JFrame Will Not Close - java

At the moment, I am working on a version of Conway's Game of Life for my own amusement. Up to this point, everything has gone smoothly, but just as I was testing some of the final parts, I noticed an irritating error. The main body of the code takes place inside of a while loop that is controlled by the number of 'generations' of the game the user would like see. While this loop is executing, the JFrame's red X refuses to respond and I am at a loss as to why this is.
Area where I am encountering this issue:
public void run(int steps) throws InterruptedException{
int a = 0;
do{
step();
myDisp.update(myDisp.getGraphics());
Thread.sleep(delay);
a++;
}while(a < steps);
}

I would suggest you to put this kind of processing in a separate thread.
As long as you keep it in the main body of your code, Swing components will not respond to any user interaction as long as the loop is running.
In this page you can find some good practices regarding asynchronous operations in Swing applications. I would like to highlight one of the topics:
Rule #2: do not run time-consuming operations on the event thread.
I'll keep repeating this: Swing uses a single thread for all GUI events. If your event handler is uploading a multi-megabyte file across the net, those events will be delayed until you're done. There is a balancing act involved with this rule: some operations (such as getting the size of a file) are so fast that they won't interrupt the user. However, that's not a reason to be cavalier, because some day your user will be getting the size of a file that resides on a fileserver that has an intermittent network connection.
This other page also shows an example of how to handle long-running tasks in a Swing application. You may also want to have a look at the SwingWorker class.

By default your while loop will be executing on the Event Dispatch Thread (EDT), which handles all GUI operations. You should never execute long running tasks on the EDT for this reason - the GUI will lock up, since you're not giving it any free time to handle user input! However, you must execute any code that touches the GUI on the EDT. There's a special method, SwingUtilities.invokeLater(), that will do this (take a Runnable and invoke it on the EDT.)
So in your example you would create a new thread and execute it, this thread would contain your while loop, and the myDisp.update() call would be wrapped in the above method to ensure it was still on the EDT. The alternative (neater) solution is to use a SwingWorker, which provides a nicer interface for accomplishing the same thing.

Your long-running while loop is running on the Swing Event Dispatch Thread or EDT, typing it up, and preventing all Swing graphics and user interactions. Solution: use a background thread for your long-running tasks.
Please read: Lesson: Concurrency in Swing
for more details on this and for how to use a SwingWorker.

Related

Correct design to prevent blackscreen issue in JFrame

In my application I have a main frame window GUI, that launches a task in an executor service.
The submitted task generates output and stores in a file on Disk.
As soon as the o/p is generated GUI (observer) is informed of the o/p generated.
Here the problem is I am keeping a wait loop inside the main frame and as soon as a notification is received, the main panel is repainted on the main frame.
For small tasks this works fine, but as the size of the threaded task increases. The wait loop time increases and the GUI main window turns black till computations are done.
Can you please help me in correcting the design. Also How can a SwingWorker thread help in this case.
The wait loop time increases and the GUI main window turns black till computations are done.
Then you long running task is executing on the Event Dispatch Thread (EDT) which prevents the GUI from repainting itself. You need to execute the long running task in a separate Thread. A SwingWorker is a separate Thread which has an API that also allows you to execute code on the EDT as required, for example when the code finishes executing or when you have intermediate results.
Read the section from the Swing tutorial on Concurrency for more information. You can always search the forums for example of using a SwingWorker.
1)
Wait loops are the bane of all that is GUI. They are OK in other threads you have spawned, tricky in Executors (as they sometimes have limits on number of Threads, depending on which you use), and are completely out of the question on the EDT. That is the reason for your "blackscreen"
2)
Instead of using a custom (I assume it's custom) signal protocol and a wait loop, you could use one of the utility classes in Swing. For example, SwingUtilities has a couple of nice methods - invokeLater and invokeAndWait that take a Runnable and execute it on the EDT as soon as they can. Using this instead of the signal you have will allow you to not block the EDT and make your GUI responsive.
3)
If you really want to use a SwingWorkeryou may want to look through the documentation for it. It is essentially a way to do background tasks and report progress or completion/result to the EDT. Currently it uses an ExecutorService with 2 background threads, so having a lot of long running tasks on them is not a good idea (they will block each other). When creating a SwingWorker you would specify the method to be ran in the background, the method to be ran on the EDT when intermediate results are available, and the method to be ran on the EDT when you're finished either successfully or in error.
4)
This does not pertain to the question at hand, but if you ever get into a situation where you need a wait loop in the EDT and cannot avoid it using another design or technique, you can always switch to using a Timer. It can be setup to be called every x milliseconds without blocking the EDT and turned off once you are satisfied with some condition.

