I am moving an image and I want to play a sound file after the object's animation is completed
The image moves but I tried using Threads to wait until a duration but it didn't work.
Animation animationFalling = AnimationUtils.loadAnimation(this, R.anim.falling);
iv.startAnimation(animationFalling);
MediaPlayer mp_file = MediaPlayer.create(this, R.raw.s1);
duration = animationFalling.getDuration();
mp_file.pause();
new Thread(new Runnable() {
public void run() {
try {
Thread.sleep(duration);
mp_file.start();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}).start();
Thanks.
you can register a delegate for the animation:
animationFalling.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
// here you can play your sound
}
);
you can read more about the AnimationListener here
Suggest you
Create an object to encapsulate the "animation" lifetime
In the object, you'll have a thread OR a Timer
Provide methods to start() the animation and awaitCompletion()
Use a private final Object completionMonitor field to track completion, synchronize on it, and use wait() and notifyAll() to
coordinate the awaitCompletion()
Code snippet:
final class Animation {
final Thread animator;
public Animation()
{
animator = new Thread(new Runnable() {
// logic to make animation happen
});
}
public void startAnimation()
{
animator.start();
}
public void awaitCompletion() throws InterruptedException
{
animator.join();
}
}
You could also use a ThreadPoolExecutor with a single thread or ScheduledThreadPoolExecutor, and capture each frame of the animation as a Callable. Submitting the sequence of Callables and using invokeAll() or a CompletionService to block your interested thread until the animation is complete.
Related
I have a thread that is used to spin an imageview as other things happen in the background. It works great for spinning, but I've noticed as I turn it on and off (based on the spinningMain variable) the button starts to spin faster and faster and faster.
I'm unsure what the cause of this is as the thread is told to sleep every 100ms.
If it helps I also have another thread (runnable thread) which runs the main code in between, which I was wondering whether it was disrupting the thread?
The imageView update thread is:
final Thread t = new Thread() {
#Override
public void run() {
try {
while (!isInterrupted()) {
Thread.sleep(100);
runOnUiThread(new Runnable() {
#Override
public void run() {
if (spinningMain == true) {
// update TextView here!
if (spinningAngleMain >= 360) {
spinningAngleMain = 0;
} else {
spinningAngleMain += 5;
}
imageButton.setRotation(spinningAngleMain);
}
}
});
}
} catch (InterruptedException e) {
}
}
};
t.start();
And the Second thread is pretty much made as follows
new Thread(new Runnable() {
#Override
public void run() {
if (searchStateButton == true) {
//do all my stuff
}
My boolean variables are set to volatile if that helps as well.
How can I use a timer to delay a calling a method once by a random time?
if(getDropPickup())
{
Timer timer = new Timer(getDelayTime(), new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
collectItems();
}
});
timer.setRepeats(false);
timer.start();
}
When I try to do something like this I have problems with the timer constructor being undefined. What is the best way to call a method after an amount of time without delaying the main thread?
You can create a Thread which uses Thread.sleep() so you wont block your main thread
while using the sleep method.
sample:
if(getDropPickup())
{
Thread t = new Thread(new Runnable() {
#Override
public void run() {
int delay = getDelayTime();
Thread.sleep(delay);
collectItems();
}
});
t.start();
}
I am following a guide that shows how to create a Pong game. There is a part, where I am supposed to create a Thread, and call a function that moves the ball.
This is the code I created:
package com.ozadari.pingpong;
public class PingPongGame extends Thread {
private Ball gameBall;
private PingPongView gameView;
public PingPongGame(Ball theBall,PingPongView mainView)
{
this.gameBall = theBall;
this.gameView = mainView;
}
#Override
public void run()
{
while(true)
{
this.gameBall.moveBall();
this.gameView.postInvalidate();
try
{
PingPongGame.sleep(5);
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
}}
The thread is called and working, but it doesn't print anything. I tried to cancel the infinte loop and make the loop run 100 times. After I wait a while, it prints to the screen as it should be after 100 runs, but it doesn't print anything in the middle.
