I am calling this method called check in one of my abstract classes but for some reason the JLabel (problem) I am adding to the JPanel (panel) is not showing up.
Why is this occurring? Any explanations, I am using both the repaint, and validate methods but still nothing shows up.
The problem you're having is you're blocking the Event Dispatching Thread, prevent the UI from been updated or any new events from been processed...
It starts here...
for(int i = 0; i < 15; i++)
{
//...
//Check to see if user has enetered anything
// And is compounded here
while(!answered)
{
Thread.sleep(duration);
//...
}
You're clearly thinking in a procedural manner (like you would for a console program), but this isn't how GUIs work, GUIs are event driven, something happens at some point in time and you respond to it.
My suggestion is to investigate Swing Timer, which will allow you to schedule a call back at some, point in the future and perform some action when it is triggered, which can be used to modify the UI, as its executed within the context of the EDT.
See Concurrency in Swing and How to use Swing Timers for more details
I'd also recommend that you take a look at CardLayout, as it might make easier to change the between different views
See How to Use CardLayout for more details
Basics
I work very much to the principle of "Code to interface not implementation" and the Model-View-Controller. These basically encourage your to separate and isolate responsibility, so a change in one part won't adversely affect another.
It also means you can plug'n'play implementations, decoupling the code and making it more flexible.
Start with the basic, you need something that has some text (the question), a correct answer and some "options" (or incorrect answers)
public interface Question {
public String getPrompt();
public String getCorrectAnswer();
public String[] getOptions();
public String getUserResponse();
public void setUserResponse(String response);
public boolean isCorrect();
}
So, pretty basic. The question has a prompt, a right answer, some wrong answers and can manage the user response. For ease of use, it also has a isCorrect method
Now, we need an actual implementation. This is a pretty basic example, but you might have a number of different implementations and might even include generics for the type of answers (which I've assumed as String for argument sake)
public class DefaultQuestion implements Question {
private final String prompt;
private final String correctAnswer;
private final String[] options;
private String userResponse;
public DefaultQuestion(String prompt, String correctAnswer, String... options) {
this.prompt = prompt;
this.correctAnswer = correctAnswer;
this.options = options;
}
#Override
public String getPrompt() {
return prompt;
}
#Override
public String getCorrectAnswer() {
return correctAnswer;
}
#Override
public String[] getOptions() {
return options;
}
#Override
public String getUserResponse() {
return userResponse;
}
#Override
public void setUserResponse(String response) {
userResponse = response;
}
#Override
public boolean isCorrect() {
return getCorrectAnswer().equals(getUserResponse());
}
}
Okay, that's all fine and all, but what does this actually do for us? Well, know you can create a simple component whose sole job is to present the question to the user and handle their response...
public class QuestionPane extends JPanel {
private Question question;
public QuestionPane(Question question) {
this.question = question;
setLayout(new BorderLayout());
JLabel prompt = new JLabel("<html><b>" + question.getPrompt() + "</b></html>");
prompt.setHorizontalAlignment(JLabel.LEFT);
add(prompt, BorderLayout.NORTH);
JPanel guesses = new JPanel(new GridBagLayout());
guesses.setBorder(new EmptyBorder(5, 5, 5, 5));
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.WEST;
List<String> options = new ArrayList<>(Arrays.asList(question.getOptions()));
options.add(question.getCorrectAnswer());
Collections.sort(options);
ButtonGroup bg = new ButtonGroup();
for (String option : options) {
JRadioButton btn = new JRadioButton(option);
bg.add(btn);
guesses.add(btn, gbc);
}
add(guesses);
}
public Question getQuestion() {
return question;
}
public class ActionHandler implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
getQuestion().setUserResponse(e.getActionCommand());
}
}
}
This makes for a nice re-usable component, one which can handle a bunch of questions and not care.
Now, we need some way to manage multiple questions, a quiz!
public class QuizPane extends JPanel {
private List<Question> quiz;
private long timeOut = 5;
private Timer timer;
private JButton next;
private CardLayout cardLayout;
private int currentQuestion;
private JPanel panelOfQuestions;
private Long startTime;
public QuizPane(List<Question> quiz) {
this.quiz = quiz;
cardLayout = new CardLayout();
panelOfQuestions = new JPanel(cardLayout);
JButton start = new JButton("Start");
start.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
currentQuestion = -1;
nextQuestion();
timer.start();
}
});
JPanel filler = new JPanel(new GridBagLayout());
filler.add(start);
panelOfQuestions.add(filler, "start");
for (int index = 0; index < quiz.size(); index++) {
Question question = quiz.get(index);
QuestionPane pane = new QuestionPane(question);
panelOfQuestions.add(pane, Integer.toString(index));
}
panelOfQuestions.add(new JLabel("The quiz is over"), "last");
currentQuestion = 0;
cardLayout.show(panelOfQuestions, "start");
setLayout(new BorderLayout());
add(panelOfQuestions);
JPanel buttonPane = new JPanel(new FlowLayout(FlowLayout.RIGHT));
next = new JButton("Next");
buttonPane.add(next);
next.setEnabled(false);
add(buttonPane, BorderLayout.SOUTH);
next.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
nextQuestion();
}
});
timer = new Timer(250, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (startTime == null) {
startTime = System.currentTimeMillis();
}
long duration = (System.currentTimeMillis() - startTime) / 1000;
if (duration >= timeOut) {
nextQuestion();
} else {
long timeLeft = timeOut - duration;
next.setText("Next (" + timeLeft + ")");
next.repaint();
}
}
});
}
protected void nextQuestion() {
timer.stop();
currentQuestion++;
if (currentQuestion >= quiz.size()) {
cardLayout.show(panelOfQuestions, "last");
next.setEnabled(false);
// You could could loop through all the questions and tally
// the correct answers here
} else {
cardLayout.show(panelOfQuestions, Integer.toString(currentQuestion));
startTime = null;
next.setText("Next");
next.setEnabled(true);
timer.start();
}
}
}
Okay, this is a little more complicated, but the basics are, it manages which question is currently presented to the user, manages the time and allows the user to navigate to the next question if they want to.
Now, it's easy to get lost in the detail...
This part of the code actually set's up the main "view", using a CardLayout
panelOfQuestions.add(filler, "start");
for (int index = 0; index < quiz.size(); index++) {
Question question = quiz.get(index);
QuestionPane pane = new QuestionPane(question);
panelOfQuestions.add(pane, Integer.toString(index));
}
panelOfQuestions.add(new JLabel("The quiz is over"), "last");
currentQuestion = 0;
cardLayout.show(panelOfQuestions, "start");
The start button, "end screen" and each individual QuestionPane are added to the panelOfQuestions, which is managed by a CardLayout, this makes it easy to "flip" the views as required.
I use a simple method to move to the next question
protected void nextQuestion() {
timer.stop();
currentQuestion++;
if (currentQuestion >= quiz.size()) {
cardLayout.show(panelOfQuestions, "last");
next.setEnabled(false);
// You could could loop through all the questions and tally
// the correct answers here
} else {
cardLayout.show(panelOfQuestions, Integer.toString(currentQuestion));
startTime = null;
next.setText("Next");
next.setEnabled(true);
timer.start();
}
}
This basically increments a counter and checks to see if we've run out of questions or not. If we have, it disables the next button and shows the "last" view to the user, if not, it moves to the next question view and restarts the timeout timer.
