read array in certain time range - java

How can I read an array in java in a certain time? Lets say in 1000 milliseconds.
for example:
float e[]=new float [512];
float step = 1000.0 / e.length; // I guess we need something like that?
for(int i=0; i<e.length; i++){
}

You'd need a Timer. Take a look at its methods... There's a number of them, but they can be divided into two categories: those that schedule at a fixed delay (the schedule(... methods) and those that schedule at a fixed rate (the scheduleAtFixedRate(... methods).
A fixed delay is what you want if you require "smoothness". That means, the time in between executions of the task is mostly constant. This would be the sort of thing you'd require for an animation in a game, where it's okay if one execution might lag behind a bit as long as the average delay is around your target time.
A fixed rate is what you want if you require the task's executions to amount to a total time. In other words, the average time over all executions must be constant. If some executions are delayed, multiple ones can then be run afterwards to "catch up". This is different from fixed delay where a task won't be run sooner just because one might have "missed" its cue.
I'd reckon fixed rate is what you're after. So you'd need to create a new Timer first. Then you'd need to call method scheduleAtFixedRate(TimerTask task, long delay, long period). That second argument can be 0 if you wish the timer to start immediately. The third argument should be the time in between task runs. In your case, if you want the total time to be 1000 milliseconds, it'd be 1000/array size. Not array size/1000 as you did.
That leaves us with the first argument: a TimerTask. Notice that this is an abstract class, which requires only the run() method to be implemented. So you'll need to make a subclass and implement that method. Since you're operating over an array, you'll need to supply that array to your implementation, via a constructor. You could then keep an index of which element was last processed and increment that each time run() is called. Basically, you're replacing the for loop by a run() method with a counter. Obviously, you should no longer do anything if the counter has reached the last element. In that case, you can set some (boolean) flag in your TimerTask implementation that indicates the last element was processed.
After creating your TimerTask and scheduling it on a Timer, you'll need to wait for the TimerTask's flag to be set, indicating it has done its work. Then you can call cancel() on the Timer to stop it. Otherwise it's gonna keep calling useless run() methods on the task.
Do keep the following in mind: if the work done in the run() method typically takes longer than the interval between two executions, which in your case would be around 2 milliseconds, this isn't gonna work very well. It only makes sense to do this if the for loop would normally take less than 1 second to complete. Preferably much less.
EDIT: oh, also won't work well if the array size gets too close to the time limit. If you want 1000 milliseconds and you have 2000 array elements, you'll end up passing in 0 for the period argument due to rounding. In that case you might as well run the for loop.
EDIT 2: ah why not...
import java.util.Random;
import java.util.Timer;
public class LoopTest {
private final static long desiredTime = 1000;
public static void main(String[] args) {
final float[] input = new float[512];
final Random rand = new Random();
for(int i = 0; i < input.length; ++i) {
input[i] = rand.nextFloat();
}
final Timer timer = new Timer();
final LoopTask task = new LoopTask(input);
double interval = ((double)desiredTime/((double)input.length));
long period = (long)Math.ceil(interval);
final long t1 = System.currentTimeMillis();
timer.scheduleAtFixedRate(task, 0, period);
while(!task.isDone()) {
try {
Thread.sleep(50);
} catch(final InterruptedException i) {
//Meh
}
}
final long t2 = System.currentTimeMillis();
timer.cancel();
System.out.println("Ended up taking " + (t2 - t1) + " ms");
}
}
import java.util.TimerTask;
public class LoopTask extends TimerTask {
private final float[] input;
private int index = 0;
private boolean done = false;
public LoopTask(final float[] input) {
this.input = input;
}
#Override
public void run() {
if(index == input.length) {
done = true;
} else {
//TODO: actual processing goes here
System.out.println("Element " + index + ": " + input[index]);
++index;
}
}
public boolean isDone() {
return done;
}
}

Change your step to be time per number (or total time divided by number of steps)
float step = 1000.0 / e.length;
Inside your for() loop:
try{
Thread.sleep(step);
}catch(InterruptedException e){
e.printStackTrace();
}

