Using java.awt.Robot in a multithreaded environment - java

I'm working on a (virtual) competitive automated tetris player.
Since the game is, well, competitive, I would naturally like my tetris player to press as many keys as possible at the same time. The solution I have come up with is to devote a thread to each kind of keypress (that way, if two of the same key gets sent, there is a delay, as they are on the same thread. But if two seperate keys get sent, their threads also execute separately, causing both keys to be pressed at the same time).
But due to the multithreading, I am worried that java.awt.Robot is not Thread safe (and googles/SO searches result in no information on the subject). I'd like to avoid creating locks on the Robot object I am using -- If I do that, the entire system becomes pointless (as there would then not be multiple keypresses at the same time, each one would come right after the other).
One possibility is maybe using multiple Robots at the same time (One for each thread), but I am not so sure that they would not simply conflict with each other.
So, how can I deal with a Robot object in a multithreaded environment, so that multiple actions can be executed at the same time?

Related

Trigger CPU cache write back manually in java: possible? necessary?

I am writing a video game in my spare time and have a question about data consistency when introducing mult-threading.
At the moment my game is single threaded and has a simple game loop as it is taught in many tutorials:
while game window is not closed
{
poll user input
react to user input
update game state
render game objects
flip buffers
}
I now want to add a new feature to my game where the player can automate certain tasks that are long and tedious, like walking long distances (fast travel). I may chose to simply "teleport" the player character to their destination but I would prefer not to. Instead, the game will be sped up and the player character will actually walk as if the player was doing it manually. The benefit of this is that the game world will interact with the player character as usual and any special events that might happen will still happen and immediately stop the fast travel.
To implement this feature I was thinking about something like this:
Start a new thread (worker thread) and have that thread update the game state continuously until the player character reaches its destination
Have the main thread no longer update the game state and render the games objects as usual and instead display the travel progress in a more simplistic manner
Use a synchronized message queue to have the main thread and the worker thread communicate
When the fast travel is finished or canceled (by player interaction or other reasons) have the worker thread die and resume the standard game loop with the main thread
In pseudo code it may look like this:
[main thread]
while game window is not closed
{
poll user input
if user wants to cancel fast travel
{
write to message queue player input "cancel"
}
poll message queue about fast travel status
if fast travel finished or canceled
{
resume regular game loop
} else {
render travel status
flip buffers
}
}
[worker thread]
while (travel ongoing)
{
poll message queue
if user wants to cancel fast travel
{
write to message queue fast travel status "canceled"
return
}
update game state
if fast travel is interrupted by internal game event
{
write to message queue fast travel status "canceled"
return
}
write to message queue fast travel status "ongoing"
}
if travel was finished
{
write to message queue fast travel status "finished"
}
The message queue will be some kind of two-channeled synchronized data structure. Maybe two ArrayDeque's with a Lock for each. I am fairly certain this will not be too much trouble.
What I am more concerned is caching problems with the game data:
1.a) Could it be that the worker thread, after being started, may see old game data because the main thread may run on a different core which has cached some of its results?
1.b) If the above is true: Would I need to declare every single field in the game data as volatile to protect myself with absolute guarantee against inconsistent data?
2) Am I right to assume that performance would take a non trivial hit if all fields are volatile?
3) Since I only need to pass the data between threads at few and well controlled points in time, would it be possible to force all caches to write back to main memory instead of using volatile fields?
4) Is there a better approach? Is my concept perhaps ill conceived?
Thanks for any help and sorry for the big chunk of text. I thought it would be easier to answer the question if you know the intended use.
Since I only need to pass the data between threads at few and well controlled points in time, would it be possible to force all caches to write back to main memory instead of using volatile fields?
No. That's not how any of this works. Let me give you very short answers to explain why you are thinking about this the wrong way:
1.a) Could it be that the worker thread, after being started, may see old game data because the main thread may run on a different core which has cached some of its results?
Sure. Or it might for some other reason. Memory visibility is not guaranteed, so you can't rely on it unless you use something guaranteed to provide memory visilbity.
1.b) If the above is true: Would I need to declare every single field in the game data as volatile to protect myself with absolute guarantee against inconsistent data?
No. Any method of assuring memory visibility will work. You don't have to do it any particular way.
2) Am I right to assume that performance would take a non trivial hit if all fields are volatile?
Probably. This would probably be the worst possible way to do it.
3) Since I only need to pass the data between threads at few and well controlled points in time, would it be possible to force all caches to write back to main memory instead of using volatile fields?
No. Since there is no "write cache back to memory" operation that assures memory visibility. Your platform may not even have such caches and the issue might be something else entirely. You're writing Java code, you don't have to think about how your particular CPU works, what cores or caches it has, or anything like that. That's one of the big advantages of using a language with semantics that are guaranteed and don't talk about cores, caches, or anything like this.
4) Is there a better approach? Is my concept perhaps ill conceived?
Absolutely. You are writing Java code. Use the various Java synchronization classes and functions and rely on them to prove the semantics they're documented to provide. Don't even think about cores, caches, flushing to memory, or anything like that. Those are hardware details that, as a Java programmer, you don't even have to ever think about.
Any Java documentation you see that talks about cores, caches, or flushes to memory is not actually talking about real cores, caches, or flushes to memory. It's just giving you some ways to think about hypothetical hardware so you can wrap your brain around why memory visibility and total ordering don't always work perfectly just by themselves. Your real CPU or platform may have completely different issues that bear no resemblance to this hypothetical hardware. (And real-world CPUs and systems have cache coherency guaranteed by hardware and their visibility/ordering issues in fact are completely different!)