Now, here comes the "magic"...
timer = new Timer(250, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (startTime == null) {
startTime = System.currentTimeMillis();
}
long duration = (System.currentTimeMillis() - startTime) / 1000;
if (duration >= timeOut) {
nextQuestion();
} else {
long timeLeft = timeOut - duration;
next.setText("Next (" + timeLeft + ")");
}
}
});
The Swing Timer acts a pseudo loop, meaning that it will call the actionPerformed method on a regular bases, just like for or while loop would, but it does it in such away that it doesn't block the EDT.
This example adds a little more "magic" in that it acts as a count down timer, it checks how long the question has been visible to the user and presents a count down until it will automatically move to the next question, when the duration is greater then or equal to the timeOut (5 seconds in this example), it calls the nextQuestion method
But how do you use it you ask? You create a List of Questions, create an instance of the QuizPane and add that to some other container which is displayed on the screen, for example...
public class QuizMaster {
public static void main(String[] args) {
new QuizMaster();
}
public QuizMaster() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
List<Question> quiz = new ArrayList<>(5);
quiz.add(new DefaultQuestion("Bananas are:", "Yellow", "Green", "Blue", "Ping", "Round"));
quiz.add(new DefaultQuestion("1 + 1:", "2", "5", "3", "An artificial construct"));
quiz.add(new DefaultQuestion("In the UK, it is illegal to eat...", "Mince pies on Christmas Day", "Your cousin", "Bananas"));
quiz.add(new DefaultQuestion("If you lift a kangaroo’s tail off the ground...", "It can’t hop", "It will kick you in the face", "Act as a jack"));
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new QuizPane(quiz));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
}
And finally, because I know you'll want one, a fully runable example
import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.EventQueue;
import java.awt.FlowLayout;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.List;
import javax.swing.ButtonGroup;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JRadioButton;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.border.EmptyBorder;
public class QuizMaster {
public static void main(String[] args) {
new QuizMaster();
}
public QuizMaster() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
List<Question> quiz = new ArrayList<>(5);
quiz.add(new DefaultQuestion("Bananas are:", "Yellow", "Green", "Blue", "Ping", "Round"));
quiz.add(new DefaultQuestion("1 + 1:", "2", "5", "3", "An artificial construct"));
quiz.add(new DefaultQuestion("In the UK, it is illegal to eat...", "Mince pies on Christmas Day", "Your cousin", "Bananas"));
quiz.add(new DefaultQuestion("If you lift a kangaroo’s tail off the ground...", "It can’t hop", "It will kick you in the face", "Act as a jack"));
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new QuizPane(quiz));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class QuizPane extends JPanel {
private List<Question> quiz;
private long timeOut = 5;
private Timer timer;
private JButton next;
private CardLayout cardLayout;
private int currentQuestion;
private JPanel panelOfQuestions;
private Long startTime;
public QuizPane(List<Question> quiz) {
this.quiz = quiz;
cardLayout = new CardLayout();
panelOfQuestions = new JPanel(cardLayout);
JButton start = new JButton("Start");
start.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
currentQuestion = -1;
nextQuestion();
timer.start();
}
});
JPanel filler = new JPanel(new GridBagLayout());
filler.add(start);
panelOfQuestions.add(filler, "start");
for (int index = 0; index < quiz.size(); index++) {
Question question = quiz.get(index);
QuestionPane pane = new QuestionPane(question);
panelOfQuestions.add(pane, Integer.toString(index));
}
panelOfQuestions.add(new JLabel("The quiz is over"), "last");
currentQuestion = 0;
cardLayout.show(panelOfQuestions, "start");
setLayout(new BorderLayout());
add(panelOfQuestions);
JPanel buttonPane = new JPanel(new FlowLayout(FlowLayout.RIGHT));
next = new JButton("Next");
buttonPane.add(next);
next.setEnabled(false);
add(buttonPane, BorderLayout.SOUTH);
next.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
nextQuestion();
}
});
timer = new Timer(250, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (startTime == null) {
startTime = System.currentTimeMillis();
}
long duration = (System.currentTimeMillis() - startTime) / 1000;
if (duration >= timeOut) {
nextQuestion();
} else {
long timeLeft = timeOut - duration;
next.setText("Next (" + timeLeft + ")");
next.repaint();
}
}
});
}
protected void nextQuestion() {
timer.stop();
currentQuestion++;
if (currentQuestion >= quiz.size()) {
cardLayout.show(panelOfQuestions, "last");
next.setEnabled(false);
// You could could loop through all the questions and tally
// the correct answers here
} else {
cardLayout.show(panelOfQuestions, Integer.toString(currentQuestion));
startTime = null;
next.setText("Next");
next.setEnabled(true);
timer.start();
}
}
}
public interface Question {
public String getPrompt();
public String getCorrectAnswer();
public String[] getOptions();
public String getUserResponse();
public void setUserResponse(String response);
public boolean isCorrect();
}
public class DefaultQuestion implements Question {
private final String prompt;
private final String correctAnswer;
private final String[] options;
private String userResponse;
public DefaultQuestion(String prompt, String correctAnswer, String... options) {
this.prompt = prompt;
this.correctAnswer = correctAnswer;
this.options = options;
}
#Override
public String getPrompt() {
return prompt;
}
#Override
public String getCorrectAnswer() {
return correctAnswer;
}
#Override
public String[] getOptions() {
return options;
}
#Override
public String getUserResponse() {
return userResponse;
}
#Override
public void setUserResponse(String response) {
userResponse = response;
}
#Override
public boolean isCorrect() {
return getCorrectAnswer().equals(getUserResponse());
}
}
public class QuestionPane extends JPanel {
private Question question;
public QuestionPane(Question question) {
this.question = question;
setLayout(new BorderLayout());
JLabel prompt = new JLabel("<html><b>" + question.getPrompt() + "</b></html>");
prompt.setHorizontalAlignment(JLabel.LEFT);
add(prompt, BorderLayout.NORTH);
JPanel guesses = new JPanel(new GridBagLayout());
guesses.setBorder(new EmptyBorder(5, 5, 5, 5));
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.WEST;
List<String> options = new ArrayList<>(Arrays.asList(question.getOptions()));
options.add(question.getCorrectAnswer());
Collections.sort(options);
ButtonGroup bg = new ButtonGroup();
for (String option : options) {
JRadioButton btn = new JRadioButton(option);
bg.add(btn);
guesses.add(btn, gbc);
}
add(guesses);
}
public Question getQuestion() {
return question;
}
public class ActionHandler implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
getQuestion().setUserResponse(e.getActionCommand());
}
}
}
}
If you used Jframe for this application, just check to see if you added the panel to the frame, you've just added the label to the panel, just check to see if you've added the panel to the Jframe, otherwise it won't show up
Related
I'm trying to make a timer that will count up from 00h:00m:00s, with the ability to pause and restart the count from its current time.