Related

Java MultiThreading not stopping

I have the following code for a kind of 'stopwatch' that extends the Thread class:
package StopWatch;
//Code taken from:
//https://stackoverflow.com/questions/9526041/how-to-program-for-a-stopwatch
public class Stopwatch extends Thread {
private long startTime;
private boolean started;
public void startTimer() {
this.startTime = System.currentTimeMillis();
this.started = true;
this.start();
}
public void run() {
while(started){/*currentTimeMillis increases on its own */}
System.out.println("timer stopped");
}
public int[] getTime() {
long milliTime = System.currentTimeMillis() - this.startTime;
int[] time = new int[]{0,0,0,0};
time[0] = (int)(milliTime / 3600000); //gives number of hours elapsed
time[1] = (int)(milliTime / 60000) % 60; //gives number of remaining minutes elapsed
time[2] = (int)(milliTime / 1000) % 60; //gives number of remaining seconds elapsed
time[3] = (int)(milliTime); //gives number of remaining milliseconds elapsed
return time;
}
public void stopTimer() {
this.started = false;
}
}
and I'm testing it in the following driver class:
import StopWatch.Stopwatch;
public class StopWatchTest {
public static void main(String[] args) {
Stopwatch stopwatch = new Stopwatch();
stopwatch.startTimer();
int sum = 0;
for (long i = 0; i < 100000; i++) {
sum++;
}
int[] time = stopwatch.getTime();
for (int i = 0; i < 4; i++) {
if (i < 3) {
System.out.print(time[i]+":");
} else {
System.out.print(time[i]);
}
}
stopwatch.stopTimer();
}
}
My intent is to use instances of class Stopwatch to measure the performance of various blocks of code (The for-loop in the driver class for instance) by having these Stopwatch objects in a main thread start a timer in separate thread before executing the blocks of code I want to evaluate, then have them (the Stopwatch objects) stop their timer once execution of said blocks in the main thread have finished. I understand that there are much simpler and easier ways to do this but I wanted to try doing it this way as sort of a "proof of concept" and to simply get better with multi-threading, but I'm encountering some problems:
1) When I run the driver class StopWatchTest I get seemingly random and arbitrary output each time (but mostly 0:0:0:0)
2) The main thread (or possibly the Stopwatch thread, I'm not even sure anymore) seems to never stop executing after I get outputs like 0:0:0:0
3) When I try debugging with breakpoints and the like I get completely unexpected behavior depending on where I put the breakpoints (The main thread does sometime finish execution but with random outputs like 0:0:13:2112 and other times I just get stuck in the Stopwatch thread)
Point 3 doesn't concern me as much as 1 and 2 as I have limited knowledge of how multi-threading behaves when one or several of the threads are paused at breakpoints for debugging (I suspect that when I break in the main thread the Stopwatch thread continues running). Points 1 and 2 bother me much more as I cannot see why they would be occurring.
To get you started, you should flag the boolean started as volatile:
private volatile boolean started;
That should work, but it would make a busy loop, which is very bad for your CPU usage.
You should look to wait()/notify() methods next.

