A loader screen in java that doesn't appear on the screen - java

I'm trying to make a loader screen in java. So far I've managed to successfully make a splash screen for my program, the splash screen works fine.
I've used the same code to create the loader but when I call the object only the sleep part works, I mean nothing really appears on the screen.
public class IL extends JWindow {
Image L=Toolkit.getDefaultToolkit().getImage("L.png");
ImageIcon LI=new ImageIcon(L);
public IL (){
try
{
setSize(LI.getIconWidth(),LI.getIconHeight());
setLocationRelativeTo(null);
show();
Thread.sleep(10000);
dispose();
}

You're blocking the UI thread with that sleep, essentially preventing it from displaying anything.
You should use a timer for this. See How to Use Swing Timers and the Swing Timer API docs. You use a timer to do the hide/dispose after however much time you want. You could also use that timer to display a progress bar or animate your loader page.

Since I had one handy, a complete implementation.
import java.awt.Image;
import java.awt.event.*;
import javax.swing.*;
import java.net.URL;
import javax.imageio.ImageIO;
public class Splash extends JWindow {
public Splash(Image image, int millis){
ImageIcon icon=new ImageIcon(image);
add(new JLabel(icon));
pack();
setLocationRelativeTo(null);
ActionListener hideAction = new ActionListener() {
public void actionPerformed(ActionEvent ae) {
dispose();
}
};
Timer timer = new Timer(millis, hideAction);
setVisible(true);
timer.start();
}
public static void main(String[] args) throws Exception {
final Image image = ImageIO.read(
new URL("http://pscode.org/media/stromlo2.jpg"));
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new Splash(image, 6000);
}
});
}
}

Related

Open a new JFrame window from a button click in another JFrame window

Update: I've decided the simplest thing to do at the moment would be to use separate JPane's and not JFrame's for the sub-menu's. I'll create them all together and set the others to invisible, and toggle that way. The menus aren't that complex that this would be too much of a problem.
I am creating a GUI that opens another JFrame window from a button click in another. I am just not sure of the right way to approach closing the main window when one of the buttons is clicked, but not closing the whole program. Neither am I sure how to get the second window visible (the line of code I tried from another example isn't working). The second frame that is brought up will give the user options to do things and will actually call another program/class to run on a button clicked within it (the result of one of the options is a long program so I think I need to run it on another thread.). After the program has finished running, the user will have the option to return to the main menu, which would close the second menu (and kill it), or exit the program (and thus kill the main menu and clean everything up). From the main menu, they will also have the option to close the program, where everything will be cleaned up. This is what I have so far:
Main GUI:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
class GUIMain implements ActionListener {
GUIMain(){
JFrame jFrm = new JFrame("Data Mining Application");
jFrm.setSize(800,600);
jFrm.setLayout(new BorderLayout());
jFrm.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
prepareGUI(jFrm.getContentPane());
jFrm.pack();
jFrm.setVisible(true);
}
private void prepareGUI(final Container pane){
JPanel mainPanel = new JPanel(new GridLayout(3,2,50,50));
JButton b1 = new JButton("Pre-processing");
b1.addActionListener(this);
mainPanel.add(b1);
pane.add(mainPanel,BorderLayout.CENTER);
}
public static void main(String[] args){
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new GUIMain();
}
});
}
#Override
public void actionPerformed(ActionEvent e) {
switch (e.getActionCommand()){
case "Pre-processing":
PreProcessingGUI window = new PreProcessingGUI();
window.getFrame.setVisible(true); //not working
break;
// etc
default:
break;
}
}
}
The class and JFrame that is called:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class PreProcessingGUI implements ActionListener {
PreProcessingGUI(){
JFrame jFrm = new JFrame("Pre-processing");
jFrm.setSize(800,600);
jFrm.setLayout(new BorderLayout());
jFrm.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
prepareGUI(jFrm.getContentPane());
jFrm.pack();
}
private void prepareGUI(final Container pane) {
//do stuff
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
PreProcessingGUI window = new PreProcessingGUI();
// Not surewhat to do here either as the program is not recognising the getFrame method
//window.getFrame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
}
}
#Override
public void actionPerformed(ActionEvent e) {
// do stuff
}
}
Well I don't work much with Swing but I can help you a bit:
When you try to show the second window in GUIMain.actionPerformed you seem to try to get the frame with a public variable having a method (getFrame).
window.getFrame.setVisible(true);
This variable doesn't exist! It is not defined anywhere. There is no magic here!
You should implement a getFrame() method in PreProcessingGUI and use it in instead of your variable.
In GUIMain.actionPerformed:
window.getFrame().setVisible(true);
In PreProcessingGUI
public class PreProcessingGUI implements ActionListener {
private JFrame jFrm; //You asssing is as you the constructor
PreProcessingGUI(){
jFrm = new JFrame("Pre-processing");
...
}
public getFrame(){
return jFrm;
}
...
In addition to that, I would say you should consider using JDialog (and optionally make it modal) instead of a JFrame.