Heres the solution I currently have: It will always restart the timer from 0 instead of continuing where it left off. Also, for another inexplicable reason, the hours always display as 07 instead of 00. Does anyone know how I could fix these issues, to have it start counting up from its previous value, and display the correct amount of hours elapsed?
private final SimpleDateFormat date = new SimpleDateFormat("KK:mm:ss");
private long startTime = 0;
private final ClockListener clock = new ClockListener();
private final Timer normalTimer = new Timer(53, clock);
startTimerButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if(startTime == 0) {
startTime = System.currentTimeMillis();
}
else {
startTime += (System.currentTimeMillis() - startTime);
}
normalTimer.start();
}
});
stopTimerButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
normalTimer.stop();
}
});
private void updateClock(){
Date elapsed = new Date(System.currentTimeMillis() - startTime);
timerText.setText(date.format(elapsed));
}
private class ClockListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
updateClock();
}
}
Introduction
Oracle has a helpful tutorial, Creating a GUI With Swing. Skip the Learning Swing with the NetBeans IDE section.
Your code wasn't runnable, so I created the following GUI.
When you press the "Start" button, the timer starts counting. 37 seconds.
2 minutes, 7 seconds.
1 hour, 6 minutes, 11 seconds.
Pressing the "Pause button pauses the count. Pressing the "Restart" button resumes the count. You can pause and resume the count as many times as you want.
Pressing the "Stop" button stops the counter. You can press the "Reset" button to reset the counter before starting again.
Explanation
When creating a Swing application, using the model-view-controller (MVC) pattern helps to separate your concerns and allows you to focus on one part of the application at a time.
Creating the application model made creating the GUI much easier. The application model is made up of one or more plain Java getter/setter classes.
The CountupTimerModel class keeps long fields to hold the duration in milliseconds and the previous duration. This way, I don't have to pause and restart the Swing Timer.
The duration is the difference between the current time and the start time. I use the System.currentTimeMillis() method to calculate the duration.
The GUI is fairly straightforward.
I made the JButton ActionListeners lambdas. I made the TimerListener a separate class to move the code out of that particular lambda.
Code
Here's the complete runnable code. I made the additional classes inner classes so I could post the code as one block.
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.BorderFactory;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class CountupTimerGUI implements Runnable {
public static void main(String[] args) {
SwingUtilities.invokeLater(new CountupTimerGUI());
}
private final CountupTimerModel model;
private JButton resetButton, pauseButton, stopButton;
private JLabel timerLabel;
public CountupTimerGUI() {
this.model = new CountupTimerModel();
}
#Override
public void run() {
JFrame frame = new JFrame("Countup Timer GUI");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(createDisplayPanel(), BorderLayout.NORTH);
frame.add(createButtonPanel(), BorderLayout.SOUTH);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
private JPanel createDisplayPanel() {
JPanel panel = new JPanel(new FlowLayout());
panel.setBorder(BorderFactory.createEmptyBorder(0, 5, 5, 5));
Font font = panel.getFont().deriveFont(Font.BOLD, 48f);
timerLabel = new JLabel(model.getFormattedDuration());
timerLabel.setFont(font);
panel.add(timerLabel);
return panel;
}
private JPanel createButtonPanel() {
JPanel panel = new JPanel(new FlowLayout());
panel.setBorder(BorderFactory.createEmptyBorder(0, 5, 5, 5));
Font font = panel.getFont().deriveFont(Font.PLAIN, 16f);
resetButton = new JButton("Reset");
resetButton.setFont(font);
panel.add(resetButton);
resetButton.addActionListener(event -> {
model.resetDuration();
timerLabel.setText(model.getFormattedDuration());
});
pauseButton = new JButton("Restart");
pauseButton.setFont(font);
panel.add(pauseButton);
pauseButton.addActionListener(event -> {
String text = pauseButton.getText();
if (text.equals("Pause")) {
model.pauseTimer();
pauseButton.setText("Restart");
} else {
model.startTimer();
pauseButton.setText("Pause");
}
});
Timer timer = new Timer(200,
new CountupListener(CountupTimerGUI.this, model));
stopButton = new JButton("Start");
stopButton.setFont(font);
panel.add(stopButton);
stopButton.addActionListener(event -> {
String text = stopButton.getText();
if (text.equals("Start")) {
model.resetDuration();
model.startTimer();
timer.start();
resetButton.setEnabled(false);
stopButton.setText("Stop");
} else {
model.stopTimer();
timer.stop();
resetButton.setEnabled(true);
stopButton.setText("Start");
}
});
Dimension d = getLargestJButton(resetButton, pauseButton, stopButton);
resetButton.setPreferredSize(d);
pauseButton.setPreferredSize(d);
stopButton.setPreferredSize(d);
pauseButton.setText("Pause");
return panel;
}
private Dimension getLargestJButton(JButton... buttons) {
Dimension largestDimension = new Dimension(0, 0);
for (JButton button : buttons) {
Dimension d = button.getPreferredSize();
largestDimension.width = Math.max(largestDimension.width, d.width);
largestDimension.height = Math.max(largestDimension.height,
d.height);
}
largestDimension.width += 10;
return largestDimension;
}
public JButton getResetButton() {
return resetButton;
}
public JButton getPauseButton() {
return pauseButton;
}
public JButton getStopButton() {
return stopButton;
}
public JLabel getTimerLabel() {
return timerLabel;
}
public class CountupListener implements ActionListener {
private final CountupTimerGUI view;
private final CountupTimerModel model;
public CountupListener(CountupTimerGUI view, CountupTimerModel model) {
this.view = view;
this.model = model;
}
#Override
public void actionPerformed(ActionEvent event) {
model.setDuration();
view.getTimerLabel().setText(model.getFormattedDuration());
}
}
public class CountupTimerModel {
private boolean isRunning;
private long duration, previousDuration, startTime;
public CountupTimerModel() {
resetDuration();
}
public void resetDuration() {
this.duration = 0L;
this.previousDuration = 0L;
this.isRunning = true;
}
public void startTimer() {
this.startTime = System.currentTimeMillis();
this.isRunning = true;
}
public void pauseTimer() {
setDuration();
this.previousDuration = duration;
this.isRunning = false;
}
public void stopTimer() {
setDuration();
this.isRunning = false;
}
public void setDuration() {
if (isRunning) {
this.duration = System.currentTimeMillis() - startTime
+ previousDuration;
}
}
public String getFormattedDuration() {
int seconds = (int) ((duration + 500L) / 1000L);
int minutes = seconds / 60;
int hours = minutes / 60;
StringBuilder builder = new StringBuilder();
if (hours > 0) {
builder.append(hours);
builder.append(":");
}
minutes %= 60;
if (hours > 0) {
builder.append(String.format("%02d", minutes));
builder.append(":");
} else if (minutes > 0) {
builder.append(minutes);
builder.append(":");
}
seconds %= 60;
if (hours > 0 || minutes > 0) {
builder.append(String.format("%02d", seconds));
} else {
builder.append(seconds);
}
return builder.toString();
}
}
}
In this program I'm trying to input a functionality to start game, where if I click start game (MainMenu) a new jpanel opens up (MainGame), creating another jpanel that creates jbuttons in a grid. If i go back, and click start game again, a new grid should generate instead of the previous one, effectively starting a "new game". the problem is that if i go back and click on new game again, the program creates 2 grids.