Java: Randomly generated numbers only appear in small part of given range

I'm working on a game and I want my enemies to spawn with a delay between 1-5 seconds. My code for that part looks like this:
#Override
public void run() {
try {
while (true) {
Random r = new Random();
int cooldownTime = r.nextInt((5000 - 1000) + 1) + 1000;
long lastSpawn = 0;
long time = System.currentTimeMillis();
if (time > lastSpawn + cooldownTime) {
System.out.println(cooldownTime);
addEnemies();
lastSpawn = time;
}
If I understand nextInt correctly this should spawn enemies 1000-5000 ms apart every time, but my results are really weird and I can't quite figure out why. This is an example of what it would look like if I print cooldownTime.
2523
1190
1095
1061
1168
1119
1052
1159
1071
1076
1000
1394
1249
1070
And so on... It seems that the first enemy is truly spawned randomly and the others are always in the low 1000's. This happens every time. Does anyone know why it's like that? I'm quite lost.
Calling Random r = new Random(); repeatedly is extremely pathological and ruins the statistical properties of the generator. (The results you get are most likely a strong function of your system clock time.)
Do that step once and your results will be far better. (There are also more efficient ways to implement a delay than this - consider sleep - Java compilers are not yet optimising out burn loops.)
Note also that your observations are further complicated by the fact that you are not printing every number drawn.
Not sure if this your exact issue, but you had some problems with the logic of System.currentTimeMillis() and were just looking at the total current time and not the difference between the time.
Additionally you only want to look for a new random value once the if actually executes so you do not generate a Random number each loop iteration, but rather each time an enemy spawns you generate a new one for the next enemy.
Here is the modified code that takes all of this into account:
Random r = new Random();
long time = System.currentTimeMillis();
int cooldownTime = r.nextInt((5000 - 1000) + 1) + 1000;
while (true) {
long timeDifference = System.currentTimeMillis() - time;
if (timeDifference > cooldownTime) {
//addEnemies();
System.out.println(timeDifference); //Prints the time taken for enemy to spawn
cooldownTime = r.nextInt((5000 - 1000) + 1) + 1000;
time = System.currentTimeMillis(); //set the initial time again
}
}
This will generate a random number between 1000 and 5000 and execute the if block each time after the delay, resetting the values in the if to do it forever.
However, there are most likely better ways to add a delay to your logic like some comments pointed out(sleep), but this is the corrected logic for your method.
Well, first of all, several of your variables are being created INSIDE the loop. You need to move the creation of the Random object, as well as the lastSpawn and cooldown variables outside the loop. This is because the lastSpawn variable is being overwritten each time the loop executes with 0, meaning you're always checking if the current time is greater than 0. You need to store it outside the loop so that it will retain the last value you assigned to it. For the same reason, cooldown needs to be outside the loop because you're generating a new cooldown every loop, and System.currentTimeMillis() is ALWAYS going to be larger than it because System.currentTimeMillis() gets you the system time offset from January 1, 1970. Finally, as System.currentTimeMillis() is represented by a long, you'll want any time-related variables to be long as well, otherwise you could end up overflowing your variable if the current time in milliseconds is too high for an integer to store.
Here is a better way to achieve what you're looking to do:
import java.util.Random;
public class RandomCooldown {
public static void main(String [] args) {
Random rand = new Random();
long start = System.currentTimeMillis();
long lastSpawn = start;
long cooldown = getCooldown(rand);
while(true) {
long time = System.currentTimeMillis();
long elapsed = (time - lastSpawn);
if(elapsed >= cooldown) {
System.out.println("Adding enemies!");
cooldown = getCooldown(rand); // only generate a new cooldown once the old cooldown has been surpassed
lastSpawn = time;
}
}
}
public static long getCooldown(Random rand) {
return (long)((rand.nextInt(4000) + 1) + 1000);
}
}
Hope this helps!
Here is a suggestion that works as I think you like. I has not one but two loops. The outer loop generates new enemies and the inner loop makes updates (not sure how much of that this enemy generating thread needs to update but included it just in case).
public void run() {
Random r = new Random();
// setup
while (true) {
int wait = r.nextInt((5000 - 1000) + 1) + 1000;
long time = System.currentTimeMillis();
System.out.println("Adding enemies at " + time
+ ", next add roughly in " + wait + " ms.");
while (wait + time > System.currentTimeMillis()) {
try {
Thread.sleep(30);
} catch (InterruptedException e) {
e.printStackTrace();
}
// update
}
}
}
The Random object is reused and the call Thread.sleep(30) makes the thread hand over control for 30 ms, a time during which the CPU can do more useful things than busy wait. (30 is BTW not a magic number that must be used but just a number I chose. You need to experiment and find what number works best in your game.)
The print out shows what happens.
Adding enemies at 1565096018610, next add roughly in 2890 ms.
Adding enemies at 1565096021530, next add roughly in 2301 ms.
Adding enemies at 1565096023863, next add roughly in 4944 ms.
Adding enemies at 1565096028813, next add roughly in 3042 ms.
Adding enemies at 1565096031879, next add roughly in 2661 ms.
... and so on. The actual numbers will not be the same of course when you run this code but similar.
Hope this helps and good luck with your game!
It looks fine to me. You should probably use the same Random() instance for each iteration. And remember: humans have no ability to perceive randomness. Alternatively, you could try seeding the Random-Generator (using the Random(long seed) constructor), just in case there's some weird stuff happening with your seed.

