I have a problem following from my previous problem. I also have the code SwingUtillities.invokeAndWait somewhere else in the code base, but when I remove this the gui does not refresh. If I dont remove it the error I get is:
Exception in thread "AWT-EventQueue-0" java.lang.Error: Cannot call invokeAndWait from the event dispatcher thread
at java.awt.EventQueue.invokeAndWait(Unknown Source)
at javax.swing.SwingUtilities.invokeAndWait(Unknown Source)
at game.player.humanplayer.model.HumanPlayer.act(HumanPlayer.java:69)
The code in HumanPlayer.act is:
public Action act(final Action[] availiableActions) {
try {
SwingUtilities.invokeAndWait(new Runnable() {
#Override
public void run() {
gui.update(availiableActions);
}
});
}
catch (InterruptedException e) {
e.printStackTrace();
} catch (InvocationTargetException e) {
e.printStackTrace();
}
synchronized(performedAction){
while(!hasPerformedAction()){
try {
performedAction.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
setPerformedAction(false);
}
return getActionPerfomed();
}
Image of threads when in debug as screen doesn't paint:
alt text http://img684.imageshack.us/img684/6669/69288941.png
Text version of stack:
ui.startup.LoginScreen at localhost:51050
-> Deamon Thread [AWT-Windows] (Running)
-> Thread [AWT-Shutdown] (Running)
-> Thread [AWT-EventQueue-0] (Running)
-> Thread [DestroyJavaVM] (Running)
The answer was instead of making the call
new GameInitializer(userName, player, Constants.BLIND_STRUCTURE_FILES.get(blindStructure), handState);
from the EDT, make it execute on a new (non EDT) thread so that later when invokeAndWait is called it functions as correctly as the thread running that command is not the EDT. The amended code is as follows:
Thread t = new Thread(new Runnable() {
#Override
public void run() {
new GameInitializer(userName, player, Constants.BLIND_STRUCTURE_FILES.get(blindStructure), handState);
}
});
t.start();
invokeAndWait() is meant to be called from the non-GUI thread. It sends a Runnable object to the GUI thread where it will be executed.
There's no point in sending a Runnable object from the GUI-thread to itself. It has the same effect as calling run() on the Runnable object directly.
You can check before if your current calling thread is already the event dispatcher:
private void syncExec(final Runnable r) {
try {
if (EventQueue.isDispatchThread()) r.run();
else EventQueue.invokeAndWait(r);
} catch (final Exception e) {
Throws.throwRuntime(e);
}
}
Note that SwingUtilities.invokeAndWait(Runnable) simply delegates to the EventQueue.
Based on the comments, it appears you are not repainting the frame once the actions are completed. If you do not, then the screen will only be updated at what seems to be random times (when another window moves in front, perhaps).
Inside gui.update, I suggest you make the last line:
myFrame.repaint();
(more or less, depending on your circumstances).
Edit: As it turns out, the actual problem is this loop:
synchronized(performedAction){
while(!hasPerformedAction()){
try {
performedAction.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
setPerformedAction(false);
}
Since there is only one application thread (which happens to be the EDT), the result of hasPerformedAction() can never change (assuming it's a simple getter). There is no other thread to change the value. Since this infinite loop is on the EDT, the GUI can never be repainted; hence it locks up.
When using XChart java library you can show your chart on button click with this code:
JButton btn = new JButton("View chart");
btn.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
Thread t = new Thread(new Runnable() {
#Override
public void run() {
new SwingWrapper(yourChart).displayChart();
}
});
t.start();
}
});
try to execute your code from this
Executors.newSingleThreadExecutor().execute(new Runnable() {
public void run() {
}
});
Related
When I click on a button, another button should be clicked programmatically after 2 seconds.
Helper.setTimeout(() -> {
_view.findViewById(R.id.turbineStandBy).performClick();
}, 2000);
When I run this code, I get this exception:
Only the original thread that created a view hierarchy can touch its
views.
public static void setTimeout(Runnable runnable, int delay){
new Thread(() -> {
try {
Thread.sleep(delay);
runnable.run();
}
catch (Exception e){
System.err.println(e);
}
}).start();
}
I think that I have to override the method run() but how can I do that in my setTimeout() method?