I've tried removing the instance of the grid panel with = null but it doesn't work
Main function:
import javax.swing.*;
import java.awt.*;
import java.awt.CardLayout;
public class Game extends JFrame {
MainMenu mainMenu;
Settings settings;
MainGame mainGame;
CardLayout cl;
JPanel container;
public Game(){
setSize(900,900); //have all as seperate classes
setDefaultCloseOperation(3); //cl call container
container = new JPanel(); //container call menu1 and menu2
cl = new CardLayout();
mainMenu = new MainMenu();
settings = new Settings();
mainGame = new MainGame();
mainMenu.setSettings(settings);
settings.setMainMenu(mainMenu);
settings.setMainGame(mainGame);
mainMenu.setMainGame(mainGame);
mainGame.setMainMenu(mainMenu);
mainGame.setSettings(settings);
container.setLayout(cl); //this stays here i think
//add setter for main game here
container.add(mainMenu,"1");
container.add(settings,"2");
container.add(mainGame,"3");
mainMenu.setContainer(container);
mainMenu.setCl(cl);
settings.setContainer(container);
settings.setCl(cl);
mainGame.setContainer(container);
mainGame.setCl(cl);
cl.show(container, "1");
add(container,BorderLayout.CENTER);
}
public static void main(String[] args) {
Game game = new Game();
game.setVisible(true);
}
}
main game class:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class MainGame extends JPanel {
MainMenu mainMenu;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
public void setMainMenu(MainMenu mainMenu) {
this.mainMenu = mainMenu;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainGame(){
JPanel north = new JPanel();
north.setLayout(new FlowLayout());
ReturnAction returnAl = new ReturnAction();
JButton Return2 = new JButton("Return");
Return2.addActionListener(returnAl);
north.add(Return2);
add(north);
}
class ReturnAction implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
cl.show(container,"1");
}
}
}
Main menu class (this one contains the game generation part):
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
public class MainMenu extends JPanel {
JPanel grid = new JPanel();
MainGame mainGame;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
boolean checkexists = false;
int rownumber;
int columnnumber;
public void setMainGame(MainGame mainGame) {
this.mainGame = mainGame;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainMenu() {
setLayout(new GridLayout(3, 1));
JButton Newgame = new JButton("New Game");
JButton Cont = new JButton("Continue");
JButton Sett = new JButton("Settings");
add(Newgame);
add(Cont);
SwitchMenu1 switchMenu1 = new SwitchMenu1();
SwitchMenu2 switchMenu2 = new SwitchMenu2();
GenerateGame generateGame = new GenerateGame();
Newgame.addActionListener(switchMenu2);
Newgame.addActionListener(generateGame);
Sett.addActionListener(switchMenu1);
add(Sett);
}
class SwitchMenu1 implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "2");
}
}
class SwitchMenu2 implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "3");
}
}
class GenerateGame implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
if (checkexists == true){
grid = null;
grid = new JPanel();
}
try {
rownumber = Integer.parseInt(rows);
} catch (NumberFormatException be) {
rownumber = 10;
}
try {
columnnumber = Integer.parseInt(columns);
} catch (NumberFormatException be) {
columnnumber = 10;
}
Random rand = new Random();
int randomnumber;
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
grid.setLayout(new GridLayout(rownumber, columnnumber));
JButton[][] gridbutton = new JButton[rownumber][columnnumber];
MainbuttonAL mainbuttonAL = new MainbuttonAL();
for (int i = 0; i < rownumber; i++) {
for (int j = 0; j < columnnumber; j++) {
if (checkexists == true){
gridbutton[i][j] = null;
}
randomnumber = rand.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
gridbutton[i][j].addActionListener(mainbuttonAL);
grid.add(gridbutton[i][j]);
}
}
mainGame.add(grid);
checkexists = true;
}
}
class MainbuttonAL implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
}
}
}
settings class:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
public class MainMenu extends JPanel {
JPanel grid = new JPanel();
MainGame mainGame;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
boolean checkexists = false;
int rownumber;
int columnnumber;
public void setMainGame(MainGame mainGame) {
this.mainGame = mainGame;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainMenu() {
setLayout(new GridLayout(3, 1));
JButton Newgame = new JButton("New Game");
JButton Cont = new JButton("Continue");
JButton Sett = new JButton("Settings");
add(Newgame);
add(Cont);
SwitchMenu1 switchMenu1 = new SwitchMenu1();
SwitchMenu2 switchMenu2 = new SwitchMenu2();
GenerateGame generateGame = new GenerateGame();
Newgame.addActionListener(switchMenu2);
Newgame.addActionListener(generateGame);
Sett.addActionListener(switchMenu1);
add(Sett);
}
class SwitchMenu1 implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "2");
}
}
class SwitchMenu2 implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "3");
}
}
class GenerateGame implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
if (checkexists == true){
grid = null;
grid = new JPanel();
}
try {
rownumber = Integer.parseInt(rows);
} catch (NumberFormatException be) {
rownumber = 10;
}
try {
columnnumber = Integer.parseInt(columns);
} catch (NumberFormatException be) {
columnnumber = 10;
}
Random rand = new Random();
int randomnumber;
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
grid.setLayout(new GridLayout(rownumber, columnnumber));
JButton[][] gridbutton = new JButton[rownumber][columnnumber];
MainbuttonAL mainbuttonAL = new MainbuttonAL();
for (int i = 0; i < rownumber; i++) {
for (int j = 0; j < columnnumber; j++) {
if (checkexists == true){
gridbutton[i][j] = null;
}
randomnumber = rand.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
gridbutton[i][j].addActionListener(mainbuttonAL);
grid.add(gridbutton[i][j]);
}
}
mainGame.add(grid);
checkexists = true;
}
}
class MainbuttonAL implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
}
}
}
what method can i employ to regenerate a grid?
In general, you should be working on the concept of decoupling your views and your data, this means that you could have a "game model" which could be applied to a view and the view would then modify itself based on model properties, this is commonly known as "model - view - controller".
The problem is, however, you never remove grid from it's parent container when you create a new game
if (checkexists == true){
grid = null;
grid = new JPanel();
}
Instead, before you re-intialise the grid, you should remove from it's parent container
if (grid != null) {
mainGame.remove(grid);
grid = null;
grid = new JPanel();
}
or you could just remove the components from the grid panel itself
grid.removeAll();
A different approach...
At all stages you should be trying to decouple you objects and workflows from each other, so that it's easier to change any one part without having adverse effects on the other parts of the system or workflow.
Looking at you code, for example, the navigation decisions are tightly coupled to each panel/view, but in reality, they shouldn't know or care about how the navigation works (or the fact that there are other views), they should just do there job.
You can decouple this workflow through the use of delegation (backed by an observer). This basically means that the individual view doesn't care "how" the navigation works, only that when it makes a request for some action to be taken, it happens.
You should take the time to read through...
Model-View-Controller
Observer Pattern
Dependency Injection in Java
But how does this help you? Well, it will help you all the time!
Lets start with the "game" itself. The first thing we need is some kind of container to hold the data base logic for the game, so based on your current code, it might look something like...
public interface GameModel {
public int getRows();
public int getColumns();
}
I know, amazing isn't it, but this interface would grow to hold the logic required to run your game.
