Constant thread loop time Java - java

I want to have a thread that loops at a constant amount of times per second for example a render loop that aims for a constant framerate. The loop would obviously slow if the time it takes exceeds the time allowed.
Thanks.

How about
ScheduledExecutorService ses = Executors.newSingleThreadScheduledExecutor();
ses.scheduleAtFixedRate(0, delay, TimeUnit.MILLI_SECONDS, new Runnable() {
public void run() {
// do something
}
});
or
long delay = ....
long next = System.currentTimeMillis();
while(running) {
// do something
next += delay;
long sleep = next - System.currentTimeMillis();
if (sleep > 0)
Thread.sleep(sleep);
}

There are two basic techniques you need two consider:
seperate updateing your model or state of the world from rendering it.
If you have done that, you can sleep/wait the appropriate amount of time before rendering stuff or skip the rendering for some frames if you fall behind your planed schedule.
I can recommend two good tututorials on how to implement something like a game loop in java/android.
First one about the basics is http://obviam.net/index.php/a-very-basic-the-game-loop-for-android/
and the second one has a focus on constant Frames per Second: http://obviam.net/index.php/the-android-game-loop/. I think the lessons apply to regualar java as well.

Related

How to delay a method's repeated execution?

I'm new to java and I'm trying to constantly add "zombie" entity to my game after a delay, and then shortening the delay as time goes on.
In my PlayState class I've got the code to spawn the entities in a position when my update(); method is run (which houses getInput(); and such. Not shown for clarity.)
public void update(long elapsed) {
this.entities.add(new Zombie(-535));
}
How would i make a delay that shortens? I'm guessing I would make the delay and then use a multiplier which i have getting smaller every 10 seconds or so, but how would I do this?
Now, I don't know much about the finer workings of your class, but this might give you a general idea of what I mean:
int counter = 50;
for(int i = 100; i >= 0; i--)
{
if(i == counter)
{
counter = counter / 2;
this.entities.add(new Zombie(-535));
}
}
Suppose i is the the total run-time of the game, and counter represents a percent of the game when you want to add a zombie.
If you want to add a zombie after 50% of the run-time (here, 100 seconds), then as the time reduces, you check if the time has come to add a zombie (Here, 50 seconds).
What I've done here is reduce the delay to half, and continue checking if the time has come to add a zombie.
Maybe you could call sleep on your thread of execution:
int sleepInMs = 5000
Thread.sleep(sleepInMs);
sleepInMs+=1000; //Then of course handle the case when sleepInMs == 0
Really need more information about your implementation.
For a simple delay, use "delay ms;"
Edit ms for the number of milliseconds you want. 1000 milliseconds is one second

Java Snake Game avoiding using Thread.sleep

I made my first game in Java - Snake,
it's main loop looks like this
while (true)
{
long start = System.nanoTime();
model.eUpdate();
if (model.hasElapsedCycle())
{
model.updateGame();
}
view.refresh();
long delta = (System.nanoTime() - start) / 1000000L;
if (delta < model.getFrameTime())
{
try
{
Thread.sleep(model.getFrameTime() - delta);
} catch (Exception e)
{
e.printStackTrace();
}
}
}
But in my project's requirments there is a responsivity point, so I need to change the Thread.sleep() into something else, but I have no idea how to do this in an easy way.
Thanks in advance for any advice.
I've done a simple game or two with Java and to handle the main game loop I've used a Swing Timer. The timer will allow you to set an ActionListener to be fired after a provided delay has elapsed. The in-between delay would be derived from your frame rate. The most basic usage would look like:
Timer timer = new Timer(delay, listener);
timer.start();
This would set the initial and in-between delays to the same value. You could also set them to be different values if needed like so:
Timer timer = new Timer(delay, listener);
timer.setInitialDelay(0);
timer.start();
In the above example, the listener will fire ASAP after starting and with a delay in-between thereafter.
A better idea is to use a Timer as suggested above which will allow you to trigger after a specified delay without calling sleep().
if you want it a little more complicated but self-made start a new Thread to handle the sleeps.
You can put pooling mechanism with some pooling frequency to avoid thread.sleep.Put your condition in while loop and wait for some tine if condition is not met.And wait time should be less so it will poll with small interval.
//more code here It is a sample code
synchronized(this) {
while (delta < model.getFrameTime()) {
this.wait(500);
}
//more code

How will you refactor the following code?

while(!isRunning){
now = getSystemTime();
deltaTime = now - lastTime;
lastTime = now;
if(deltaTime >= 1000){
//do something
}
}
This piece of code looks awkward to me. I want the thread to "do something" every 1000 units of time, but the while loop will run infinitely before 1000 units of time passes, which wastes resoure of CPU. How do you think I could refactor this piece of pseudo code? Notice that it may be true that "do something" may take more than 1000 units of time.
PS:
I am coding using java and want a solution to the problem with Java.
Take a look at Java scheduled executors. There is a method called scheduleAtFixedRate you can use. There is a class called TimeUnit which is used in this method to make things run at certain periods. Disadvantage to this is you have to create a instanve of Callable or Runnable which is a bit clunky in my opinion
First, I would make a function just to keep track of time so the code looks cleaner. Second, if you put a sleep inside the while so we dont occupy CPU time with busy wait. You can have more timed sections with more timer variables.
int countTime(int & time){
now = getSystemTime();
deltaTime = now - time;
lastTime = now;
return deltaTime
}
...
while(!isRunning){
if(countTime(timer) >= 1000){
//do something
}
usleep(100000) // sleep so we don't occupy CPU
}
The problem here is that the code is performing a busy wait, meaning, wasting CPU cycles until delta is bigger than 1 second.
It would be better to simply sleep for a second instead, and allow other processes to take advantage of the CPU cycles while your process is doing nothing:
while(!isRunning){
doSomething();
sleep(1000); // see implementation below
}
...
void sleep(int milli) {
try {
Thread.sleep(milli);
} catch (InterruptedException e) {
// ignore
}
}
Is it going to run forever? What is the context?
Try to make it like this:
ScheduledExecutorService scheduler = Executors.newScheduledThreadPool(1);
final Runnable beeper = new Runnable() {
public void run() { algorithm something here! }
};
final ScheduledFuture<?> beeperHandle =
scheduler.scheduleAtFixedRate(beeper, 1000, 1000, TimeUnit.MILLISECONDS);
Maybe it solve your problem!
If you have some question about the methods posted above, please check the oracle documentation:
https://docs.oracle.com/javase/6/docs/api/java/util/concurrent/ScheduledExecutorService.html

