I'm looking for a way to do something every X minutes.
For example in a game you will be playing then every 3 minutes activate
foo();
but I'm not sure how to do this given that other actions will be going on. Ie, we cannot just wait 3 minutes then do foo() instead the rest of the program must be running and the user can invoke other methods but in the background we have to be counting and getting ready to do foo() when the time is ready.
If anyone can give me a starting point I'd much appreciate it!
You want some manner of separate thread that has a timer in it. A built in structure is the ScheduledExecutorService.
A tutorial on how to use one can be found here
The tutorial is kind of confusing and ugly, so here it is summarized in three steps:
1) Define a thread executor (something that manages your threads)
int x = 1; // However many threads you want
ScheduledExecutorService someScheduler = Executors.newScheduledThreadPool(x);
2) Create a Runnable class, which contains whatever it is you want to do on a schedule.
public class RunnableClass implements Runnable {
public void run() {
// Do some logic here
}
}
3) Use the executor to run the Runnable class on whatever level of your program you want
Runnable someTask = new RunnableClass(); // From step 2 above
long timeDelay = 3; // You can specify 3 what
someScheduler.schedule(someTask , timeDelay, TimeUnit.MINUTES);
Use a Timer in a separate Thread!
https://docs.oracle.com/javase/7/docs/api/java/util/Timer.html
https://docs.oracle.com/javase/7/docs/api/java/lang/Thread.html
Bryan Davis pointed the solution, but the link provided is not very elegant. here is a short sample:
ScheduledExecutorService scheduler = Executors.newScheduledThreadPool(3);
// 3 = number of thread in the thread pool
scheduler.scheduleAtFixedRate(new Runnable()
{
public void run()
{
// do something here
}
}, 20, TimeUnit.SECONDS);
For a single threaded game, you can just check every loop whether it is time to do foo(). For example:
long lastTime;
long timeBetweenFoosInMillis = 3*60*1000; //3 minutes
public void loop(){
while(true){
doOtherGameStuff();
if(isFooTime()){
foo();
lastTime = System.currentTimeMillis();
}
}
}
private boolean isFooTime(){
return System.currentTimeMillis() >= lastTime + timeBetweenFoosInMillis;
}
You probably want to use Threads. You can put your foo() function in one and make it sleep and execute every X minutes, and put the rest of the program in other threads so your other functions can keep executing. Here is a good tutorial on how to set up a multi-thread program in java: http://www.oracle.com/technetwork/articles/java/fork-join-422606.html
Related
I have a specific use case where I have 10 methods I need test by calling them continuously for about 5 minutes. To avoid the loading the backend handling these calls, I plan on having a one second delay between each method call.
My code looks like something like this:
public static void main(String[] args)
{
for (int i = 1; i <= 10; i++) // start i at 1 for initial delay
{
Timer timer = new Timer();
timer.schedule(new TimerTask() {
public void run()
{
callMethodA();
Thread.sleep(1000);
callMethodB();
Thread.sleep(1000);
callMethodC();
Thread.sleep(1000);
callMethodD();
Thread.sleep(1000);
callMethodE();
Thread.sleep(1000);
callMethodF();
}
}, 30000 * i); // 5 second intervals
}
}
I wanted to know if there's a better way to introduce the delay rather than using Thread.sleep() after every method call. I wasn't sure if the ScheduledExecutorService can be used for this purpose?
I have a specific use case where I have 10 methods I need test by calling them continuously for about 5 minutes. To avoid the loading the backend handling these calls, I plan on having a one second delay between each method call.
For this purpose, I don't see the need for scheduling. You can simply loop n times and call the methods with some sleep in between:
Runnable[] calls = {
() -> callMethodA(),
() -> callMethodB(),
// ...
};
for (int i = 0; i < 5; i++) {
for (Runnable runnable : calls) {
runnable.run();
Thread.sleep(1000);
}
}
Depends on the precision you are looking for.
