So, I'm trying to create a small game using Swing in Java. The game loop I created uses a javax.swing Timer.
This timer (normally) calls a loop every 5ms.
Timer tm = new Timer(5, this);
tm.start();
#Override
public void actionPerformed(ActionEvent e) {
game.tick();
repaint();
revalidate();
}
My code can be pretty heavy because it contains quite alot of for-loops, so I'm not surprised this isn't actualy running in a loop every 5ms.
Instead, it flows around at a pretty stable 160fps, at least it does on my computer. The moment I tried my game on my brother's computer (less RAM), it at first ran at the same 160fps, but after about 2 minutes the frames drop to a stable 60fps.
I personally find it really weird the frames drop this much at the same time-interval and stays stable like that for the rest of the time.
If anyone encountered a similar problem and knows what is causing it, please let me know. Thanks in advance.
~Krikke
You should use the Timer.scheduleAtFixedRate method instead of the constructor argument.
From the docs (emphasis mine):
In fixed-rate execution, each execution is scheduled relative to the
scheduled execution time of the initial execution. If an execution is
delayed for any reason (such as garbage collection or other background
activity), two or more executions will occur in rapid succession to
"catch up." In the long run, the frequency of execution will be
exactly the reciprocal of the specified period (assuming the system
clock underlying Object.wait(long) is accurate).
As was mentioned in the comments by #HovercraftFullOfEels, you should be making any Swing calls on the Swing Event Thread. For more information, see this tutorial.
Related
I am writing a simple application for practice that I want to show a message every N minutes and then sleep for a while.
My question here: what are the most efficient ways of designing applications that have this functionality: sleep for a while and then wake up and do something. I am a student and at school we write applications with threads and after writing a basic kernel I understand some basics of scheduling and time slicing.
My goal is to better understand how to write a small program that has a very small footprint (and how to reach that small footprint in this small example), but can run for weeks.
I can use Thread.sleep(N) in Java or equivalent. But that has does not guarantee precision of sleep and in fact (from what I read), might not sleep nowhere near N seconds. Articles like this seem to discourage sleep().
I thought about creating a thread that I can signal to wake up every N seconds. But then the main() thread will be constantly working and counting time. That's also very wasteful since I'd be wasting cycles on counting time.
I guess ideally I want the process to not run for N minutes and then wake up (by OS) after some number of time slices, but I am not sure there is another way of doing it besides sleep(). I am writing it in Java, but I could go with C or Python if those can do better (I feel that shouldn't matter). I am still researching, but I thought I'd get a hint from the community as well.
The program is a simple reminder that tells me to stretch and use a standing desk. :) Understanding threading a bit better is the actual goal.
The comments around Thread.sleep are really about more precision than your usecase entails, IMO. Thread.sleep should be precise enough for your needs. You could look at a ScheduledThreadPoolExecutor which gets you out of the some of the nitty gritty thread management, which is an easy thing to get wrong as a program grows in complexity.
Sleeping a thread is most of the cases a bad way to desing an application, in java there are Timers that you can define to execute a taks periodically. look like:
Timer timer = new Timer();
timer.schedule(new TimerTask() {
#Override
public void run() {
doStuff();
}
}, <delay>, <period>);
Check out the java Timer and TimerTask classes in the docs
Well, From application perspective as you mentioned you can use the Thread.sleep(N).
However the accuracy totally relied on the underlying machine.
(Read the docs on http://java.sun.com/j2se/1.5.0/docs/api/java/lang/System.html#currentTimeMillis())
You can also use this SOF to get more options : http://stackoverflow.com/questions/824110/accurate-sleep-for-java-on-windows
on the under relying machine.
The context in this case is creating a game loop that integrates with the model and updates the view once per frame. Listeners interface with the controller, controller updates the model, repaint() handles the view update from model (on an overridden paintComponent() on a JPanel).
Appropriate answers include "never", haha.
This is a question I would think there is a preferable answer to, so it shouldn't be in violation of the rules.
I'm asking this because the main game loop is a Runnable instance which I'm locking to 60FPS (roughly, at the moment. Few milliseconds of difference as the current render loop is very inexpensive and 1000 / 60 loses a millisecond or two each cycle). Not locking the frame rate via Thread.sleep() causes something like 2.3 billion frames per second (apparently), which understandably thrashes my CPU. Not a problem per say, more of an example why frame-locking is desirable.
However in every single answer I come across, every single comment, the majority of them say "why are you even touching Thread.sleep() you don't want the EDT to sleep". Which is understandable if you have flaws in your loop that cause non-responsiveness, but this isn't the case in the applications I've put together yet. I've read all of the associated Event Dispatch Thread documentation, how to use Swing Timers, etc. I've even used Timers myself, and SwingWorkers too (in one case to delegate icon loading to the background to prevent blockers on GUI instantiation).
Is there even a preferred method here? I haven't come across many / any standalone game solutions in Java that don't rely on libgdx.
Use Swing Timer when:
You don't want to throttle or control the time between updates. Swing Timer only guarantees "at least" duration (it will trigger AFTER a given delay) and the length of time in which the event is processed may effect the amount of time before the next update.