invokeLater not working as expected (JButton never releasing)

I have:
A JFrame with a JButton on it.
A separate Canvas subclass to show animations.
And I wish to, at the press of the JButton bring up a new JFrame displaying the Canvas subclass as it animates.
The problem I face right now is that the new JFrame appears, however it doesn't get a chance to render anything and the JButton on the main frame stays depressed. The logic I figure behind this is that the EDT hasn't finished doing it's jobs such as showing the JButton as released and so does not get a chance to run the animation method and ends up in deadlock.
This logic treated me well in the past as I made this work by creating a new thread, but having learned more about Java, threads and Swing lately I've come to know that all Swing related events must be handled on one thread: the EDT.
This confuses me as to how I got it working before but lead me to believe that using invokeLater would help the problem; as the job of making the JFrame visible and showing animation would be placed at the end of the queue allowing the JButton to unrelease etc. I've had no luck however; have I completely misunderstood something?
Thanks!
(Also please no comments on my use of the Canvas class as opposed to JPanel, I have my reasons).
Sample code:
Test5 (class with main method).
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*
public class Test5 {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new Test5().setup();
}
});
}
private void setup() {
JFrame frame = new JFrame("Test");
JButton button = new JButton("Click here");
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
newFrame();
}
});
}
});
frame.getContentPane().add(button);
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
}
private void newFrame() {
JFrame newFrame = new JFrame("The new frame");
newFrame.setVisible(true);
newFrame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
CanvasClass canvas = new CanvasClass();
newFrame.getContentPane().add(canvas);
newFrame.pack();
canvas.runAnimation();
}
}
CanvasClass (Canvas subclass)
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
public class CanvasClass extends Canvas {
int x;
public CanvasClass() {
setSize(new Dimension(550,550));
this.x = (int) (Math.random() * 255);
}
//#Override
public void paint(Graphics g) {
g.setColor(new Color(x, x, x));
g.fillOval(0,0,500,500);
}
void runAnimation() {
while (true) {
randomise();
repaint();
try {
Thread.sleep(20);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
void randomise() {
x = (int) (Math.random() * 255);
}
}
You actualy invoke it in EDT but it's blocked in the canvas.runAnimation();
Place the code to be executed in a separate Thread (where you can call sleep) but call the repaint() in SwingUtilities.invokeLater()
Or even better to define a javax.swing.Timer and call the runAnimation() in the Timer's actionPerformed()
UPDATE:
int delay = 20; //milliseconds
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
canvasInstance.randomise();
canvasInstance.repaint();
}
};
new Timer(delay, taskPerformer).start();
to be called instead of the runAnimation()