Performing a task every x time

I'm trying to perform a task every 5 minute.
The task need to start from: xx:00, xx:05, xx:10, xx:15 and so on so if the time is xx:37 the task will start in xx:40.
I'm used the following code to do that:
Date d1 = new Date();
d1.setMinutes(d1.getMinutes() + 5 - d1.getMinutes()%5);
d1.setSeconds(0);
this.timer.schedule(new Send(), d1, TEN_MINUTES/2);
Send looks like that:
class Send extends TimerTask
{
public void run()
{
if(SomeCondition)
{
Timestamp ts1 = new Timestamp(new java.util.Date().getTime());
SendToDB(ts1);
}
}
}
So the result should be records that if you % the minutes the result would be 0.
But the records time I have is:
*05:35:00
*07:44:40
*07:54:40
*09:05:31
*09:50:00
As you can see the first task start perfectly but then something went wrong.
My guess is that the task calculateds the 5 minute jump after the previous task is finished so the task run time effects, but it's just a guess.
The time a task takes to execute will delay the schedule. From the docs for schedule:
If an execution is delayed for any reason (such as garbage collection or other background activity), subsequent executions will be delayed as well.
You will be better off using scheduleAtFixedRate.
Alternatively, you might try using a simple Thread with a loop to repeatedly perform the task. The last step in the loop can be to sleep the necessary time until you want to start the task again. Assuming that no one iteration of the loop takes five minutes, this will eliminate cumulative delays.
public void run() {
long start = System.currentTimeMillis();
while (shouldRun()) {
doTask();
long next = start + FIVE_MINUTES;
try {
Thread.sleep(next - System.currentTimeMillis());
start = next;
} catch (InterruptedException e) {
. . .
}
}
}
This will start each iteration at the next five-minute interval and will not accumulate delays due to the running time of doTask() or any system delays. I haven't looked at the sources, but I suspect that this is close to what's in Timer.scheduleAtFixedRate.
Why dont you use a Task scheduler or simply a sleep command in a loop which lets the thread sleep for 5 minutes then continue.
An alternative would be to use a Timer class
I would probably make use of ScheduleExecutorService.scheduleAtFixedRate which is a more modern approach than using a Timer and would allow for having multiple worker threads in case there are many tasks being scheduled.

(Java) Ticker that adds to counter variable

Im trying to get a timer to work in my current java project that adds 1 to an integer variable every n microseconds (e.g. 500 for 1/2 a second), within an infinite loop, so that it is always running while the program runs.
Heres the code i have currently:
public class Ticker
{
public int time = 0;
long t0, t1;
public void tick(int[] args)
{
for (int i = 2; i < 1; i++)
{
t0 = System.currentTimeMillis();
do
{
t1 = System.currentTimeMillis();
}
while (t1 - t0 < 500);
time = time + 1;
}
}
}
Everyone was so helpful with my last question, hopefully this one is just as easy
Here is an comparable ScheduledExecutorService example which will update the time variable with a 500 millisecond interval:
ScheduledExecutorService exec = Executors.newScheduledThreadPool(1);
exec.scheduleAtFixedRate(new Runnable(){
private int time = 0;
#Override
public void run(){
time++;
System.out.println("Time: " + time);
}
}, 0, 500, TimeUnit.MILLISECONDS);
This approach is preferred over using Timer.
I think you want
Thread.sleep(500);
At the moment you're consuming CPU cycles waiting for 500ms (you mention microseconds but I believe you want milliseconds). The above puts your current thread to sleep for 500ms and your process won't consume any CPU (or minimal at least - garbage collection will still be running). If you watch the CPU when you run your version you should see the difference.
See here for more info.
If you need to do it in a different thread, take a look on Timer:
int delay = 500; //milliseconds
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
time++
}
};
new Timer(delay, taskPerformer).start();
Note that the code above cannot utilize a local variable (they must be declared as final to access them in an anonymous class). It can be a member however.
What you have is rather inefficient, since it wastes CPU cycles waiting for the next wakeup time. If I were you, I'd rewrite the function using Thread.sleep().
As to why your current code doesn't work, your for loop conditions are off, so the loop is never entered.
To have the timer code run concurrently with whatever other logic you have in your program, you'll need to look into threading.
It sounds like you might want to look into multithreading. If you search SO for this, you will find several good question/answer threads. There are also tutorials elsewhere on the web...
Have a look at Timer or better ScheduledExecutorService. They enable you to execute some action periodically and handle the computations surrounding that.

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