Now, we can apply this to the GamePanel
public class GamePane extends JPanel {
public interface Obsever {
public void back(GamePane source);
}
private GameModel model;
private Obsever obsever;
private JPanel contentPane;
private ActionListener buttonActionListener = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
didTap(e.getActionCommand());
}
};
public GamePane(Obsever obsever) {
this.obsever = obsever;
setLayout(new BorderLayout());
contentPane = new JPanel();
add(new JScrollPane(contentPane));
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
obsever.back(GamePane.this);
}
});
JPanel bannerPane = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.LINE_END;
bannerPane.add(backButton, gbc);
add(bannerPane, BorderLayout.NORTH);
}
#Override
public Dimension getPreferredSize() {
// Bunch of things we could do here, but this basically
// acts as a stand in for CardLayout, otherwise the primary
// view will be to small
return new Dimension(800, 800);
}
public void setModel(GameModel model) {
if (this.model == model) {
// Do nothing, nothings changed
return;
}
this.model = model;
buildUI();
}
protected void buildUI() {
contentPane.removeAll();
if (model == null) {
return;
}
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
Random rnd = new Random();
JButton[][] gridbutton = new JButton[model.getRows()][model.getColumns()];
contentPane.setLayout(new GridLayout(model.getRows(), model.getColumns()));
//Game.MainMenu.MainbuttonAL mainbuttonAL = new Game.MainMenu.MainbuttonAL();
for (int i = 0; i < model.getRows(); i++) {
for (int j = 0; j < model.getColumns(); j++) {
int randomnumber = rnd.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
//gridbutton[i][j].addActionListener(mainbuttonAL);
contentPane.add(gridbutton[i][j]);
}
}
}
protected void didTap(String action) {
}
}
Now, the nice "juicy" part is in the buildUI which is called by setModel when the model changes. This just re-builds the UI based on the GameModel properties.
As for the navigation concept, you can see part of it in the GamePane via its Observer interface. I started by creating a seperate class to handle the navigation workflows.
This means that the "how" or "implementation detail" is decoupled or hidden from the other parts of the system. Instead, it makes use of simple observer/delegation workflow.
Each view provides an Observer (for the what of a better name) which describes the navigation actions it needs performed. For example, both the SettingsPane and GamePane simply have back. They don't care what came before them, that's up to the navigation controller to decide.
public class NavigationPane extends JPanel {
enum View {
MAIN_MENU, GAME, SETTINGS
}
private CardLayout cardLayout;
private GameModel model;
private GamePane gamePane;
// Just for testing...
private Random rnd = new Random();
public NavigationPane() {
cardLayout = new CardLayout();
setLayout(cardLayout);
add(new MainMenu(new MainMenu.Observer() {
#Override
public void newGame(MainMenu source) {
gamePane.setModel(createModel());
navigateTo(View.GAME);
}
#Override
public void continueGame(MainMenu source) {
// Because it's possible to push continue
// without starting a game
// It might be possible have a "menu" model
// which can be used to change the enabled state of
// the continue button based on the state of the
// game
gamePane.setModel(getOrCreateGameModel());
navigateTo(View.GAME);
}
#Override
public void settingsGame(MainMenu source) {
navigateTo(View.SETTINGS);
}
}), View.MAIN_MENU);
gamePane = new GamePane(new GamePane.Obsever() {
#Override
public void back(GamePane source) {
navigateTo(View.MAIN_MENU);
}
});
add(gamePane, View.GAME);
add(new SettingsPane(new SettingsPane.Obsever() {
#Override
public void back(SettingsPane source) {
navigateTo(View.MAIN_MENU);
}
}), View.SETTINGS);
navigateTo(View.MAIN_MENU);
}
protected GameModel createModel() {
model = new DefaultGameModel(rnd.nextInt(9) + 2, rnd.nextInt(9) + 2);
return model;
}
protected GameModel getOrCreateGameModel() {
if (model == null) {
model = createModel();
}
return model;
}
protected void add(Component component, View view) {
add(component, view.name());
}
protected void navigateTo(View view) {
cardLayout.show(this, view.name());
}
}
Runnable example...
So, that's a lot of out-of-context code. The below is basically an example of one possible approach you could take to further reduce some of the clutter and coupling which is growing in your code base at this time.
import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new NavigationPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class NavigationPane extends JPanel {
enum View {
MAIN_MENU, GAME, SETTINGS
}
private CardLayout cardLayout;
private GameModel model;
private GamePane gamePane;
// Just for testing...
private Random rnd = new Random();
public NavigationPane() {
cardLayout = new CardLayout();
setLayout(cardLayout);
add(new MainMenu(new MainMenu.Observer() {
#Override
public void newGame(MainMenu source) {
gamePane.setModel(createModel());
navigateTo(View.GAME);
}
#Override
public void continueGame(MainMenu source) {
// Because it's possible to push continue
// without starting a game
// It might be possible have a "menu" model
// which can be used to change the enabled state of
// the continue button based on the state of the
// game
gamePane.setModel(getOrCreateGameModel());
navigateTo(View.GAME);
}
#Override
public void settingsGame(MainMenu source) {
navigateTo(View.SETTINGS);
}
}), View.MAIN_MENU);
gamePane = new GamePane(new GamePane.Obsever() {
#Override
public void back(GamePane source) {
navigateTo(View.MAIN_MENU);
}
});
add(gamePane, View.GAME);
add(new SettingsPane(new SettingsPane.Obsever() {
#Override
public void back(SettingsPane source) {
navigateTo(View.MAIN_MENU);
}
}), View.SETTINGS);
navigateTo(View.MAIN_MENU);
}
protected GameModel createModel() {
model = new DefaultGameModel(rnd.nextInt(9) + 2, rnd.nextInt(9) + 2);
return model;
}
protected GameModel getOrCreateGameModel() {
if (model == null) {
model = createModel();
}
return model;
}
protected void add(Component component, View view) {
add(component, view.name());
}
protected void navigateTo(View view) {
cardLayout.show(this, view.name());
}
}
public class MainMenu extends JPanel {
public interface Observer {
public void newGame(MainMenu source);
public void continueGame(MainMenu source);
public void settingsGame(MainMenu source);
}
private Observer observer;
public MainMenu(Observer observer) {
this.observer = observer;
setLayout(new GridBagLayout());
JButton newGameButton = new JButton("New Game");
JButton continueButton = new JButton("Continue");
JButton settingsButton = new JButton("Settings");
GridBagConstraints gbc = new GridBagConstraints();
gbc.fill = GridBagConstraints.HORIZONTAL;
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(newGameButton, gbc);
add(continueButton, gbc);
add(settingsButton, gbc);
newGameButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
observer.newGame(MainMenu.this);
}
});
continueButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
observer.continueGame(MainMenu.this);
}
});
settingsButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
observer.settingsGame(MainMenu.this);
}
});
}
}
public class SettingsPane extends JPanel {
public interface Obsever {
public void back(SettingsPane source);
}
public SettingsPane(Obsever obsever) {
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(new JLabel("All your setting belong to us"), gbc);
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
obsever.back(SettingsPane.this);
}
});
add(backButton, gbc);
}
}
public interface GameModel {
public int getRows();
public int getColumns();
}
public class DefaultGameModel implements GameModel {
private int rows;
private int columns;
public DefaultGameModel(int rows, int columns) {
this.rows = rows;
this.columns = columns;
}
#Override
public int getRows() {
return rows;
}
#Override
public int getColumns() {
return columns;
}
}
public class GamePane extends JPanel {