Im having trouble making an image update on intervals of 200

I am trying to make a thread that reads the screen and displays it in a frame, this code is meant to run at 5fps, so far it reads the screen, but I am having trouble making the JFrame display the updating Image each "frame" or 200 mili-seconds. when I use repaint(); or revalidate();
public static void startScreenRecorder()
{
Thread screenThread = new Thread()
{
public synchronized void run()
{
long time;
long lastFrameTime = 0;
JFrame frame = new JFrame("Screen capture");
ImagePanel panel = new ImagePanel(captureScreen());
frame.add(panel);
frame.setSize(300, 400);
frame.setVisible(true);
while (true)
{
time = System.currentTimeMillis();
while (time - lastFrameTime < 190)
{
try {
Thread.sleep(10);
} catch (Exception e) {
}
time = System.currentTimeMillis();
}
lastFrameTime = time;
panel = new ImagePanel(captureScreen());
panel.revalidate();
panel.repaint();
frame.revalidate();
frame.repaint();
}
}
};
screenThread.start();
}
Don't use Thread.sleep() to attempt to control animation.
Animation should be done by using a Swing Timer. When you use a Timer the GUI is automatically updated on the EDT.
panel = new ImagePanel(captureScreen());
The above code doesn't do anything. It just creates a panel in memory. Nowhere to you actually add the panel to the GUI. Changing the reference of a variable does not update the GUI.
Instead you should probably add a JLabel to the frame (when you initially create the frame). Then when you have a new Image you just do:
label.setIcon( new ImageIcon( your screen capture ) );
I wouldn't be surprised if your code shows no images at all since it ignores Swing threading rules:
All Swing code needs to be called on the Swing event dispatch thread (EDT) only.
All other long-running code needs to be called in a background thread. I assume that this means captureScreen().
You should never call Thread.sleep(...) on the Swing event thread unless you want to put your entire application to sleep.
Better perhaps to use a Swing Timer.
You create new ImagePanels but do nothing with them -- you never add them to the GUI for instance, except for the first JPanel. Note that if you change the object a variable refers to, here the panel variable, this will have absolutely no effect on instances of the object used elsewhere, there the JPanel displayed in the GUI.
Rather than create new JPanels, why not instead create ImageIcons with your images and swap a visualized JLabel's Icon with setIcon(...)?
Since you have a lot of background stuff going on, consider using a SwingWorker<Void, Icon> to do your work, and have it publish ImageIcons that are then displayed in the GUI's JLabel. If you did this, then you probably wouldn't use a Swing Timer since the timing would be done in the SwingWorker's background thread.
For example:
import java.awt.AWTException;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Rectangle;
import java.awt.Robot;
import java.awt.image.BufferedImage;
import java.util.List;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.Icon;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.SwingWorker;
#SuppressWarnings("serial")
public class SwingWorkerEg extends JPanel {
private static final int PREF_W = 600;
private static final int PREF_H = 400;
private JLabel displayedLabel = new JLabel();
public SwingWorkerEg() {
setLayout(new BorderLayout());
add(displayedLabel);
try {
MySwingWorker mySwingWorker = new MySwingWorker();
mySwingWorker.execute();
} catch (AWTException e) {
e.printStackTrace();
}
}
public void setLabelIcon(Icon icon) {
displayedLabel.setIcon(icon);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
private class MySwingWorker extends SwingWorker<Void, Icon> {
private final Rectangle SCREEN_RECT = new Rectangle(0, 0, PREF_W,
PREF_H);
private Robot robot = null;
public MySwingWorker() throws AWTException {
robot = new Robot();
}
#Override
protected Void doInBackground() throws Exception {
Timer utilTimer = new Timer();
TimerTask task = new TimerTask() {
#Override
public void run() {
BufferedImage capturedImage = captureScreen();
publish(new ImageIcon(capturedImage));
}
};
long delay = 200;
utilTimer.scheduleAtFixedRate(task, delay, delay);
return null;
}
#Override
protected void process(List<Icon> chunks) {
for (Icon icon : chunks) {
setLabelIcon(icon);
}
}
private BufferedImage captureScreen() {
BufferedImage img = robot.createScreenCapture(SCREEN_RECT);
return img;
}
}
private static void createAndShowGui() {
SwingWorkerEg mainPanel = new SwingWorkerEg();
JFrame frame = new JFrame("SwingWorker Eg");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Which would display...