What is the problem? How can I fix it?
Unsure from the code you've posted but anyway, you can use a handler and have it run once every second like so (change the time to what you want):
Handler handler = new Handler();
final Runnable r = new Runnable()
{
public void run()
{
//do your stuff here
handler.postDelayed(this, 1000);
}
};
handler.postDelayed(r, 1000);
http://developer.android.com/reference/android/os/Handler.html
You can also use a normal thread, and call start at the end.
Thread thread = new Thread()
{
#Override
public void run() {
try {
while(true) {
sleep(1000);
handler.post(r);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
};
thread.start();
In my GUI I have a PDF file creation operation. The operation can take up to 10-15 seconds to complete. When I start the operation, I attach a listener to it. The listener changes the cursor and disables the GUI, until the operation completes.
I would also like to add a progressbar, so the users will have a idea when it is going to complete.
Created a method startProgressBar() and called it from the start of the operation method.
See Below:
private void startSavePdfOperation() {
startProgressBar();
saveOp = new AplotSaveOperation(appReg.getString("aplot.message.SAVETOPDF"), "PDF", session);
saveOp.addOperationListener(new MyOperationListener(this) {
startProgressBar Method - See Below:
public void startProgressBar() {
Shell shell = new Shell(getShell());
shell.setSize(260, 120);
final ProgressBar bar = new ProgressBar(shell, SWT.SMOOTH);
bar.setBounds (20, 20, 200, 20);
shell.open();
final int maximum = bar.getMaximum();
new Thread(new Runnable() {
public void run() {
for (final int[] i = new int[1]; i[0] <= maximum; i[0]++) {
try {Thread.sleep (100);} catch (Throwable th) {}
if (Display.getDefault().isDisposed()) return;
Display.getDefault().asyncExec(new Runnable() {
public void run() {
if (bar.isDisposed ()) return;
bar.setSelection(i[0]);
}
});
}
}
}).start();
The code above created the ProgressBar. The issue is that the operation would end well before the progressbar indicator was close to ending.
Question: Is this because in the method I am creating a new thread and the indicator is updating according to the new thread and not the operation thread?
Question: Is it possible to create a new thread that watches the GUI thread and updates the progressbar accordingly?
Read a article suggesting using ProgressMonitorDialog with IRunnableWithProgress.
Method startProgressBar using ProgressMonitorDialog - see below:
public void startProgressBar() {
ProgressMonitorDialog dialog = new ProgressMonitorDialog(getShell());
try {
dialog.run(true, true, new IRunnableWithProgress(){
public void run(IProgressMonitor monitor) {
monitor.beginTask("Some nice progress message here ...", 100);
** getThread(); **
monitor.done();
}
});
}
catch (InvocationTargetException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public void getThread() {
new Thread etc.. etc...
}
It seems that it will have the same issues with threading and updating as the code above.
Question: So now I am thinking can I just add or update the ProgressBar to my existing Listener
OperationListener Code - see below:
public abstract class MyOperationListener implements InterfaceAIFOperationListener {
AplotCreatePDFDialog w = null;
public MyOperationListener(AplotCreatePDFDialog win) {
w = win;
}
public void startOperation(String startMessage) {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
w.getShell().setCursor(new Cursor(Display.getCurrent(), SWT.CURSOR_WAIT));
w.recursiveSetEnabled(getShell(), getShell().getEnabled());
w.getShell().setEnabled(!getShell().getEnabled());
}
});
}
public void endOperation() {
try {
endOperationImpl();
}
finally {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
w.getShell().setCursor(new Cursor(Display.getCurrent(), SWT.CURSOR_ARROW));
w.recursiveSetEnabled(getShell(), true);
w.getShell().setEnabled(!getShell().getEnabled());
w.close();
}
});
}
}
abstract protected void endOperationImpl();
} // end class MyOperationListener
Thanks for any help you can give me with this.