Other ways to perform tasks without loops?

I'm fairly new to java and I was creating a program which would run indefinitely. Currently, the way I have the program set up is calling a certain method which would perform a task then call another method in the same class, this method would perform a task then call the initial method. This process would repeat indefinitely until I stop the compiler.
My problem is when I try to create a GUI to make my program more user friendly, once I press the initial start button this infinite loop will not allow me to perform any other actions -- including stopping the program.
There has to be another way to do this?
I apologize if this method is extremely sloppy, I sort of taught myself java from videos and looking at other programs and don't entirely understand it yet.
You'll need to run your task in a new thread, and have your GUI stuff in another thread.
Actually, if you keep working on this problem, you'll eventually invent event driven programming. Lots of GUI based software, like Android, use this paradigm.
There are several solutions. The first that comes to mind is that you could put whatever method needs to run forever in its own thread, and have a different thread listen for user input. This might introduce difficulties in getting the threads to interact with each other, but it would allow you to do this.
Alternatively, add a method that checks for user input and handles it inside the infinite loop of your program. something like below
while(true){
//do stuff
checkForUserInput();
//do other stuff
}
To solve this problem, you need to run your UI in another thread.
Many programs are based on an infinite loop (servers that keep waiting for a new user to connect for example) and your problem isn't there.
Managing the CPU time (or the core) allocated to your infinite loop and the one allocated to take care of your UI interactions is the job of the operating system, not yours : that's why your UI should run in a separate thread than your actual code.
Depending on the GUI library (Swing, ...) you're using there may be different ways to do it and the way to implement it is well answered on Stack Overflow

Grouping animations for sequential execution

I have a Swing program that executes 2D animations using Swing Timers. With each button click there are several timers created to animate several different components - some of them moving off the screen and others moving on. (I do not know ahead of time what animations will need to be executed with each button click, but it isnt a problem to distinguish between the two "types" of animations at runtime - they're initiated from different methods, and thus its easy to imagine adding them to two different "queues" - a queue of outgoing items and a queue of incoming items. Having done so, I could then implement the basic strategy of calling a
That said - that all only makes sense to me intuitively, heuristically - I haven't figured out how to implement it in practice. What would those "queues" actually be, and what class would hold and later execute them?? Presumably one that implements Runnable, creating a second thread that can execute the animations with tighter control on how they proceed? Or does the event-dispatch thread give me the ample control here: Is there a way to use SwingUtilities.invokeAndWait() (or something like it) to collect all the animations to be performed, while assigning priority to those of a certain class, or that are marked in a certain way?
I would suggest taking a look at the design of some of the existing animation engines like:
The Timing Framework
Trident
The Universal Tween Engine and AurelienRibon / sliding-layout which uses the Tween Engine.
Generally what these engines tend to do is have a central "clock" which ticks at a regular interval. They then provide callback functionality to notify interested parties that a "tick" has occured.
They then offer a series of layers on top of this concept to make it easier to interact with, such as providing a time range for animations, presented as a percentage over time (rather than a physical time measurement), which can be used to calculate fractions of change.
The also provide interpolation, allowing you to affect the speed of the animation through the time cycle (such as slow in, fast out effects).
This approach reduces the overhead of having to have multiple Timers running, which may reduce the performance over time while, providing a separation model, so each "animation" is it's own entity.
Personally, I'd evaluate each one and see which best meets your needs and run with, but if you really want to do it yourself, they provide a good starting point for ideas and designs

