I'm trying to make several JRadioButtons blink at the same time with this blink method:
private void blink(JRadioButton button, boolean blinking)
{
if(blinking)
{
while(true)
{
try
{
button.setSelected(true);
Thread.sleep(500);
button.setSelected(false);
Thread.sleep(500);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
}
}
else
{
button.setSelected(false);
}
}
I know it has something to do with threads but I'm not that familiar with them.
I'm trying to make several JRadioButtons blink at the same time with this blink method
IMHO you don't need multiple while loops.
Just add all buttons you want to blink to an ArrayList, then in the same while loop, loop over that list and blink the buttons. So, instead of
button.setSelected(true);
Thread.sleep(500);
button.setSelected(false);
Thread.sleep(500);
You can use
for(int i=0; i<yourList.size(); i++) {
yourList.get(i).setSelected(true);
}
Thread.sleep(500);
for(int i=0; i<yourList.size(); i++) {
yourList.get(i).setSelected(false);
}
Thread.sleep(500);
But this is a bad practice. Use the Timer class and schedule a thread to execute every 500ms instead:
Timer t = new Timer(500, new ActionListener() {
boolean selected = false;
#Override
public void actionPerformed(ActionEvent e) {
selected = !selected;
for(int i=0; i<yourList.size(); i++) {
yourList.get(i).setSelected(selected);
}
}
});
t.start();
You can't animate the GUI by using Thread.sleep. In fact, you must never call Thread.sleep on the Event Dispatch Thread because that very thread is in charge of repainting the GUI, which it will clearly not be able to do while sleeping.
What you must use is the Swing Timer class and schedule it to repeat at the desired interval.
Related
Need To Do One Animation, Sleep 1000 Then Do The Next Sleep 1000 And So On, Instead It Sleeps For The Entire Time Then Plays All Animations At Once. No Idea What Im Doing.
Tried Timers, Running The Animation Before The tread.sleep And Using A While Loop Instead Of A For.
private void playLaunchAnimation()
{
final Animation animation = AnimationUtils.loadAnimation(this, R.anim.fadein);
for(int i=0; i < buttons.size();i++)
{
try {
Thread.sleep(1000);
buttons.get(i).startAnimation(animation);
} catch (Exception e){
/*
main declares that it throws InterruptedException. This is an exception that sleep throws when another thread interrupts the current thread while sleep is active. Since this application has not defined another thread to cause the interrupt, it doesn't bother to catch InterruptedException.
*/
}
}
}
Hi, Make sure this code helps you
public static void main(String[] args) throws Exception {
for(int i=0; i < 10;i++) {
try {
Thread.sleep(1000);
System.out.println(i);
if(i==9) {
i=0;
}
} catch (Exception e){
System.out.println("error");
}
}
}
(Answer assumes Android which wasn't entirely clear in OP.)
This is somewhat of a lazy way to do it - but maybe get you thinking. It would
be more interesting to have the handler invoke the next handler so only one handler is declared - but that would be a little more work.
private void playLaunchAnimation() {
final Animation animation = AnimationUtils.loadAnimation(this, R.anim.fadein);
for(int i=0; i < buttons.size();i++)
{
// Create a handler on the UI thread to execute after a delay.
// The delay is a function of loop index.
//
// It may be necessary to declare buttons final - but your
// OP did not list where it is defined.
new Handler(Looper.getMainLooper()).postDelayed(new Runnable() {
#Override
public void run() {
buttons.get(i).startAnimation(animation);
}
}, ((i+1)*1000));
}
}
References:
How to call a method after a delay in Android
Android basics: running code in the UI thread
It sounds like you are calling Thread.Sleep from the User Interface thread. This will ultimately result in the entire User Interface freezing up for the duration of the sleep. What you really want is to launch sleep from a background thread.
For example:
AsyncTask.execute(new Runnable() {
#Override
public void run() {
for(int i=0; i < buttons.size();i++)
{
try {
Thread.sleep(1000);
activity.runOnUiThread(new Runnable() {
buttons.get(i).startAnimation(animation);
});
} catch (Exception e){}
}
});
Another way you could do this using post delay:
new android.os.Handler().postDelayed(
new Runnable() {
public void run() {
buttons.get(i).startAnimation(animation);
new android.os.Handler().postDelayed(this, 1000);
}
},
1000);
I have a Timer that shows an animation on the screen when a game event takes place. What I want to do is have the main execution pause until this animation finishes, but everything I try seems to block the Timer from running. I've tried using Thread.sleep() and calling wait() and notify() on a lock object, but with the same result. The Timer listener's actionPerformed() is never called.
This code sets up the timer:
protected void showMovingEffect(int steps, Direction dir, AnimatedImageSet imgs) {
effectsPane.runAnimation(imgs, dir, steps);
waiting = true;
while (waiting) {
synchronized(animationWaitLock) {
try {
animationWaitLock.wait();
} catch (InterruptedException e) {}
}
}
}
And the Timer and listener inside the EffectsPane object:
private void runAnimation(AnimatedImageSet ais, Direction dir, int iters) {
System.out.println("run");
imgs = ais;
top = 0;
left = 0;
topStep = dir.getRowIncrement() * 10;
leftStep = dir.getColIncrement() * 10;
iterations = iters;
index = 0;
active = true;
timer.start();
}
public void actionPerformed(ActionEvent e) {
System.out.println(index);
top += topStep;
left += leftStep;
index++;
currentImage = imgs.getImage(index);
repaint();
if (index == iterations) {
active = false;
timer.stop();
synchronized(animationWaitLock) {
animationWaitLock.notify();
}
waiting = false;
}
}
The System.out.println call at the start of the actionPerformed() is never called, so either the wait() call is also pausing the Timer, or something is blocking it. If I comment out the sleep/wait lines in showMovingEffect(), the animation runs, but the program does not pause.