Process other GUI events while in a loop

I'm coding a Java 7 Swing application which calls a non-GUI class to do something in a loop. Unfortunately, I can't interact with the GUI while the loop is running. Is it possible to force the processing of GUI events while in that loop?
I'm searching for something that tells the JVM to process other GUI events like button clicks before continuing with the loop.
Is there something in Java 7 Swing that does what I want or do I really have to mess with multi-threading by myself (I'm not that far yet...)?
No, unlike Qt framework (which is C++ based), Java does not support manually processing and/or dispatching UI events (at least, at time of writting, 2022).
In other words, don't block the EDT (Event Dispatch Thread) - the GUI will 'freeze' when that happens (and there is not way out yet).
Instead of calling Thread.sleep(n) implement:
a Swing Timer for repeating tasks
or a SwingWorker for long running tasks.
See Concurrency in Swing for more details.
Use a SwingWorker. Basically, all UI event handling is always done on a single specific thread, called the Event Dispatch Thread, and doing anything else in that thread prevents UI events (mouse clicks, keyboard input etc) from being processed and thus makes the UI "hang".
The SwingWorker class was added to the JRE specifically for doing time-consuming tasks "in the background" (not in the UI thread) and allows you to easily do your heavy lifting someplace else, optionally update the UI at intervals (think progress bar), and, again optionally, update the UI once you're done. You do this simply by overriding specific methods (doInBackground() and done()) and you never need to directly deal with threading.
The SwingWorker Javadoc page has everything you need to start using it, including example code.

event dispatch thread [duplicate]