How to run a Thread for a user specified amount of time?

Am creating a program that is based on mixing and making perturbation in a population containing solutions Vector.
So I created a for loop that stops after a certain time given by the user.
Inside the loop, am going to call 5 procedures and I thought that if i put each procedure in a thread will make the program making more solutions in a same time than calling normal methods.
Here 5 created the 5 threads, but when i start them the don't want to stop even if i use the Thread.stop, Thread.suspend, Thread.interrupt or Thread.destroy
Here is my code and could u help me with your ideas ?
I have inserted a new variable :
public volatile boolean CrossOpb = true;`
Here is my code:
Thread CrossOp = new Thread(new Runnable() {
public void run() {
while(CrossOpb == true){
int rdmCross2=(int) (Math.random() * allPopulation.size()) ; // Crossover 1st vector
int rdmCross1=(int) (Math.random() * allPopulation.size()) ;
Vector muted = new Vector();
Vector copy = copi((Vector) allPopulation.get(rdmCross2));
Vector callp = copi((Vector) allPopulation.get(rdmCross1));
muted = crossover(callp, copy);
System.out.println("cross over Between two Randoms ----------->");
affiche_resultat(muted);
allPopulation.add(muted);
}
}
});
The loop :
CrossOp.setDaemon(true);
int loop = 1;
long StartTime = System.currentTimeMillis() / 1000;
for (int i = 0; i < loop; ++i) {
loop++;
if (timevalue < ((System.currentTimeMillis() / 1000) - StartTime)) {
loop = 0;
CrossOpb = false;
}
CrossOp.start();
}
I already answered to a similar question. In that case, it was C#, but the concept is the same.
You must not kill threads. Threads must exit on their own will.
Just put a volatile boolean variable somewhere, and set it to true/false, when you want your thread to terminate, then, in the thread, replace the while (true) with a while (myVariable == true/false).
Anyway, you say:
Inside the loop, am going to call 5 procedures ant i thought that if i put each procedure in a thread will make the program making more solutions in a same time than calling normal methods.
Well, that's generally false. If the procedures are data-dependent (each of them depends on the results of the previous one), putting them on threads will change nothing. It might be smarter to put iterations in a pipeline, so that you have 5 threads executing steps of successive iterations. I'm not sure if that's possible for genetic algorithms, and anyway you'll have to handle some special case (e.g. a mutation, that alters the population of partially computed iterations).
How to run a Thread for a specific amount of time:
Here is the basic approach is to keep calculate how long the Thread has run and exit and return the result, which in our case here is details on how long the Thread executed.
NOTE: you must use System.nanoTime() as System.currentTimeMillis() will just return the same thing every time you call it in the method.
I use a Random number to calculate different lifetimes for each of the Callables so that you can see that they don't execute exactly for the time specified but they are very very close, and the variance of the delta is pretty consistent, at least on my machine.
Here a Gist of the code below for easier access.
package com.stackoverflow.Q18818482;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import java.util.concurrent.*;
public class Question18818482
{
public static Random RND;
static
{
RND = new Random();
}
public static void main(final String[] args)
{
try
{
final ExecutorService es = Executors.newFixedThreadPool(Runtime.getRuntime().availableProcessors());