public interface Obsever {
public void back(GamePane source);
}
private GameModel model;
private Obsever obsever;
private JPanel contentPane;
private ActionListener buttonActionListener = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
didTap(e.getActionCommand());
}
};
public GamePane(Obsever obsever) {
this.obsever = obsever;
setLayout(new BorderLayout());
contentPane = new JPanel();
add(new JScrollPane(contentPane));
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
obsever.back(GamePane.this);
}
});
JPanel bannerPane = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.LINE_END;
bannerPane.add(backButton, gbc);
add(bannerPane, BorderLayout.NORTH);
}
#Override
public Dimension getPreferredSize() {
// Bunch of things we could do here, but this basically
// acts as a stand in for CardLayout, otherwise the primary
// view will be to small
return new Dimension(800, 800);
}
public void setModel(GameModel model) {
if (this.model == model) {
// Do nothing, nothings changed
return;
}
this.model = model;
buildUI();
}
protected void buildUI() {
contentPane.removeAll();
if (model == null) {
return;
}
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
Random rnd = new Random();
JButton[][] gridbutton = new JButton[model.getRows()][model.getColumns()];
contentPane.setLayout(new GridLayout(model.getRows(), model.getColumns()));
//Game.MainMenu.MainbuttonAL mainbuttonAL = new Game.MainMenu.MainbuttonAL();
for (int i = 0; i < model.getRows(); i++) {
for (int j = 0; j < model.getColumns(); j++) {
int randomnumber = rnd.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
//gridbutton[i][j].addActionListener(mainbuttonAL);
contentPane.add(gridbutton[i][j]);
}
}
}
protected void didTap(String action) {
}
}
}
I'm trying to make a GUI timer without using javax.swing.Timer(kind of a strange task), but I am having trouble making it work. It's supposed to sleep the thread for 1 second, add 1 to seconds, and repeat(infinitely). When I run my program, the icon shows up, but the window does not appear. I'm guessing my error is in the Thread.sleep(1000); line or in that area, but I'm not sure why it doesn't work. Is Thread.sleep(millis)not compatible with swing applications? Do I have to multithread? Here's my program:
import java.awt.*;
import javax.swing.*;
public class GUITimer extends JFrame {
private static final long serialVersionUID = 1L;
private int seconds = 0;
public GUITimer() {
initGUI();
pack();
setVisible(true);
setResizable(false);
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
private void initGUI(){
JLabel title = new JLabel("Timer");
Font titleFont = new Font(Font.SERIF, Font.BOLD, 32);
title.setFont(titleFont);
title.setHorizontalAlignment(JLabel.CENTER);
title.setBackground(Color.BLACK);
title.setForeground(Color.WHITE);
title.setOpaque(true);
add(title, BorderLayout.NORTH);
JLabel timeDisplay = new JLabel(Integer.toString(seconds));//this label shows seconds
add(timeDisplay, BorderLayout.CENTER);
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
seconds++;
initGUI();
}
public static void main(String[] args) {
try {
String className = UIManager.getCrossPlatformLookAndFeelClassName();
UIManager.setLookAndFeel(className);
}
catch (Exception e) {}
EventQueue.invokeLater(new Runnable() {
public void run() {
new GUITimer();
}
});
}
}
EDIT:
I noticed when I print seconds in my method initGUI() to console, it prints them incrementally by one second correctly. So when it looks like:
private void initGUI() {
System.out.println(seconds);
//...
it prints the value of seconds after every second(How the JLabel should). This shows that my loop is working fine, and my Thread.sleep(1000) is OK also. My only problem now, is that the frame is not showing up.
Your main window does not appear, because you called infinite recursion inside constructor. GUITimer will not be created and this lock main thread.
You need use multithreading for this aim. Main thread for drawing time, second thread increment and put value to label
For example:
import javax.swing.*;
import java.awt.*;
public class GUITimer extends JFrame
{
private static final long serialVersionUID = 1L;
private int seconds = 0;
private Thread timerThread;
private JLabel timeDisplay;
public GUITimer()
{
initGUI();
pack();
setVisible(true);
setResizable(false);
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
private void initGUI()
{
JLabel title = new JLabel("Timer");
Font titleFont = new Font(Font.SERIF, Font.BOLD, 32);
title.setFont(titleFont);
title.setHorizontalAlignment(JLabel.CENTER);
title.setBackground(Color.BLACK);
title.setForeground(Color.WHITE);
title.setOpaque(true);
add(title, BorderLayout.NORTH);
timeDisplay = new JLabel(Integer.toString(seconds));//this label shows seconds
add(timeDisplay, BorderLayout.CENTER);
}
public void start()
{
seconds = 0;
timerThread = new Thread(new Runnable()
{
#Override
public void run()
{
while(true)
{
timeDisplay.setText(Integer.toString(seconds++));
try
{
Thread.sleep(1000L);
}
catch(InterruptedException e) {}
}
}
});
timerThread.start();
}
public void stop()
{
timerThread.interrupt();
}
public static void main(String[] args)
{
try
{
GUITimer timer = new GUITimer();
timer.start();
}
catch(Exception e)
{
e.printStackTrace();
}
}
}
The core issue is, you're blocking the UI by continuously calling initGUI, which will eventually fail with a StackOverFlowException, as the method calls never end
The preference would be to use a Swing Timer, but since you've stated you don't want to do that, a better solution would be to use a SwingWorker, the reason for this - Swing is NOT thread safe and SwingWorker provides a convenient mechanism for allowing us to update the UI safely.
Because both Swing Timer and Thead.sleep only guarantee a minimum delay, they are not a reliable means for measuring the passage of time, it would be better to make use of Java 8's Date/Time API instead
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.time.Duration;
import java.time.LocalDateTime;
import java.util.List;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.SwingWorker;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private JLabel label = new JLabel("00:00:00");
private TimeWorker timeWorker;
public TestPane() {
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(label, gbc);
JButton button = new JButton("Start");
add(button, gbc);
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (timeWorker == null) {
timeWorker = new TimeWorker(label);
timeWorker.execute();
button.setText("Stop");
} else {
timeWorker.cancel(true);
timeWorker = null;
button.setText("Start");
}
}
});
}
}
public class TimeWorker extends SwingWorker<Void, Duration> {
private JLabel label;
public TimeWorker(JLabel label) {
this.label = label;
}
#Override
protected Void doInBackground() throws Exception {
LocalDateTime startTime = LocalDateTime.now();
Duration totalDuration = Duration.ZERO;
while (!isCancelled()) {
LocalDateTime now = LocalDateTime.now();
Duration tickDuration = Duration.between(startTime, now);
publish(tickDuration);
Thread.sleep(500);
}
return null;
}
#Override
protected void process(List<Duration> chunks) {
Duration duration = chunks.get(chunks.size() - 1);
String text = format(duration);
label.setText(text);
}
public String format(Duration duration) {
long hours = duration.toHours();
duration = duration.minusHours(hours);
long minutes = duration.toMinutes();
duration = duration.minusMinutes(minutes);
long millis = duration.toMillis();
long seconds = (long)(millis / 1000.0);
return String.format("%02d:%02d:%02d", hours, minutes, seconds);
}
}
}
I'm trying to learn SwingWorker and I have this simple code running and working, but I can't figure out how to prompt a JOptionPane.showMessageDialog when the task is complete. I've to tried to put
if (isDone())
JOptionPane.showMessageDialog(null, "Task Complete");
in different locations, but can't get anything to work. I've read that I may have to put it in the invokeLater() for it to run in the EDT, I'm not really sure how to accomplish that.