I know what "thread" means and if I understand the event dispatching thread (EDT) as
"just a thread", it explains a lot but, apparently, it does not explain everything.
I do not understand what is special about this thread. For example I do not understand why we should start a GUI in a the EDT? Why the "main" thread is bed for GUI? Well, if we just do not want to occupy the main thread why we cannot start GUI just in "another thread" why it should be some "special" thread called EDT?
Then I do not understand why we cannot start the EDT like any other thread? Why we should use some special tool (called invokeLater). And why GUI, unlike any other thread, does not start immediately. We should wait until it is ready to accept our job. Is it because EDT can, potentially execute several task simultaneously?
If you decide to answer this question, could you pleas use a really simple terminology because otherwise, I am afraid, I will not be able to understand the answer.
ADDED:
I always thought that we have one "task" per thread. So, in every thread we execute a predefined sequence of commands. But it seems to me that in the event dispatching thread we can have sever task. Well, they are not executed simultaneously (thread switches between different task but there are still several task in one thread). Is it right? For example there is one thread in the EDT which display the main window, and then additionally to that we sent to the EDT another task which should update one of the window components and EDT will execute this new task whenever it is ready. Is EDT differ from other threads in this way?
The event dispatching thread is the thread that handles all GUI events and manages your Swing GUI. It is started somewhere in the Swing code if you have any GUI in your program. The reason it is done behind the scenes is because of simplicity - you do not have to bother with starting and managing an extra thread by yourself.
Regarding the fact that you have to update your GUI with invokeLater() it is because of concurrency issues. The GUI can be modified only from one thread because Swing is not thread safe(it is worth to note that most of toolkits are not thread safe, there is a nice article that gives some ideas why). This is why you have to submit all GUI updates to run on EDT.
You can read more on concurrency in Swing and event dispatching thread in Sun tutorial on concurrency in Swing. Also, if you would like to see how this could be done in a different way you might like to check out SWT toolkit. In SWT you have to manage EDT by yourself.
I always thought that we have one
"task" per thread. So, in every thread
we execute a predefined sequence of
commands. But it seems to me that in
the event dispatching thread we can
have sever task. Well, they are not
executed simultaneously (thread
switches between different task but
there are still several task in one
thread). Is it right? For example
there is one thread in the EDT which
display the main window, and then
additionally to that we sent to the
EDT another task which should update
one of the window components and EDT
will execute this new task whenever it
is ready. Is EDT differ from other
threads in this way?
No, the EDT is not fundamentally different from other threads. And "task" is not a good word to use, because it could be confused with OS-level processes (which are also often called task). Better use Runnable, the interface used to give code to the EDT to execute via invokeLater().
The EDT is basically connected to a queue of things it has to do. When the user clicks a button on the GUI, a Runnable that notifies all listeners attached to the button goes into the queue. When a window is resized, a Runnable doing revalidate&repaint goes into the queue. And when you use invokeLater(), your Runnable goes into the queue.
The EDT simply runs an endless loop that says "take a Runnable from the queue (and if it's empty sleep until you're notified that it's not) and execute it.
Thus, it executes all those little Runnable pieces of code one after another, so that each of them basically has the GUI all to itself while it runs, and doesn't have to worry about synchronizing anything. When you manipulate the GUI from another thread, this assumption is broken, and you can end up with the GUI in a corrupted state.
What is the EDT?
It's a hacky workaround around the great many concurrency issues that the Swing API has ;)
Seriously, a lot of Swing components are not "thread safe" (some famous programmers went as far as calling Swing "thread hostile"). By having a unique thread where all updates are made to this thread-hostile components you're dodging a lot of potential concurrency issues. In addition to that, you're also guaranteed that it shall run the Runnable that you pass through it using invokeLater in a sequential order.
Note that it's not just that you're dodging the concurrency issue: you must respect Sun's guidelines regarding what must and what must not be done on the EDT or you'll have serious problems in your application.
Another benefit is that some Swing components tend to throw unwanted exceptions and when this happen they're automagically dealt with and won't crash the EDT (AFAIK if you really manage to kill the EDT it is automagically restarted).
In other words: you don't have to deal with all the broken Swing components and the exceptions they throw yourself: the EDT is taking care of that (just take a look at the countless Swing bugs throwing exceptions in Sun's bug parade, it's fascinating... And yet most apps keep working normally).
Also, by doing only what's mandatory in the EDT allows the GUI of your app to stay "responsive" even tough there may be tasks running in the background.
The important thing to remember is that Swing classes are not thread-safe. This means that you always should call Swing methods from the same thread, or you risk getting weird or undefined behavior.
So the solution: only call Swing methods from a single thread. This is the EDT thread - it's not special in any way other than that it is the thread designated to call swing methods from.
Now you may ask why are Swing methods not thread safe? After several unsuccessful attempts, GUI toolkit designers discovered that it's inherently impossible to design a thread-safe GUI toolkit. Too often events are passed in opposite directions (input events from bottom to top, application events from top to bottom) which always leads to deadlocks. So that's just the way it is.

Multithreading and UI behavior

I have a java app in which I use a thread. My thread runs every 20 seconds but, when it runs it kind of blocks the UI ... i. e. whenever the thread is running and the user clicks on button on anything on UI it doesnt respond sometimes.
Could anyone tell me a solution to this problem.
in java Swing, any change made to the state of the UI should be done in a single pre-existing thread called the EDT (event-dispatcher thread).
if that's not the case, you typically experience weird glitches / freezes. one of the most common symptom is that part of the UI becomes gray (except since java 1.6, where the ui is still painted like before, but unresponsive).
the good way to go is to use a dedicated method to queue your changes to the UI in the EDT :
SwingUtilities.invokeLater(Runnable toRunInEDT);
note that if you call invokeLater, the runnable is executed after all currently queued event have been dispatched. that means that the next line of code could be executed before the code in the runnable. there is a synchronous version as well (which should not be executed from the EDT):
SwingUtilities.invokeAndWait(Runnable toRunInEDT);
Some additional tips, on top of what edralzar said:
You can use the convenience method SwingUtilities.isEventDispatchThread() to check if code is in fact running on the event dispatch thread. And, like edralzar said, any code that creates GUI components, modifies the state of GUI components or reads the state of GUI components should run on the Event Dispatch Thread.
Another thing to consider, however, is that code running on the EDT should be able to execute rather quickly. So you cannot just solve things by running everything on the event dispatch thread. If you do the following, your GUI will be frozen for five seconds:
SwingUtilities.invokeLater(new Runnable(){
public void run(){
try{
Thread.currentThread().sleep(5000);
}catch(InterruptedException e){
//Ignored in this example
}
}
});
Why is it frozen? Because all GUI events and GUI updates are performed on the EDT, and if the EDT sleeps for 5000 miliseconds, no GUI updates can be performed during that time.
This article might be an interesting read.
Sounds to me like the thread you're referring to (that runs every 20 seconds) is also the thread that governs the UI.
The solution is to separate the two processes onto different threads.