EDIT
Baz, your answer below is exactly what the question asked, so thank you for answering.
But I am starting to think that what I am trying to do is not possible.
When my operation starts, I wanted the progress bar indicator to start and when my operation ended I wanted the indicator be at the end and the monitor would close.
I thought there might bee a way to use my listener to add the progressbar. Something like the following.
public void startOperation(String startMessage) {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
->monitor.beginTask("Creating PDF File(s)", IProgressMonitor.UNKNOWN);<-
w.getShell().setCursor(new Cursor(Display.getCurrent(), SWT.CURSOR_WAIT));
w.recursiveSetEnabled(getShell(), getShell().getEnabled());
w.getShell().setEnabled(!getShell().getEnabled());
}
});
}
public void endOperation() {
try {
->monitor.worked(1);<-
endOperationImpl();
}
finally {
Display.getDefault().asyncExec(new Runnable() {
public void run() {
w.getShell().setCursor(new Cursor(Display.getCurrent(), SWT.CURSOR_ARROW));
w.recursiveSetEnabled(getShell(), true);
w.getShell().setEnabled(!getShell().getEnabled());
->monitor.done();<-
w.close();
}
});
}
}
abstract protected void endOperationImpl();
} // end class MyOperationListener
But I am starting to see that the ProgressBar has to have some sort of measurement to display the indicator correctly.
I would be happy if the indicator just went back and forth and the monitor would close at the end of the operation.
Why not use ProgressMonitorDialog?
Here is a related answer from me showing a simple example.
This is what it looks like:
If you are not sure about the workload, use this code:
monitor.beginTask("Copying files", IProgressMonitor.UNKNOWN);
It will show the idle bar while running.
I am running a very heavy process under an anonymous SwingWorker thread. In the meantime, I'm reporting progress to the GUI using a progress bar. However, Swing threading is doing me in. It's simply not updating anything in time. I'm not sure how to do it, as I've tried updating the GUI from the SwingWorker thread, and outside, and both refuse to work.
How can I reliably update the Swing UI while a heavy worker thread is running?
Things I've tried
This does not work (with or without wrapping in the invokeLater command).
new LocalCompressor(compressor).execute();
while (!compressionDone) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
int percent = compressor.getPercentDone();
progressBar.setValue(percent);
statusLabel.setText(percent);
}
});
}
Additionally, attempting to update the UI from a concurrent measuring thread does not work:
class LocalCompressor extends SwingWorker<Void, Void> {
// [...]
public LocalCompressor(Compressor compressor) {
this.compressor = compressor;
// [...]
}
#Override
protected Void doInBackground() {
final Thread t1 = new Thread(new Runnable() {
#Override
public void run(){
compressor.compress();
}
});
final Thread t2 = new Thread(new Runnable() {
#Override
public void run() {
t1.start();
while (t1.isAlive()) {
updateUI(compressor.getPercentDone());
}
}
});
t2.start();
return null;
}
// [...]
}
You're not really using your SwingWorker. The worker already is a Thread for itself. If you have the possibility to put your long running code into the doInBackground(), put it there. Then just call publish(Integer) with your actual progress and process the chunks you get in the process(List<Integer>)-method. In process() you can update the gui, it's on the EDT.
EDIT:
Actually, what you're doing right now is polling in several-while loops, this is kinda power-consuming. That's why I think its better to you events in your algorithm, everytime you got a percent or everytime the loop starts a new round or something like that.
Did you try the very simple and basic way of using a SwingWorker? Like #Zhedar previously said, a SwingWorker already is a Thread for itself. So remove both your inner threads (t1, t2) and just use your time-consuming compress() method in doInBackground().
Something very basic like the following:
class LocalCompressor extends SwingWorker<Void, Integer> {
// .....
// Your constructor here
// .....