I tried to have my SwingWorker as a class member of my panel, but I can't instantiate it because it gets intantiaated in a listener. So I get a null pointer trying to put if (task.isDone()) in my invokeLater().
What is the proper way to accomplish this task?
I have an SSCCE here (all you do is enter a number and it prints my name that many times to a text area).
import java.awt.BorderLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import java.util.List;
import javax.swing.*;
public class RepeatNameSwingWorker extends JPanel {
private JProgressBar jpb = new JProgressBar(0, 100);
private JTextArea jtaNames = new JTextArea(20, 50);
private final JTextField jtfTimes = new JTextField(8);
private final JButton jbtExecute = new JButton("Execute");
private final JLabel jlblNumTimes = new JLabel("Enter number of times: ");
public RepeatNameSwingWorker(){
jpb.setStringPainted(true);
jtaNames.setLineWrap(true);
jtaNames.setWrapStyleWord(true);
JPanel panel = new JPanel();
panel.add(jlblNumTimes);
panel.add(jtfTimes);
panel.add(jbtExecute);
setLayout(new BorderLayout());
add(jpb, BorderLayout.NORTH);
add(new JScrollPane(jtaNames), BorderLayout.CENTER);
add(panel, BorderLayout.SOUTH);
jbtExecute.addActionListener(new ActionListener(){
#Override
public void actionPerformed(ActionEvent e) {
RepeatNames task = new RepeatNames(
Integer.parseInt(jtfTimes.getText()), jtaNames);
task.addPropertyChangeListener(new PropertyChangeListener(){
#Override
public void propertyChange(PropertyChangeEvent e) {
if ("progress".equals(e.getPropertyName())) {
jpb.setValue((Integer)e.getNewValue());
}
}
});
task.execute();
if (task.isDone())
JOptionPane.showMessageDialog(null, "Task Complete");
}
});
}
static class RepeatNames extends SwingWorker<String, String>{
int times;
JTextArea result;
public RepeatNames(int times, JTextArea result) {
this.times = times;
this.result = result;
}
#Override
protected String doInBackground(){
publishNames(times);
return null;
}
#Override
protected void done() {
try {
result.append(get().toString()); // Display in text field
} catch (Exception ex) {
result.append(ex.getMessage());
}
}
#Override
protected void process(List<String> list) {
for (int i = 0; i < list.size(); i++) {
result.append(list.get(i) + " ");
}
}
private void publishNames(int n) {
int count = 0;
int number = 2;
while (count <= n) {
if (isPrime(number)) {
count++;
setProgress(100 * count / n);
publish("Paul");
}
number++;
}
}
private static boolean isPrime(int number) {
for (int divisor = 2; divisor <= number / 2; divisor++) {
if (number % divisor == 0) {
return false;
}
}
return true;
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.add(new RepeatNameSwingWorker());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationByPlatform(true);
frame.pack();
frame.setVisible(true);
}
});
}
}
, but I can't figure out how to prompt a JOptionPane.showMessageDialog when the task is complete
Show the JOptionPane in the done() method.
This is the complete code :
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Thread;
class jProgressBar {
JProgressBar pb;
JButton start;
int i;
jProgressBar() {
buildGUI();
hookUpEvents();
}
public void buildGUI() {
JFrame fr=new JFrame("Progress Bar");
JPanel p=new JPanel();
p.setLayout(new FlowLayout(FlowLayout.CENTER));
JPanel barPanel=new JPanel();
barPanel.setLayout(new GridLayout(2,0,50,50));
pb=new JProgressBar(0,10);
start=new JButton("Start Demo");
fr.add(p);
barPanel.add(start);
barPanel.add(pb);
p.add(barPanel);
fr.setSize(500,500);
fr.setVisible(true);
}
public void hookUpEvents() {
start.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
try {
Runnable r=new Runnable() {
public void run() {
action(ae); // LINE 39
}
};
Thread th=new Thread(r);
th.start();
} catch(Exception exc) {
System.out.println(exc);
}
}
});
}
public void action(ActionEvent ae) {
start.setVisible(false);
try {
Runnable rp=new Runnable() {
public void run() {
i++;
pb.setValue(i);
try {
Thread.sleep(2000);
} catch(Exception exc) {
System.out.println(exc);
}
if(i==5) {
pb.setString("Half Done!");
}
else if(i==10) {
pb.setString("Completed!");
}
}
};
Thread th=new Thread(rp);
th.start();
} catch(Exception exc) {
System.out.println(exc);
}
}
public static void main(String args[]) {
new jProgressBar();
}
}
This is the error produced on cmd:
d:\UnderTest>javac jProgressBar.java
jProgressBar.java:39: local variable ae is accessed from within inner class; needs to be declared fina
l
action(ae);
^
1 error
What is this error and how can I solve this error?
Declare the variable ae as final:
public void actionPerformed(final ActionEvent ae) {
This means that it cannot be assigned a new value, which should be fine according to your current code.
a very nice example for SwingWorker
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
public class SwingWorkerExample extends JFrame implements ActionListener {
private static final long serialVersionUID = 1L;
private final JButton startButton, stopButton;
private JScrollPane scrollPane = new JScrollPane();
private JList listBox = null;
private DefaultListModel listModel = new DefaultListModel();
private final JProgressBar progressBar;
private mySwingWorker swingWorker;
public SwingWorkerExample() {
super("SwingWorkerExample");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
getContentPane().setLayout(new GridLayout(2, 2));
startButton = makeButton("Start");
stopButton = makeButton("Stop");
stopButton.setEnabled(false);
progressBar = makeProgressBar(0, 99);
listBox = new JList(listModel);
scrollPane.setViewportView(listBox);
getContentPane().add(scrollPane);
//Display the window.
pack();
setVisible(true);
}
//Class SwingWorker<T,V> T - the result type returned by this SwingWorker's doInBackground
//and get methods V - the type used for carrying out intermediate results by this SwingWorker's
//publish and process methods
private class mySwingWorker extends javax.swing.SwingWorker<ArrayList<Integer>, Integer> {
//The first template argument, in this case, ArrayList<Integer>, is what s returned by doInBackground(),
//and by get(). The second template argument, in this case, Integer, is what is published with the
//publish method. It is also the data type which is stored by the java.util.List that is the parameter
//for the process method, which recieves the information published by the publish method.