So, if you have a delay of 16ms (rough 60fps), your callback takes 20ms to process, the time between the first and second callback may actually be 36ms
You would also use a Swing Timer when you want to use the existing (passive) rendering system supplied by Swing
Swing Timer is relatively simple and easy to use, it triggers callbacks within the Event Dispatching Thread, making it easy to modify the state of the game and schedule an updates to the UI, this reduces possible thread race conditions (between the painting and the updating)
Use Thread#sleep when:
You want more control over the timing, producing variable delays. In order to do this, you will need to manage your own Thread
This approach is more suitable to more complex animations and when you are using a BufferStrategy to control the output.
The reason for this is, with a Thread approach, you run the risk of race conditions between your thread changing the state and the paint cycle painting it. Instead, you will need to take control of the paint process yourself, so you know that when you paint something, the state does not change while you do it.
Using this approach provides more flexibility and control to make decisions about when things get done (and how), but increases the complexity and your responsibility for doing things
Thread.sleep is almost certainly used in the implementation of javax.swing.Timer and java.util.Timer, but these days the only real use case of Thread.sleep is for creating a timeout on something, typically an I/O connection. I used this once at work way back for delaying updating the GUI after requesting the users messages until a certain amount of time past from the last message sent from the server. I also used it here
In your case, you should be using the swing timer for your game loop
For those of you need to know, I'm writing a plugin for CraftBukkit, which is a modded version of Minecraft, and I'm a beginner level java programmer. I have what I think is a really basic question.
I'm trying to implement a countdown that executes methods to send messages to players every second for 20 seconds.
Obviously, I can't simply create a loop that loops for 20 seconds, because that loop will freeze the main thread until it finishes, which is unacceptable. (There is a lot of game code executing)
What are some approaches to creating a loop that will run passively or without halting the main thread?
The only thing I can possibly think is creating a new thread to run the countdown in.
Surely there is a simpler way to do this?
So you aren't confused, the countdown isn't initialized as part of some main loop, its initialized linearly by a user command listener, but its code executes in the main loop. What I mean by that is I need to actually START a loop that checks time, because this code is only executed once.
Sorry if I'm not being clear or making sense.
I would recommend java.util.Timer if you are not using Swing for GUI/Graphics (not familiar with CraftBukkit, so that will be up to you to determine). In particular, look at forms of schedule which allow a task to be repeated at fixed intervals.
javax.swing.Timer is similar. The biggest difference (aside from the interfaces used to respond to timers being triggered) is that javax.swing.Timer utilizes the EDT (event dispatch thread) to run events. If you're using a Swing GUI, this thread is already present and running and you want to use it. If you're not using Swing or AWT, then this is extra overhead that you don't need.
You would use a java.util.concurrent.Executors.newSingleThreadScheduledExecutor() and conveniently schedule a countdown task at 1-second intervals.
Alternatively, if you task must run on the Event Dispatch Thread (the "GUI thread"), you'll be better served by javax.swing.Timer.
Try javax.swing.Timer:
int delay = 1000; //milliseconds
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
//...Perform a task...
}
};
new Timer(delay, taskPerformer).start();
I am working on a Java program and using Timer objects to run tasks every few minutes or hours. This works fine in normal operations, but I am running into a problem with "Sleep mode" on Mac (maybe on other OSes, but I haven't tried yet).
Consider this code sample:
//Setup the timer to fire the ping worker (every 3 minutes)
_PingTimer.scheduleAtFixedRate(new TimerTask(){
public void run(){
Program.PingThread = new PingWorker(Settings.Username, Settings.UserHash, true, true);
Program.PingThread.CheckOpenPort = true;
Program.SwingExecutor.execute(Program.PingThread);
}
}, 0, 180000);
In normal operation this would fire every 3 minutes with enough accuracy (I'm not concerned about the exact second or anything). The problem with this is after sleeping the computer for a few hours or so it seems to just BLAST the system with backlogged timer requests.
It seems to be running all of the missed timer hits during sleep at once trying to make up for lost time.
Is there a way i can prevent this? I tried using synchronized and some other thread techniques, but this only ensures that they aren't all running at the same time. They still continue to run one after another until the backlog is passed.
Thanks for any help you can provide!
Have you looked at the API? It clearly states the following:
In fixed-rate execution, each
execution is scheduled relative to the
scheduled execution time of the
initial execution. If an execution is
delayed for any reason (such as
garbage collection or other background
activity), two or more executions will
occur in rapid succession to "catch
up." In the long run, the frequency of
execution will be exactly the
reciprocal of the specified period
(assuming the system clock underlying
Object.wait(long) is accurate).
This is one reason why you should consider using a ScheduledExecutorService. This link may also prove useful.
Use schedule instead of scheduleAtFixedRate.
Is tight looping in a program bad?
I have an application that has two threads for a game-physics simulator. An updateGame thread and a render thread. The render thread is throttled by causing the thread to sleep for some milliseconds (to achieve the frame-rate I want) and the updateGame thread (that updates my in game objects positions based off some physics equations) was previously throttled by a 10 millisecond sleep.