Is it possible to perform some action BEFORE a JFrame is minimized?

In Swing, there are several ways to capture the event of minimizing a frame (iconifying), but the event happens when the frame is ICONIFIED which means after the frame becomes invisible from the screen.
Now I wish to run some code before disappearance of the frame -- immediately when I click the taskbar button.
In other words, do something when the JFrame is "about to" (NOT AFTER) be minimized. Is it possible to do this?
Use WindowStateListener, and call WindowEvent#getNewState() and check against Frame.ICONIFIED.
Here is an example:
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Test {
public Test() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel() {
#Override
public Dimension getPreferredSize() {
return new Dimension(300, 300);
}
};
frame.add(panel);
frame.addWindowStateListener(new WindowAdapter() {
#Override
public void windowStateChanged(WindowEvent we) {
if (we.getNewState() == Frame.ICONIFIED) {
System.out.println("Here");
}
}
});
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new Test();
}
});
}
}
Create your own JFrame and override setExtendedState method.
public class MyFrame extends JFrame{
....
setExtendedState(JFrame.ICONIFIED);
....
#Override
public void setExtendedState(int state) {
// your code
super.setExtendedState(state);
};
}
Answer to the question "Is it possible to perform some action BEFORE a JFrame is minimized?"
I would say no unfortunately, I checked the native code for openjdk (windows) for frame and window that sends these events to java-space. And as I understand it, it is a callback from the windows API VM_SIZE message. And the SIZE_MINIMIZED is sent when "The window has been minimized" and is not getting any messages before the actual minimization.

Changing JButton Text Periodically

I would like to create a JButton that changes its text periodically after the first click. I'm not really familiar with Swing library. What would be a good starting point? May I update its text without an action?
Thank you.
for all periodical events in Swing I only suggest javax.swing.Timer
output by using Timer should be, for example
import java.awt.Color;
import java.awt.Dimension;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.Timer;
public class CrazyButtonTimer {
private JFrame frame = new JFrame(" Crazy Button Timer");
private JButton b = new JButton("Crazy Colored Button");
private Random random;
public CrazyButtonTimer() {
b.setPreferredSize(new Dimension(250, 35));
frame.getContentPane().add(b);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
javax.swing.Timer timer = new Timer(500, new TimerListener());
timer.setInitialDelay(250);
timer.start();
}
private class TimerListener implements ActionListener {
private TimerListener() {
}
#Override
public void actionPerformed(final ActionEvent e) {
Color c = b.getForeground();
if (c == Color.red) {
b.setForeground(Color.blue);
} else {
b.setForeground(Color.red);
}
}
}
public static void main(final String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
CrazyButtonTimer crazyButtonTimer = new CrazyButtonTimer();
}
});
}
}
If you to change it on every fixed amount of time then you can use Swing Timer or Thread to do this. But for this you have to listen at least one action so that you can initialize and start it.
You can also use TimerTask class from java.util like follow:
java.util.TimerTask timerTask = new java.util.TimerTask() {
#Override
public void run() {
//change button text here using button.setText("newText"); method
}
};
java.util.Timer myTimer = new java.util.Timer();
myTimer.schedule(timerTask, 3 * 1000, 3* 1000); // This will start timer task after 3 seconds and repeat it on every 3 seconds.
I suggest you to create a timer (here you can find some doc)
Timer timer = new Timer(100,this);
Your class has to extend action listener ed implements the following method which allow you to change the text of your JButton(I called it ``button).
public void actionPerformed(ActionEvent e) {
if(e.getSource.equals(timer)){
button.setText("newText");
}
}
Luca
All the other answers fail to mention how to update non-periodically. If you need it to update irregularly, you can make a method in your GUI class called something like: updateButton(); and just call that every time you want it to change your text.
public void updateButton(String newText)
{
Button.setText(newText);
}
Just thought I'd add this in case someone wanted to set it irregularly.
If you want to change it periodically (e.g. every 5th second) you could create a new Thread which sets the text of the button to the desired value and repaints it (if necessary).

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