#Override
protected ArrayList<Integer> doInBackground() {
//Returns items of the type given as the first template argument to the SwingWorker class.
if (javax.swing.SwingUtilities.isEventDispatchThread()) {
System.out.println("javax.swing.SwingUtilities.isEventDispatchThread() returned true.");
}
Integer tmpValue = new Integer(1);
ArrayList<Integer> list = new ArrayList<Integer>();
for (int i = 0; i < 100; i++) {
for (int j = 0; j < 100; j++) { //find every 100th prime, just to make it slower
tmpValue = FindNextPrime(tmpValue.intValue());
//isCancelled() returns true if the cancel() method is invoked on this class. That is the proper way
//to stop this thread. See the actionPerformed method.
if (isCancelled()) {
System.out.println("SwingWorker - isCancelled");
return list;
}
}
//Successive calls to publish are coalesced into a java.util.List, which is what is received by process,
//which in this case, isused to update the JProgressBar. Thus, the values passed to publish range from
//1 to 100.
publish(new Integer(i));
list.add(tmpValue);
}
return list;
}//Note, always use java.util.List here, or it will use the wrong list.
#Override
protected void process(java.util.List<Integer> progressList) {
//This method is processing a java.util.List of items given as successive arguments to the publish method.
//Note that these calls are coalesced into a java.util.List. This list holds items of the type given as the
//second template parameter type to SwingWorker. Note that the get method below has nothing to do with the
//SwingWorker get method; it is the List's get method. This would be a good place to update a progress bar.
if (!javax.swing.SwingUtilities.isEventDispatchThread()) {
System.out.println("javax.swing.SwingUtilities.isEventDispatchThread() + returned false.");
}
Integer percentComplete = progressList.get(progressList.size() - 1);
progressBar.setValue(percentComplete.intValue());
}
#Override
protected void done() {
System.out.println("doInBackground is complete");
if (!javax.swing.SwingUtilities.isEventDispatchThread()) {
System.out.println("javax.swing.SwingUtilities.isEventDispatchThread() + returned false.");
}
try {
//Here, the SwingWorker's get method returns an item of the same type as specified as the first type parameter
//given to the SwingWorker class.
ArrayList<Integer> results = get();
for (Integer i : results) {
listModel.addElement(i.toString());
}
} catch (Exception e) {
System.out.println("Caught an exception: " + e);
}
startButton();
}
boolean IsPrime(int num) { //Checks whether a number is prime
int i;
for (i = 2; i <= num / 2; i++) {
if (num % i == 0) {
return false;
}
}
return true;
}
protected Integer FindNextPrime(int num) { //Returns next prime number from passed arg.
do {
if (num % 2 == 0) {
num++;
} else {
num += 2;
}
} while (!IsPrime(num));
return new Integer(num);
}
}
private JButton makeButton(String caption) {
JButton b = new JButton(caption);
b.setActionCommand(caption);
b.addActionListener(this);
getContentPane().add(b);
return b;
}
private JProgressBar makeProgressBar(int min, int max) {
JProgressBar progressBar1 = new JProgressBar();
progressBar1.setMinimum(min);
progressBar1.setMaximum(max);
progressBar1.setStringPainted(true);
progressBar1.setBorderPainted(true);
getContentPane().add(progressBar1);
return progressBar1;
}
private void startButton() {
startButton.setEnabled(true);
stopButton.setEnabled(false);
System.out.println("SwingWorker - Done");
}
#Override
public void actionPerformed(ActionEvent e) {
if ("Start" == null ? e.getActionCommand() == null : "Start".equals(e.getActionCommand())) {
startButton.setEnabled(false);
stopButton.setEnabled(true);
// Note that it creates a new instance of the SwingWorker-derived class. Never reuse an old one.
(swingWorker = new mySwingWorker()).execute(); // new instance
} else if ("Stop" == null ? e.getActionCommand() == null : "Stop".equals(e.getActionCommand())) {
startButton.setEnabled(true);
stopButton.setEnabled(false);
swingWorker.cancel(true); // causes isCancelled to return true in doInBackground
swingWorker = null;
}
}
public static void main(String[] args) {
// Notice that it kicks it off on the event-dispatching thread, not the main thread.
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
SwingWorkerExample swingWorkerExample = new SwingWorkerExample();
}
});
}
}
There are some counterproductive issues present.
Swing is single-thread based, and all actions must be done on the EDT. For that reason, your JProgressBar doesn't update correctly. See also Concurrency in Swing.
Don't use Thread.sleep(int) in Swing, and certainly not in an action listener.
By using Runnable, it is possible to update JProgressBar; but as mentioned, the method must be run from invokeLater().
For that, SwingWorker would be better, as shown below and here.
import java.awt.Dimension;
import java.awt.Toolkit;
import java.awt.Window;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import javax.swing.*;
public class TestProgressBar {
private static void createAndShowUI() {
JFrame frame = new JFrame("TestProgressBar");
frame.getContentPane().add(new TestPBGui().getMainPanel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
createAndShowUI();
}
});
}
private TestProgressBar() {
}
}
class TestPBGui {
private JPanel mainPanel = new JPanel();
public TestPBGui() {
JButton yourAttempt = new JButton("Your attempt to show Progress Bar");
JButton myAttempt = new JButton("My attempt to show Progress Bar");
yourAttempt.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
yourAttemptActionPerformed();
}
});
myAttempt.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
myAttemptActionPerformed();
}
});
mainPanel.add(yourAttempt);
mainPanel.add(myAttempt);
}
private void yourAttemptActionPerformed() {
Window thisWin = SwingUtilities.getWindowAncestor(mainPanel);
JDialog progressDialog = new JDialog(thisWin, "Uploading...");
JPanel contentPane = new JPanel();
contentPane.setPreferredSize(new Dimension(300, 100));
JProgressBar bar = new JProgressBar(0, 100);
bar.setIndeterminate(true);
contentPane.add(bar);
progressDialog.setContentPane(contentPane);
progressDialog.pack();
progressDialog.setLocationRelativeTo(null);
Task task = new Task("Your attempt");
task.execute();
progressDialog.setVisible(true);
while (!task.isDone()) {
}
progressDialog.dispose();
}
private void myAttemptActionPerformed() {
Window thisWin = SwingUtilities.getWindowAncestor(mainPanel);
final JDialog progressDialog = new JDialog(thisWin, "Uploading...");
JPanel contentPane = new JPanel();
contentPane.setPreferredSize(new Dimension(300, 100));
final JProgressBar bar = new JProgressBar(0, 100);
bar.setIndeterminate(true);
contentPane.add(bar);
progressDialog.setContentPane(contentPane);
progressDialog.pack();
progressDialog.setLocationRelativeTo(null);
final Task task = new Task("My attempt");
task.addPropertyChangeListener(new PropertyChangeListener() {
#Override
public void propertyChange(PropertyChangeEvent evt) {
if (evt.getPropertyName().equalsIgnoreCase("progress")) {
int progress = task.getProgress();
if (progress == 0) {
bar.setIndeterminate(true);
} else {
bar.setIndeterminate(false);
bar.setValue(progress);
progressDialog.dispose();
}
}
}
});
task.execute();
progressDialog.setVisible(true);
}
public JPanel getMainPanel() {
return mainPanel;
}
}
class Task extends SwingWorker<Void, Void> {
private static final long SLEEP_TIME = 4000;
private String text;
public Task(String text) {
this.text = text;
}
#Override
public Void doInBackground() {
setProgress(0);
try {
Thread.sleep(SLEEP_TIME);// imitate a long-running task
} catch (InterruptedException e) {
}
setProgress(100);
return null;
}
#Override
public void done() {
System.out.println(text + " is done");
Toolkit.getDefaultToolkit().beep();
}
}