(new FlowLayout());
frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
frame.setLocation(400, 400);
try {
robot = new Robot();
} catch (AWTException e2) {
// TODO Auto-generated catch block
e2.printStackTrace();
}
robot.setAutoDelay(200);
start_button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
start_button.setEnabled(false);
stop_button.setEnabled(true);
running = true;
tl.setText("Running: " + running);
while (running) {
robot_loop(robot);
}
}
});
stop_button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
start_button.setEnabled(true);
stop_button.setEnabled(false);
running = false;
tl.setText("Running: " + running);
}
});
}
public static void main(String[] args) {
new Main().start();
}
private static void robot_loop(Robot robot) {
robot.keyPress(KeyEvent.VK_NUMPAD0);
robot.keyRelease(KeyEvent.VK_NUMPAD0);
System.out.println("numpad 0 pressed! - " + i);
i++;
}
}
I've adapted my comment into an answer.
The actionPerformed method of those event listeners are invoked on Swing's event dispatch thread, and since you're entering into an infinite loop, it'll cause the GUI to freeze. You could create a thread inside of your actionPerformed method and do your work inside of the new thread. Though the next issue you'd run into is finding a nice way to stop the thread whenever the user presses the stop button.
What's cool is that you've already got all the logic to do this in your code. So getting it to work is as simple as changing:
start_button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
start_button.setEnabled(false);
stop_button.setEnabled(true);
running = true;
tl.setText("Running: " + running);
while (running) {
robot_loop(robot);
}
}
});
To do your work on its own thread:
start_button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
start_button.setEnabled(false);
stop_button.setEnabled(true);
running = true;
tl.setText("Running: " + running);
Executors.newSingleThreadExecutor().submit(new Runnable() {
#Override public void run() {
while (running) {
robot_loop(robot);
}
}
});
}
});
The code above makes use of the executors framework (java.util.concurrent.*) rather than directly creating a thread. Another alternative as nachokk suggested would be to use a timer java.util.Timer or javax.swing.Timer (either should be fine in this case).
You can do something like this using SwingTimer
int delay = 400*1000;// you can inject this property
ActionListener taskPerformer = new ActionListener(){
#Override
public void actionPerformed(ActionEvent evt2) {
robot_loop(robot);
}
};
Timer timer = new Timer(delay, taskPerformer);
timer.start();
I'm not sure how to even approach this but after doing some reading and a lot of attempts (failures) I've decided to ask the community for help. I have form A which opens and asks the user to enter a time to delay Form B from opening. Currently I am using sleep() to do this but now I would like to insert another dialog box to allow the user to interrupt the timer and bring up Form B before the timer runs out. I believe the correct way to do this is with wait() and notify() but I cannot seem to wrap my head around the numerous examples of producer and consumer models. Any help is appreciated.
A perfect job for javax.swing.Timer. Refer to How to Use Swing Timers for details. Here's an example to guide you in the right direction.
import java.awt.*;
import java.awt.event.*;
import javax.swing.Timer;
import javax.swing.*;
public class TimerDemo extends JFrame implements ActionListener {
private Timer timer;
private JButton jbDoSomethingDelayed;
private JButton jbDoItImmediately;
public TimerDemo() {
setLayout(new FlowLayout());
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setTitle("Timer demo");
jbDoSomethingDelayed = new JButton("Do something with a delay");
jbDoItImmediately = new JButton("Do it. Do it NOW!");
add(jbDoSomethingDelayed);
add(jbDoItImmediately);
jbDoItImmediately.setEnabled(false);
timer = new Timer(0, this); // we override delay later
timer.setRepeats(false); // we don't want it firing repeatedly
jbDoSomethingDelayed.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
String msg = "Enter delay and confirm dialog";
JSpinner spinner = new JSpinner(new SpinnerNumberModel(5, 1, 10, 1));
Object[] content = new Object[] {msg, spinner};
int showConfirmDialog = JOptionPane.showConfirmDialog(TimerDemo.this, content, "Choose", JOptionPane.OK_CANCEL_OPTION);
if (showConfirmDialog == JOptionPane.OK_OPTION) {
// the important part
timer.setInitialDelay(((Integer)spinner.getValue()) * 1000);
jbDoSomethingDelayed.setEnabled(false);
jbDoItImmediately.setEnabled(true);
timer.start();
}
}
});
jbDoItImmediately.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
timer.stop();
onTimerTimeout();
}
});
pack();
setLocationRelativeTo(null);
}
public void actionPerformed(ActionEvent e) {
// called by timer on EDT, no worries here
onTimerTimeout();
}
private void onTimerTimeout() {
jbDoSomethingDelayed.setEnabled(true);
jbDoItImmediately.setEnabled(false);
JOptionPane.showConfirmDialog(this, "You've done it now. No, really...", "It is done", JOptionPane.DEFAULT_OPTION, JOptionPane.INFORMATION_MESSAGE);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
TimerDemo demo = new TimerDemo();
demo.setVisible(true);
}
});
}
}
The simplest way would be in doing something like this
Thread a = new Thread(new Runnable(){
public void run(){
//do whatever display
try{
Thread.sleep(timeToShowBform);
}
catch(InterruptedException ex){
//interrupted.