However, I recently unthrottled the updateGame thread and the simulation of my objects movement seems to be significantly more realistic now that I have taken out that 10ms sleep. Is it bad to hot loop or have a tight loop?
private class UpdateTask implements Runnable
{
private long previousTime = System.currentTimeMillis();
private long currentTime = previousTime;
private long elapsedTime;
public void run()
{
while(true)
{
currentTime = System.currentTimeMillis();
elapsedTime = (currentTime - previousTime); // elapsed time in seconds
updateGame(elapsedTime / 1000f);
try {
Thread.currentThread().sleep(1);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
previousTime = currentTime;
}
}
}
In this example I'm just sleeping for 1ms (and from my understanding with how millisecond accuracy and the sleep function works this is probably more like 5-10ms. If I sleep for any more than this it starts to have impacts on the accuracy of my collision detection and physics model.
Is it a bad practice to have tight loops or loops with 1ms sleeps in them? Is there something else I should do instead?
I read a really great post about efficiently and effectively executing physics calculations loop: Fix Your Timestep!
When a game is running that is usually the main application that the user cares about so tight looping is not that big of a deal. What you really should do though schedule your updates. You should know how long -- at your target framerate -- that your frame has to execute. You should measure the time that your frame took and only sleep for the time that your frame took minus that known frame time. That way your system will lock into a frame rate and not vary with the amount of time that your frame takes to render.
Another thing is that I don't believe that Thread.sleep has a very good resolution, well over 5 milliseconds, you may want to look for a more accurate timer available for Java.
It's only "bad" if it has an adverse impact on something else in your system. Rather than sleeping for 1ms, you might block on a condition that warrants updating, with a minimum of 1ms. That way you'll always sleep for at least 1ms, and longer if there's nothing to do.
As Adam has pointed out in his answer, there may be an adverse impact on the performance of the system.
I've also tried making games in a very similar manner (having a rendering and motion calculations on separate threads) and I have found that not having the Thread.sleep will cause the Java application to take a very significant portion of the CPU time.
Another thing to consider is that the system timer itself. As you've mentioned, although the Thread.sleep method is takes in the number of milliseconds to sleep, but that precision is dependent (as noted in the API specifications) on the timer provided by the operating system. In the case of Windows NT-based operating systems, the timer resolution is 10 milliseconds. (See also: System.currentTimeMillis vs System.nanoTime)
Yes, it is true that having the Thread.sleep has the potential to decrease the performance of your application, but not having that can cause the system utilization by the application to skyrocket.
I would guess the decision comes down to whether the application should take up a significant portion of the system utilization, or to act nice and share the CPU time with the other applications running on the system.
Also consider laptop users, running a tight loop continuously will keep the CPU running hard, and this will chew through their battery (many flash games are guilty of this). Something to consider when deciding whether to throttle your loops or not.
The answer by joshperry is pretty much what you want, but there are also a few ways about it. If you are using multiple threads, you have to also deal with locking etc. Depending on your game architecture that may / may not be a big deal. For example, do you do lots of locking, is there a lot of message passing between threads etc. If you are a traditional game you usually have a single main loop - I have a queue of CMD objects (runnable if you like, but can also be more event bus like in nature) that are executed continuously until the queue is empty. The thread then waits until it is signaled that a new cmd is in the queue. For most games this is usually enough. So the question then becomes how / when are cmds added. I use a timer/scheduler (also note the comments about java time resolution) to add a cmd to the main loop at the required frame rate. This has the advantage of also being kind to laptops etc. On startup you can also then benchmark the system to see how fast it is running, and then set an appropriate frame rate (ie. start with a supported base, then work to a max). Benchmarking or using user specified performance hints (ie. amount of rendering detail) can then be used by each type of cmd (ie. the render scence cmd / event looks at the performance settings for detail etc). (note - cmds dont' have to be runnable, they can be more like an event bus with listeners that are invoked on the main thread).
Also if a task wants to then use multi-thread/core's the handler for the cmd (if its an event type model - i personally like the event model - its easier to access the shared state info without needing global singletons) can then spawn multiple tasks (say using an existing thread pool - so the cost of new threads are not hit every cmd) and then use a barrier type class to wait for all the tasks to complete. This method usually makes locking easier, as each cmd (or system) usually has different locking requirements. Thus you can implement just the locking for that system and not have to worry about locking between sub systems - ie. for physics you can lock on bundles of objects in the game area, and each forked thread in the thread pool then worries only about its objects ie. thread1 handles objects1 to 20, thread2 objects 21-40 etc (this is just to illustrate the concept of how each cmd can implement a custom locking algorithm that works best for what it is doing, without having to worry about what other sub systems are doing with shared state data).
The important thing is to look at how and why you are using threads and locking etc.
For a game, probably not. Just make sure your game pauses when the switches tasks.
You would actually want to use Thread.yield() in this case. It is possible that one thread will run continuously, and not allow any other threads time to execute. Placing a yield call at the end of each iteration gives the scheduler a hint that it is time to allow other threads to run as well.