final List<Future<String>> results = new ArrayList<>(10);
for (int i = 0; i < 10; i++)
{
results.add(es.submit(new TimeSliceTask(RND.nextInt(10), TimeUnit.SECONDS)));
}
es.shutdown();
while(!results.isEmpty())
{
final Iterator<Future<String>> i = results.iterator();
while (i.hasNext())
{
final Future<String> f = i.next();
if (f.isDone())
{
System.out.println(f.get());
i.remove();
}
}
}
}
catch (InterruptedException e)
{
throw new RuntimeException(e);
}
catch (ExecutionException e)
{
throw new RuntimeException(e);
}
}
public static class TimeSliceTask implements Callable<String>
{
private final long timeToLive;
private final long duration;
public TimeSliceTask(final long timeToLive, final TimeUnit timeUnit)
{
this.timeToLive = System.nanoTime() + timeUnit.toNanos(timeToLive);
this.duration = timeUnit.toMillis(timeToLive);
}
#Override
public String call() throws Exception
{
while( timeToLive <= System.nanoTime() )
{
// simulate work here
Thread.sleep(500);
}
final long end = System.nanoTime();
return String.format("Finished Elapsed Time = %d, scheduled for %d", TimeUnit.NANOSECONDS.toMillis(timeToLive - end), this.duration );
}
}
}
Here is what one runs output looks like
NOTE: All times are in milliseconds
Finished Elapsed Time = 999, scheduled for 1000
Finished Elapsed Time = 2998, scheduled for 3000
Finished Elapsed Time = 5999, scheduled for 6000
Finished Elapsed Time = 1994, scheduled for 2000
Finished Elapsed Time = 8994, scheduled for 9000
Finished Elapsed Time = 6993, scheduled for 7000
Finished Elapsed Time = 6993, scheduled for 7000
Finished Elapsed Time = 5993, scheduled for 6000
Finished Elapsed Time = 5998, scheduled for 6000
After reading the whole last night about threads, i have discovered that the solution for my problem was not that hard.
The idea was to edit the condition of the stopping loop inside the thread so we control it by giving it a specific amount of time to run for it and here is my Example :
class ProcessorCordm extends Thread {
int runningtime;
public ProcessorCordm(int runningtime) {
this.runningtime = runningtime;
}
public void run() {
int loop = 1;
long StartTime = System.currentTimeMillis() / 1000;
for (int i = 0; i < loop; ++i) {
int rdmCross2 = (int) (Math.random() * allPopulation.size()); // Crossover 1st vector
int rdmCross1 = (int) (Math.random() * allPopulation.size());
Vector muted = new Vector();
Vector copy = copi((Vector) allPopulation.get(rdmCross2));
Vector callp = copi((Vector) allPopulation.get(rdmCross1));
muted = crossover(callp, copy);
System.out.println("cross over Between two Randoms ----------->");
affiche_resultat(muted);
addsolution(muted);
loop++;
if (timevalue < ((System.currentTimeMillis() / 1000) - StartTime)) {
loop = 0;
}
}
}
}
So if i want to run my Thread for 10 seconds i only need to :
ProcessorCoG CrossOpg = new ProcessorCoG(10);
And fo my case, I have to call many Threads simultaneously working for a specific TimeValue so i used the ExecutorServiceClass :
ProcessorCoG CrossOpg = new ProcessorCoG(timevalue);//extends Thread class
ProcessorCordm CrossOp = new ProcessorCordm(timevalue);//extends Thread class
ProcessorCordm CrossOp2 = new ProcessorCordm(timevalue);//extends Thread class
MutateGb MutGb = new MutateGb(timevalue);//extends Thread class
MutateRdm MutRdm = new MutateRdm(timevalue);//extends Thread class
MbsRdm MbsR = new MbsRdm(timevalue);//extends Thread class
ExecutorService executor = Executors.newFixedThreadPool(6);
executor.submit(MutGb);
executor.submit(MutRdm);
executor.submit(CrossOp);
executor.submit(CrossOp2);
executor.submit(CrossOpg);
executor.submit(MbsR);