}finally{
//show form B
SwingUtilities.invokeLater(...)
}
});
class BRunnable implements Runnable{
public void run(){
//if clicked, then this runnable is called.
a.interrupt();
}
}
The thread a suppose is blocked at sleep, then on calling a.interrupt() it wakes a.
I want to cause the "main thread" (the thread started which runs main()) to do some work from the actionPerformed() method of a button's ActionListener, but I do not know how to achieve this.
A little more context:
I am currently programming a 2D game using Swing (a flavour of Tetris).
When the application starts, a window opens which displays the main menu of the game.
The user is presented several possibilities, one of them is to start the game by pushing a "Start" button, which causes the game panel to be displayed and triggers the main loop of the game.
To be able to switch between the two panels (that of the main menu and that of the game), I am using a CardLayout manager, then I can display one panel by calling show().
The idea is that I would like my start button to have a listener that looks like this:
public class StartListener implements ActionListener {
StartListener() {}
public void actionPerformed(ActionEvent e) {
displayGamePanel();
startGame();
}
}
but this does not work because actionPerformed() is called from the event-dispatch thread, so the call to startGame() (which triggers the main loop: game logic update + repaint() call at each frame) blocks the whole thread.
The way I am handling this right now is that actionPerformed() just changes a boolean flag value: public void actionPerformed(ActionEvent e) {
startPushed = true;
}
which is then eventually checked by the main thread:
while (true) {
while (!g.startPushed) {
try {
Thread.sleep(100);
} catch (Exception e) {}
}
g.startPushed = false;
g.startGame();
}
But I find this solution to be very inelegant.
I have read the Concurrency in Swing lesson but I am still confused (should I implement a Worker Thread – isn't that a little overkill?). I haven't done any actual multithreading work yet so I am a little lost.
Isn't there a way to tell the main thread (which would be sleeping indefinitely, waiting for a user action) "ok, wake up now and do this (display the game panel and start the game)"?.
Thanks for your help.
EDIT:
Just to be clear, this is what my game loop looks like:
long lastLoopTime = System.currentTimeMillis();
long dTime;
int delay = 10;
while (running) {
// compute the time that has gone since the last frame
dTime = System.currentTimeMillis() - lastLoopTime;
lastLoopTime = System.currentTimeMillis();
// UPDATE STATE
updateState(dTime);
//...
// UPDATE GRAPHICS
// thread-safe: repaint() will run on the EDT
frame.repaint()
// Pause for a bit
try {
Thread.sleep(delay);
} catch (Exception e) {}
}
This doesn't make sense:
but this does not work because actionPerformed() is called from the event-dispatch thread, so the call to startGame() (which triggers the main loop: game logic update + repaint() call at each frame) blocks the whole thread.
Since your game loop should not block the EDT. Are you using a Swing Timer or a background thread for your game loop? If not, do so.
Regarding:
while (true) {
while (!g.startPushed) {
try {
Thread.sleep(100);
} catch (Exception e) {}
}
g.startPushed = false;
g.startGame();
}
Don't do this either, but instead use listeners for this sort of thing.
e.g.,
import java.awt.CardLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
public class GameState extends JPanel {
private CardLayout cardlayout = new CardLayout();
private GamePanel gamePanel = new GamePanel();
private StartPanel startpanel = new StartPanel(this, gamePanel);
public GameState() {
setLayout(cardlayout);
add(startpanel, StartPanel.DISPLAY_STRING);
add(gamePanel, GamePanel.DISPLAY_STRING);
}
public void showComponent(String displayString) {
cardlayout.show(this, displayString);
}
private static void createAndShowGui() {
GameState mainPanel = new GameState();
JFrame frame = new JFrame("GameState");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
class StartPanel extends JPanel {
public static final String DISPLAY_STRING = "Start Panel";
public StartPanel(final GameState gameState, final GamePanel gamePanel) {
add(new JButton(new AbstractAction("Start") {
#Override
public void actionPerformed(ActionEvent e) {
gameState.showComponent(GamePanel.DISPLAY_STRING);
gamePanel.startAnimation();
}
}));
}
}
class GamePanel extends JPanel {
public static final String DISPLAY_STRING = "Game Panel";
private static final int PREF_W = 500;
private static final int PREF_H = 400;
private static final int RECT_WIDTH = 10;
private int x;
private int y;
public void startAnimation() {
x = 0;
y = 0;
int timerDelay = 10;
new Timer(timerDelay , new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
x++;
y++;
repaint();
}
}).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillRect(x, y, RECT_WIDTH, RECT_WIDTH);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
}
you should be using a SwingWorker this will execute the code in doInBackground() in a background thread and the code in done() in the EDT after doInBackground() stops
The easiest way: use a CountDownLatch. You set it to 1, make it available in the Swing code by any means appropriate, and in the main thread you await it.
You can consider showing a modal dialog with the game panel using SwingUtilities.invokeAndWait() so that when the dialog is closed the control returns back to main thread.
You can make all code except the EDT run on single thread execution service and then just post runnables whenever you need some code executed.