One approach would be to display a modal dialog while the animation proceeds. As discussed here, user interaction will be foreclosed, but background GUI updates in response to the javax.swing.Timer will continue. You can allow the user to dismiss the dialog at any time, as shown here, but you may want to abandon the animation at that point.
no input from the user is needed.
You can block user interaction without displaying a dialog by entering a SecondaryLoop after the animation starts.
SecondaryLoop loop = Toolkit.getDefaultToolkit()
.getSystemEventQueue().createSecondaryLoop();
timer.start();
loop.enter();
When the animation concludes, exit() the SecondaryLoop:
public void actionPerformed(ActionEvent e) {
…
if (index == iterations) {
timer.stop();
loop.exit ();
…
}
}
You can try this:
timer.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// your code
}
});
I have a JFrame with two buttons. One of the buttons when clicked moves (btnMove) the other button(shape) from the present position to another.I am using a thread as a timer to count in seconds but each time the counter increments, the button moves back to its original position.
public class FrameTh extends JFrame {
class count extends Thread {
public int p = 0;
public void run() {
for (int i = 1; i < 100; i++) {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
System.out.println(e);
}
lblCounter.setText("Seconds: " + i);
}
}
}
count t1 = new count();
private void formWindowActivated(java.awt.event.WindowEvent evt) {
t1.start();
}
private void btnMoveActionPerformed(java.awt.event.ActionEvent evt) {
shape.setLocation(23, 44);
}
The core problem is you're fighting the layout management API, which when you call setText is causing the container to be invalidated and relayed out
You might consider using something like JLayeredPane, but remember, you become entirely responsible for the size and position of the component
The other problem you have is you're violating the single threaded nature of Swing, Swing is not thread safe, meaning you shouldn't update the ui from out of the Event Dispatching Thread.
To solve that particular problem you should use a Swing Timer instead of a thread, see How to use Swing Timers for more details
I'm trying to build "Stick Hero" board game using javafx (JDK8). I use
scene.setOnKeyPressed(e -> {
Thread thread = new Thread() {
#Override
public void run() {
if (e.getCode().equals(KeyCode.ENTER)) {
// do some graphical changes
playGame();
}
}
};
thread.start();
});
to listen to keyboard and by pressing enter the vertical line turns into a horizontal bridge and the human pass the bridge and this will continue until the length of bridge doesn't match the distance. Now i want to update UI during playGame() method is running. When i tried to do scoreLabel.setText(String.valueOf(score)); and update the scoreLabel text i encountered Not on FX application thread error. playGame() is something like
for (int i = 0; i < cycle; i++) {
goOneCycle();
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
fixPosition();
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
and in goOneCycle(); and fixPosition(); i do some graphical changes but it does not shown until the end of the loop.
Now i have two questions. First why i can do stuff like scoreLabel.setLayoutX(500); but i cannot do scoreLabel.setText(String.valueOf(score)); i mean in the first case i do not encounter Not on FX application thread. And how i can update scoreLabel text. Notice that i already tried to use Platform.runLater() but when i use this animations and graphical changes will not shown in playGame() method, and just the final frame is shown -all of the animations is done but it does not shown.
I have one three rectangles in my canvas. I wanted to change the colours of three rectangles
in a slow manner one by one.
For example: When starting the application, user should be able to see three rectangles with the same colour (blue).
After 2 secons that rectangles colour should change to red.
Again after 2 secons the next rectangles colour should get changed.
The last one is also done the same way, that means after 2 seconds of the 2nd rectangle.
I wrote in my own way. But it is not working. All the rectanlges are changed together. I want one by one.
Could anyone give me the logic.
final Runnable timer = new Runnable() {
public void run() {
//list of rectangles size =3; each contain Rectangle.
for(int i = 0 ; i < rectangleList.size();i++){
if(rectangleListt.get(i).getBackgroundColor().equals(ColorConstants.blue)){
try {
rectangleList.get(i).setBackgroundColor(ColorConstants.yellow);
Thread.sleep(1500);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
//rectSubFigureList.get(i).setBorder(null);
}/*else{
rectSubFigureList.get(i).setBackgroundColor(ColorConstants.blue);
}*/
}
You're likely calling Thread.sleep inside of Swing's event thread or EDT (for event dispatch thread), and this will cause the thread itself to sleep. Since this thread is responsible for all of Swing's graphics and user interactions, this will in effect put your entire application to sleep, and is not what you want to have happen. Instead, read up on and use a Swing Timer for this.
References:
Swing Timer tutorial
Swing Event Dispatch Thread and Swingworker tutorial
To expand on Hidde's code, you could do:
// the timer:
Timer t = new Timer(2000, new ActionListener() {
private int changed = 0; // better to keep this private and in the class
#Override
public void actionPerformed(ActionEvent e) {
if (changed < rectangleList.size()) {
rectangleList.setBackgroundColor(someColor);
} else {
((Timer) e.getSource()).stop();
}
changed++;
}
});
t.start();
You can set a Timer:
// declaration:
static int changed = 0;
// the timer:
Timer t = new Timer(2000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// Change the colour here:
if (changed == 0) {
// change the first one
} else if (changed == 1) {
// change the second one
} else if (changed == 2) {
// change the last one
} else {
((Timer) e.getSource()).stop();
}
changed ++;
}
});
t.start();