Ensuring that threads get (approximately) equal CPU time in Java

I'm writing a game in which players write AI agents that compete against one another, on the JVM. Right now the architecture looks like this:
A core server module that handles the physics simulations, and takes messages from the players as input to alter the world. The core also determines what the world looks like from the perspective of each of the players, based on various rules (think fog of war).
Player modules receive updated versions of the world from the core, process them, and stream messages to the core as inputs based on that processing.
The idea is that the core is compiled along with two player modules, and then the simulation is run producing an output stream that can be played back to generate visualization of the match.
My question is, if each of the players runs on a single Java thread, is it possible to ensure that the two player threads get equal amounts of resources (CPU time, primarily, I think)? Because I don't control the nature of the processing that each AI is doing, it's possible that one of the players might be extremely inefficient but written in such a way that its thread consumes so many resources the other player's AI is resource starved and can't compete fairly.
I get the feeling that this isn't possible without a hard realtime OS, which the JVM isn't even close to being, but if there's even a way to get reasonably close I'd love to explore it.
"Player modules receive updated versions of the world from the core, process them, and stream messages to the
core as inputs based on that processing". This means that player module has a loop inside it which receives update message and sends result messages to the core. Then I would use lightweight actor model, each player being an actor, and all actors use the same ExecutorService. Since activated actors go through the same executor task queue, they got roughly the same access to CPU.
Your intuition is right that this isn't really possible in Java. Even if you had a real-time OS, someone could still write a very resource intensive AI thread.
There are a couple of approaches you could take to at least help here. First be sure to give the two player module threads the same priority. If you are running on a machine that has more than 2 processors, and you set each of the player module threads to have the highest priority, then theoretically they should both run whenever they have something to do. But if there's nothing to stop the player modules from spawning new threads themselves, then you can't guarantee a player won't do that.
So short answer is no, you can't make these guarantees in java.
Depending on how your simulation works, maybe you can have a concept of "turns". So the simulation instructs player 1 to make a move, then player 2 makes its move, and back and forth ,so they can each only make one "move" at a time. Not sure if this will work in your situation though.
If you have any knobs to turn regarding how much work the threads have to do (or just set their priority), you can set up another thread that periodically monitors threads using ThreadMXBeans and find their CPU usage using ThreadInfo.getThreadCpuTime. You can then compare each players CPU time and react accordingly.
Not sure if this is timely and accurate enough for you, but over time you could balance the CPU usage.
However, splitting the work in packets and using Executors like suggested before should be the better way and more java-like.

Best practice when using threads in SWING / Java in general

I have a SWING UI that contains a button that creates a new SwingWorker thread. That thread then queries the SQLite database for results to put them in a JTable. In my StringWorker constructor, the parameters are various fields taken from other SWING components such as a JSpinner, JComboBoxes, etc.
Since I'm new to all of this thread thing, I'd like some advice from more knowledgeable programmers on how I should go about doing what I want to do.
I'd like to know if threads automatically end when I close the program with System.exit(0); so I don't end up with memory leaks
What is the best way to make sure I don't have two threads accessing my database at the same time (let's say the user clicks multiple times on the button or, other case, an administrator is updating the database with some files as input (within my program), then while the first thread is parsing the files and updating the database, he wants to query the database using the button, etc.).
Is it slower to use threads? At first I did all my calculations right in the EDT and of course the UI locked every time after pressing the button, but it only locked for about 5 seconds if I recall correctly. Now, when I press the button, it doesn't lock up but it seems like the result take about a little bit less than twice as long to show up in the JTable. Is it because I made a mistake in my code or is this normal?
I though about using a static field in the class the queries are in and setting it to true if it's in use. Is that the correct way of doing it? That way, not matter which thread is using the database, the second thread won't launch.
If it's not absolutely necessary (it shouldn't be), don't use System#exit in your code. Here are some explanations why and what is better.
Your database is capable of handling two concurrent requests, so it's not a bad thing in itself. If you use JDBC and its pooled connections via DataSource, then you should probably restrict the usage of one such a connection to one thread at a time. To cure the problem of having redundant database queries, e.g. when "clicking twice", there is probably more than one solution. I assume here that you mean the scenario where you have a Swing UI that is distributed to several people, and each of these instances talks to the same database -> simply disable your button as long as the execution of the database query takes.
It's slightly slower if you do not run your code directly in the Event Dispatch Thread due to scheduling of execution of your workers, but this should not be noticable. To see what goes wrong I would have to see the relevant code.
I'd like to know if threads automatically end when I close the program with System.exit(0);
Yes. Entire process will end and threads that are part of this process. However, if you don't call System.exit(), all non daemon threads must finish before process is gone.
What is the best way to make sure I don't have two threads accessing my database at the same time
Since it's a Swing application, I assume that both you and administrator can't access the application at the same time. However, to guarantee that even in single application you can't start more than one operation affecting database, you have to block UI. Either disable buttons or put glass pane on top of UI. Modal progress dialog is also helpful.
Is it slower to use threads?
No, it is not slower if done right. Slow operation will take as long as it takes. You can't fix it with threads, but you can, either keep speed (perceived) the same while providing nice, non blocking UI or you can do more than one slow operation at a time and therefore increase that perceived speed.

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