SwingUtilities.invokeLater() why is it needed?

Why is it necessary to put GUI update code in SwingUtilities.invokeLater()?
Why cant it be internally taken care of by Swing itself? Why does the caller have to care about how swing handles UI updates?
Swing objects are not thread safe. SwingUtilities.invokeLater() allows a task to be executed at some later point in time, as the name suggests; but more importantly, the task will be executed on the AWT event dispatch thread. When using invokeLater, the task is executed asynchronously; there's also invokeAndWait, which won't return until the task has finished executing.
Some information about the decision not to make Swing thread-safe can be found here: Multithreaded toolkits: A failed dream? [Archived]
Because GUI updates must be done in the event dispatch thread. If you're operating in a different thread, doing the update in invokeLater yanks it out of your thread and into the event thread.
More explanation here: http://www.oracle.com/technetwork/java/painting-140037.html
The smart thing to do with big updates (like repopulating a JTable from the database) on Swing is to get the underlying model, do the updates on the model in your thread, then fire off a notification using invokeLater. That keeps your gui responding to events and redrawing. If the update is going to be very extensive, you can even fire off these notifications with invokeLater at regular intervals while you're updating, like every second or two.
Swing is single-threaded. Every update to the UI must happen from the so-called EDT – the event-dispather thread which is the main GUI thread Swing (and I think AWT) uses. If you don't do this, then weird things can or will happen (though I like Windows Forms better here which just throws an exception if you do it wrong).
That being said, you don't need to wrap every single UI operation into SwingUtilities.invokeLater() – if the code you're writing is already executed by the EDT this isn't needed. So the ActionListener for a button click doesn't need this. But a listener on an external object, running in some other thread, that updates a JLabel somewhere – there you need it.
Swing was not written to be a thread safe GUI toolkit so all GUI updates should happen from a single thread to avoid any deadlocks. In Swing this is the Event Dispatcher Thread (EDT).
See Concurrent in Swing from the Java tutorial for more details. It also references this blog entry on why it is hard to write a multithreaded GUI toolkit.
All the painting of the components should be performed in a single thread, so, they are rendered properly. That way the component will know, what part has already been painted and which part hasn't.
If you invoke a "painting" related method ( paint, update, paintComponent, show, setVisible, pack etc. ) outside the EDT, you'll be trying to paint in two different threads, and that may bring problems.
When you need to use another thread to update the UI, you should invoke it with the invokeLater facility, which in turn will put it in the EDT for you, so you still paint in the same thread.
You don't need to use it, if you're coding in a method that runs in the EDT already ( for instance, actionPerformed or paint or one of those ) Or if you are executing code not UI related ( for instance, processing files in the background etc. )
To better understand all these concepts read:The single thread rule
SwingUtilities.invokeLater()
Causes doRun.run() to be executed asynchronously on the AWT event dispatching thread. This will happen after all pending AWT events have been processed. This method should be used when an application thread needs to update the GUI.
...
Repeating others: Swing is not thread safe so one thread must do all the updates to avoid concurrency problems. invokeLater is an utility method to execute something inside the event processing thread.
Why doesn't Swing does it internally: this is my impression... I think because it would be overkill -to check every place where an update is taking place. It would bloat the Swing code, dificult the review and maintainability of the code.
By the other hand it's not that dificult for an application to know if it's not executing inside the GUI thread and call invokeLater. It will be when the own application launched some thread before.

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