For all practical purposes, sleep is fine. It's quite literally putting the thread to sleep for some amount of time and the process is doing other stuff in the meantime.
A more robust approach to task scheduling in general is a ScheduledExecutorService, so you might want to consider that instead.
However, what is not very nice about your code is that you are basically enumerating the method calls. Consider using multiple schedulers with some offset (i.e. start them at different times such that the tasks do not overlap such that you don't need to sleep inside the task).
I'm trying to write a class that can only run X(Let's say 3)threads at one time. I have 8 threads that need to execute but I only want to allow 3 to run at once, then wait. Once one of the currently running threads stops, then it will start another. I'm not quite sure how to do this. My code looks like this:
public class Main {
public void start() {
for(int i=0; i<=ALLTHREADS; i++) {
MyThreadClass thread = new MyThreadClass(someParam, someParam);
thread.run();
// Continue until we have 3 running threads, wait until a new spot opens up. This is what I'm having problems with
}
}
}
public class MyThreadClass implements Runnable {
public MyThreadClass(int param1, int param2) {
// Some logic unimportant to this post
}
public void run() {
// Generic code here, the point of this is to download a large file
}
}
As you can see above most of it is stubbed out pseudo-code. I can post it if anyone would like but it's unimportant to the main question.
you should use thread pooling mechanism here to run multiple threads.
to make it easy we can go for thread pool executor in java which is very easy
create a fixed pool of 3 threads using executors method.
write a for loop for 8 iteration and call execute on each thread and it will run only 3 threads at a time.
ExecutorService executor = Executors.newFixedThreadPool(3);
for (int i = 0; i < 8; i++) {
Task task = new Task(someParam, someParam);
executor.execute(task);
}
executor.shutdown();
Unless this is homework, you can use Executors.newFixedThreadPool(3) which returns an ExecutorService with a max of 3 threads to perform Runnable tasks.
I am trying to make a simple timer with uneven time intervals after each repetition.
I start as follows:
case R.id.start:
timerRuns = true;
startCycle();
break;
The cycle itself looks like this:
private void startCycle() {
pomodoroLeft = numPomodoro;
while(pomodoroLeft > 0) {
pomodoroLeft--;
actualSeconds = pomodoroLength * ONE_MINUTE;
setTimeAndRun(actualSeconds);
actualSeconds = shortLength * ONE_MINUTE;
setTimeAndRun(actualSeconds);
}
}
Method call:
private void setTimeAndRun(long timePeriod) {
runTime = timePeriod;
runnable.run();
}
And finally runnable itself:
private Runnable runnable = new Runnable()
{
public void run() {
if (timerRuns) {
runTime -= ONE_SECOND;
String str = String.format("%1$02d : %2$02d",
TimeUnit.MILLISECONDS.toMinutes(runTime),
TimeUnit.MILLISECONDS.toSeconds(runTime) -
TimeUnit.MINUTES.toSeconds(TimeUnit.MILLISECONDS.toMinutes(runTime))
);
timeShown.setText(str);
mHandler.postDelayed(this, 1000);
if(timeShown.getText().toString().contentEquals("00 : 00")) {
stopClock();
//here goes the alarm.
}
}
}
};
My problem is that when I start the timer while loop seems to execute everything despite
incompliete run() of the previous method call. As a consequence timeShown TextView displays this actualSeconds = shortLength * ONE_MINUTE right away and skips 1 second each second because 2 runnables are running at the same time.
I want to achieve sequential execution here. What would be the best way to do so? Maybe implementing non-anonymous subclass and instantiate it every time would help?
Also, if you have any other suggestions that would improve my code I would greatly appreciate.
You should take a look at queues.
Here is a link to a similar question:
How to implement a queue of runnables
You should use the Executors.newSingleThreadExecutor()
http://developer.android.com/reference/java/util/concurrent/Executors.html#newSingleThreadExecutor%28java.util.concurrent.ThreadFactory
And here is a tutorial about the Executor:
http://tutorials.jenkov.com/java-util-concurrent/executorservice.html
here is also something that may help you understanding better multithreading in java:
Understanding multi-threading
hope this helps somehow.