(Java) Ticker that adds to counter variable

Im trying to get a timer to work in my current java project that adds 1 to an integer variable every n microseconds (e.g. 500 for 1/2 a second), within an infinite loop, so that it is always running while the program runs.
Heres the code i have currently:
public class Ticker
{
public int time = 0;
long t0, t1;
public void tick(int[] args)
{
for (int i = 2; i < 1; i++)
{
t0 = System.currentTimeMillis();
do
{
t1 = System.currentTimeMillis();
}
while (t1 - t0 < 500);
time = time + 1;
}
}
}
Everyone was so helpful with my last question, hopefully this one is just as easy
Here is an comparable ScheduledExecutorService example which will update the time variable with a 500 millisecond interval:
ScheduledExecutorService exec = Executors.newScheduledThreadPool(1);
exec.scheduleAtFixedRate(new Runnable(){
private int time = 0;
#Override
public void run(){
time++;
System.out.println("Time: " + time);
}
}, 0, 500, TimeUnit.MILLISECONDS);
This approach is preferred over using Timer.
I think you want
Thread.sleep(500);
At the moment you're consuming CPU cycles waiting for 500ms (you mention microseconds but I believe you want milliseconds). The above puts your current thread to sleep for 500ms and your process won't consume any CPU (or minimal at least - garbage collection will still be running). If you watch the CPU when you run your version you should see the difference.
See here for more info.
If you need to do it in a different thread, take a look on Timer:
int delay = 500; //milliseconds
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent evt) {
time++
}
};
new Timer(delay, taskPerformer).start();
Note that the code above cannot utilize a local variable (they must be declared as final to access them in an anonymous class). It can be a member however.
What you have is rather inefficient, since it wastes CPU cycles waiting for the next wakeup time. If I were you, I'd rewrite the function using Thread.sleep().
As to why your current code doesn't work, your for loop conditions are off, so the loop is never entered.
To have the timer code run concurrently with whatever other logic you have in your program, you'll need to look into threading.
It sounds like you might want to look into multithreading. If you search SO for this, you will find several good question/answer threads. There are also tutorials elsewhere on the web...
Have a look at Timer or better ScheduledExecutorService. They enable you to execute some action periodically and handle the computations surrounding that.