#Override
protected Void doInBackground() throws Exception {
compress();
return null;
}
#Override
protected void process(List<Integer> chunks) {
for (Integer chunk : chunks) {
progressBar.setValue(chunk);
statusLabel.setText(chunk);
}
}
}
Now this compress() method should be moved inside the SwingWorker and it must have somewhere a publish(), in your case it might be publish(getPercentDone()) or whatever.
private void compress() {
// .....
publish(getPercentDone());
// .....
}
This is how things are usually done with a SwingWorker.
Expanding on the answers and advice provided here already, here is one way to code it. I'm assuming the compressor itself has no ability to do callbacks but you can ask it for the percent done.
Within the swingworker thread (doInBackground) we start the real compression thread. Then start a polling loop in the background thread, to update the UI a few times a second. To notify the UI thread, call publish. This will cause the overridden method process to be called periodially in the event thread. From here we can safely update the progress bar and status label.
public class LocalCompressor extends SwingWorker<Void, Integer>
{
private Compressor compressor;
public LocalCompressor(Compressor compressor)
{
this.compressor = compressor;
// [...]
}
#Override
protected void done()
{
System.out.println("Compression is done. Going to do something with it...");
}
#Override
protected void process(List<Integer> chunks)
{
for (Integer percent : chunks)
{
progressBar.setValue(percent);
statusLabel.setText(percent);
}
}
#Override
protected Void doInBackground() throws Exception
{
final Thread t1 = new Thread(new Runnable()
{
#Override
public void run()
{
compressor.compress();
}
});
t1.start();
while (t1.isAlive())
{
int percentDone = compressor.getPercentDone();
publish(percentDone);
Thread.sleep(200);
}
return null;
}
}
You could employee a producer/consumer pattern...
Here's a really basic concept...
public class ProducerComsumer {
public static void main(String[] args) {
new ProducerComsumer();
}
public ProducerComsumer() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JPanel panel = new JPanel(new GridBagLayout());
panel.setBorder(new EmptyBorder(12, 12, 12, 12));
JProgressBar progressBar = new JProgressBar();
panel.add(progressBar);
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(panel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Producer producer = new Producer();
producer.start();
Consumer consumer = new Consumer(producer, progressBar);
consumer.start();
}
});
}
public class Producer extends Thread {
private volatile float progress;
private volatile boolean done;
public Producer() {
setPriority(NORM_PRIORITY - 1);
setDaemon(true);
}
public float getProgress() {
return progress;
}
public boolean isDone() {
return done;
}
#Override
public void run() {
done = false;
for (int index = 0; index < Integer.MAX_VALUE; index++) {
progress = (float) index / (float) Integer.MAX_VALUE;
}
done = true;
System.out.println("All done...");
}
}
public class Consumer extends Thread {
private Producer producer;
private JProgressBar progressBar;
public Consumer(Producer producer, JProgressBar progressBar) {
setDaemon(true);
setPriority(NORM_PRIORITY - 1);
this.producer = producer;
this.progressBar = progressBar;
}
public JProgressBar getProgressBar() {
return progressBar;
}
public Producer getProducer() {
return producer;
}
#Override
public void run() {
while (!producer.isDone()) {
updateProgress();
try {
sleep(1000);
} catch (InterruptedException ex) {
Logger.getLogger(ProducerComsumer.class.getName()).log(Level.SEVERE, null, ex);
}
}
updateProgress();
}
protected void updateProgress() {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
int progress = Math.round(getProducer().getProgress() * 100f);
System.out.println("Update progress to " + progress);
getProgressBar().setValue(progress);
}
});
}
}
}
Have a play around with the Thread.setPriority values and see if it makes any difference
I'm assuming (ya know how that goes) that the call to LocalCompressor.execute() is blocking. If that's the case, your while loop won't run until it's all done, and then you're defeating the purpose of getting a steady stream of updates on your UI.
Give this, or something similar, a shot:
LocalCompressor comp = new LocalCompressor(compressor);
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
while (!compressionDone) {
int percent = compressor.getPercentDone();
progressBar.setValue(percent);
statusLabel.setText(percent);
}
}
});
comp.execute();
}