I would like to do something like that:
#Override
protected String doInBackground(Object... params) {
int i = 0;
int max = Integer.MAX_VALUE;
GPSTracker gps = new GPSTracker(context);
do
{
//Something
} while(10 seconds);
return null;
}
How do put a count time in a while statemente. I would like to make this in 10 seconds.
If you're wanting to run a task periodically, use Timer#scheduleAtFixedRate.
To delay execution, you can sleep a thread:
Thread.sleep(timeInMills);
This line may throw a thread exception, and it should never be executed on the main UI thread, as it will cause the app to halt communication with Android, causing a ANR.
To run processes in the background of a single activity, you should spawn a new Thread.
new Thread(){
public void run(){
//Process Stuff
}
}.start();
If you would like to have this section of code run throughout the entire life of your application, including when it is hidden to the user, you should look into running a service for long lived tasks.
A handy alternative to
Thread.sleep(timeInMillis)
is
TimeUnit.SECONDS.sleep(10)
Then the units are more explicit and easier to reason about.
Note that both these methods throw InterruptedException, which you will have to deal with. You can learn more about that here. If, as is often the case, you don't want to use interrupts, and you don't want your code to be cluttered with try/catch blocks, Google Guava's Uninterruptibles can be handy:
Uninterruptibles.sleepUninterruptibly(10, TimeUnit.SECONDS);
You can use Thread.sleep(); (Not very clean).
Better use a Handler to do this.
Ex:
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
// You code here
}
}, 775); // Time in millis
I did it:
long start = System.currentTimeMillis();
long end = start + 60*1000; // 60 seconds * 1000 ms/sec
while (System.currentTimeMillis() < end)
{
// run
}
Thank you for all the answers.
HI.
I want a function in java that automatically called.
for example wen we use Time class like blew
the actionperformerd() function call every 1second.
Timer time = new Time(10,this);
.
.
.
public void actionperformed()
{
timer.run;
//i want move a pic every 1millisecond.
}
my problem is that Timer class only accept int value and it's minimum
value is 1 second and i want call actionperformed every 1 millisecond.
Java Timer accepts milliseconds in parameters. So you can do
new Timer().schedule(new TimerTask() {
public void run() {
// do stuff
}
}, 1, 1);
But to have real-time functionality with milliseconds precision you may need to switch to C.
Try some classes from java.util.concurrent, and ScheduledThreadPoolExecutor can do the thing you want to do:
public static void main(String[] args) throws Exception {
ScheduledThreadPoolExecutor executor = new ScheduledThreadPoolExecutor(10);
executor.schedule(new Runnable() {
#Override
public void run() {
// Do something here.
}
}, 1, TimeUnit.MILLISECONDS);
}
BTW, the timer class can't run a job periodically accurately, it can only create one thread to run the task.
You could use a separate Thread
class MyThread extends Thread {
public void run() {
while (!interrupted()) {
try {
// move my object, then sleep for a millisecond
sleep(1);
} catch (InterruptedException e) {
}
}
}
}
However, in practice, you will rarely manage to have you move function called every 1 ms because other threads are also consuming processor time. So you need to take into account the actual time between the end of the previous thread loop and the current time.
I suggest you read lots of tutorials about "Game Loops", you'll learn how to organise the functions moving objects, rendering, ...
This one is an interesting article. Made for Android but can be applied to standard Java.
If this happens to be something graphical be aware that you actually update the screen in the EDT (event dispatch thread). The GUI is not multithreaded.
By hammering your EDT with updates in 1 ms intervals (even worse if you do this per pic) you might in effect make the GUI unusable - it is busy redrawing is stead of responding to user input.
I really don't know whether that effect occurs 1 ms intervals, but the single threaded design of the GUI is something to take into account.