Attempting to create a stable game engine loop

I'm writing a fairly simple 2D multiplayer-over-network game. Right now, I find it nearly impossible for myself to create a stable loop. By stable I mean such kind of loop inside which certain calculations are done and which is repeated over strict periods of time (let's say, every 25 ms, that's what I'm fighting for right now). I haven't faced many severe hindrances this far except for this one.
In this game, several threads are running, both in server and client applications, assigned to various tasks. Let's take for example engine thread in my server application. In this thread, I try to create game loop using Thread.sleep, trying to take in account time taken by game calculations. Here's my loop, placed within run() method. Tick() function is payload of the loop. It simply contains ordered calls to other methods doing constant game updating.
long engFPS = 40;
long frameDur = 1000 / engFPS;
long lastFrameTime;
long nextFrame;
<...>
while(true)
{
lastFrameTime = System.currentTimeMillis();
nextFrame = lastFrameTime + frameDur;
Tick();
if(nextFrame - System.currentTimeMillis() > 0)
{
try
{
Thread.sleep(nextFrame - System.currentTimeMillis());
}
catch(Exception e)
{
System.err.println("TSEngine :: run :: " + e);
}
}
}
The major problem is that Thread.sleep just loves to betray your expectations about how much it will sleep. It can easily put thread to rest for much longer or much shorter time, especially on some machines with Windows XP (I've tested it myself, WinXP gives really nasty results compared to Win7 and other OS). I've poked around internets quite a lot, and result was disappointing. It seems to be fault of the thread scheduler of the OS we're running on, and its so-called granularity. As far as I understood, this scheduler constantly, over certain amount of time, checks demands of every thread in system, in particular, puts/awakes them from sleep. When re-checking time is low, like 1ms, things may seem smooth. Although, it is said that WinXP has granularity as high as 10 or 15 ms. I've also read that not only Java programmers, but those using other languages face this problem as well.
Knowing this, it seems almost impossible to make a stable, sturdy, reliable game engine. Nevertheless, they're everywhere.
I'm highly wondering by which means this problem can be fought or circumvented. Could someone more experienced give me a hint on this?
Don't rely on the OS or any timer mechanism to wake your thread or invoke some callback at a precise point in time or after a precise delay. It's just not going to happen.
The way to deal with this is instead of setting a sleep/callback/poll interval and then assuming that the interval is kept with a high degree of precision, keep track of the amount of time that has elapsed since the previous iteration and use that to determine what the current state should be. Pass this amount through to anything that updates state based upon the current "frame" (really you should design your engine in a way that the internal components don't know or care about anything as concrete as a frame; so that instead there is just state that moves fluidly through time, and when a new frame needs to be sent for rendering a snapshot of this state is used).
So for example, you might do:
long maxWorkingTimePerFrame = 1000 / FRAMES_PER_SECOND; //this is optional
lastStartTime = System.currentTimeMillis();
while(true)
{
long elapsedTime = System.currentTimeMillis() - lastStartTime;
lastStartTime = System.currentTimeMillis();
Tick(elapsedTime);
//enforcing a maximum framerate here is optional...you don't need to sleep the thread
long processingTimeForCurrentFrame = System.currentTimeMillis() - lastStartTime;
if(processingTimeForCurrentFrame < maxWorkingTimePerFrame)
{
try
{
Thread.sleep(maxWorkingTimePerFrame - processingTimeForCurrentFrame);
}
catch(Exception e)
{
System.err.println("TSEngine :: run :: " + e);
}
}
}
Also note that you can get greater timer granularity by using System.nanoTime() in place of System.currentTimeMillis().
You may getter better results with
LockSupport.parkNanos(long nanos)
altho it complicates the code a bit compared to sleep()
maybe this helps you.
its from david brackeen's bock developing games in java
and calculates average granularity to fake a more fluent framerate:
link
public class TimeSmoothie {
/**
How often to recalc the frame rate
*/
protected static final long FRAME_RATE_RECALC_PERIOD = 500;
/**
Don't allow the elapsed time between frames to be more than 100 ms
*/
protected static final long MAX_ELAPSED_TIME = 100;
/**
Take the average of the last few samples during the last 100ms
*/
protected static final long AVERAGE_PERIOD = 100;
protected static final int NUM_SAMPLES_BITS = 6; // 64 samples
protected static final int NUM_SAMPLES = 1 << NUM_SAMPLES_BITS;
protected static final int NUM_SAMPLES_MASK = NUM_SAMPLES - 1;
protected long[] samples;
protected int numSamples = 0;
protected int firstIndex = 0;
// for calculating frame rate
protected int numFrames = 0;
protected long startTime;
protected float frameRate;
public TimeSmoothie() {
samples = new long[NUM_SAMPLES];
}
/**
Adds the specified time sample and returns the average
of all the recorded time samples.
*/
public long getTime(long elapsedTime) {
addSample(elapsedTime);
return getAverage();
}
/**
Adds a time sample.
*/
public void addSample(long elapsedTime) {
numFrames++;
// cap the time
elapsedTime = Math.min(elapsedTime, MAX_ELAPSED_TIME);
// add the sample to the list
samples[(firstIndex + numSamples) & NUM_SAMPLES_MASK] =
elapsedTime;
if (numSamples == samples.length) {
firstIndex = (firstIndex + 1) & NUM_SAMPLES_MASK;
}
else {
numSamples++;
}
}
/**
Gets the average of the recorded time samples.
*/
public long getAverage() {
long sum = 0;
for (int i=numSamples-1; i>=0; i--) {
sum+=samples[(firstIndex + i) & NUM_SAMPLES_MASK];
// if the average period is already reached, go ahead and return
// the average.
if (sum >= AVERAGE_PERIOD) {
Math.round((double)sum / (numSamples-i));
}
}
return Math.round((double)sum / numSamples);
}
/**
Gets the frame rate (number of calls to getTime() or
addSample() in real time). The frame rate is recalculated
every 500ms.
*/
public float getFrameRate() {
long currTime = System.currentTimeMillis();
// calculate the frame rate every 500 milliseconds
if (currTime > startTime + FRAME_RATE_RECALC_PERIOD) {
frameRate = (float)numFrames * 1000 /
(currTime - startTime);
startTime = currTime;
numFrames = 0;
}
return frameRate;
}
}

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