Only the original thread that created a view hierarchy can touch its
views.
The exception tells you that you must run the Runnable in the main thread. To do so, you can use Looper.getMainLooper or Activity#runOnUIThread (cf. runOnUiThread vs Looper.getMainLooper().post in Android).
Below codes are structural examples (you might still need to make somewhat modification).
Using Looper.getMainLooper:
public void setTimeout(Runnable runnable, int delay) {
new Handler(Looper.getMainLooper()).postDelayed(runnable, delay);
}
Using Activity#runOnUIThread:
public void setTimeout(Activity activity, Runnable runnable, int delay) {
new Thread(() -> {
try {
Thread.sleep(delay);
activity.runOnUIThread(runnable);
}
catch (Exception e){
System.err.println(e);
}
}).start();
}
(Note: I don't know whether you should put static modifier to the method or not.)
Apparently, in your case you want to make delay, using Looper.getMainLooper combined with Handler#postDelayed looks smarter.
Just use post delayed method
button.setOnClickListener(view -> {
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
//click your button here
}
},2000);
});
I am running into a minor issue that I don't understand. I have a simple progress bar but Thread.interrupt does not stop the thread. I have to hack it a global variable. I wonder if anyone can stop the issue.
I tried this thread, but did not work for me:
How to stop a thread(progressbar) in android
here's the code with the hacks
// Start lengthy operation in a background thread
calcThread = new Thread
(
new Runnable()
{
public void run()
{
Thread current = Thread.currentThread();
//while (!current.isInterrupted()) // this does not
while (threadLoop) // this hack works
{
doWork();
try {
Thread.sleep(100);
} catch (InterruptedException e) {}
// Update the progress bar
mHandler.post(new Runnable() {
public void run() {
mProgress.setProgress(mProgressStatus);
}
});
}
Log.d(TAG, "out of thread loop");
}
}
);
calcThread.start();
now where I try to stop the thread
public void onClickAbout(View view)
{
if (view.getId() == R.id.buttonAbout)
{
Log.d(TAG, "onButtonPressed");
calcThread.interrupt(); // This does not work
threadLoop = false; // this works.
}
}
Why do I have to hack a global? In other words, why Thread.interrupt does not stop the thread.
thx!
Why don't you try the following
Thread background = new Thread() {
public void run() {
try{
for(int s=0;s<=100;s++)
{
s=s+20;
sleep(1000);
progressbar.setProgress(s);
}
}catch(InterruptedException e){
e.printStackTrace();
}finally{
//do some thing after you finish thread
}
}
};
background.start();
It doesn't work because you're catching InterruptedException and ignoring it. The thread is no longer interrupted after the exception is thrown. (See this Q&A.) But k0sh is right, you should use an AsyncTask.
Thread thread;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_yippi);
final Handler hn=new Handler();
final TextView text=(TextView)findViewById(R.id.TextView01);
final Runnable r = new Runnable()
{
public void run()
{
text.settext("hi");
}
};
thread = new Thread()
{
#Override
public void run() {
try {
while(true) {
sleep(1750);
hn.post(r);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
};
thread.start();
thread.stop();}
The code here. I can not stop the runnable thread. Also, thread.stop() and thread.destroy() are deprecated. Can somebody help me? And also I don't understand how to stop the thread with the thread.interrupt() method. What's wrong?
The JavaDoc for Thread.stop() lists the following article as explanation for why stop() is deprecated: http://docs.oracle.com/javase/6/docs/technotes/guides/concurrency/threadPrimitiveDeprecation.html
Most uses of stop should be replaced by code that simply modifies some variable to indicate that the target thread should stop running. The target thread should check this variable regularly, and return from its run method in an orderly fashion if the variable indicates that it is to stop running. To ensure prompt communication of the stop-request, the variable must be volatile (or access to the variable must be synchronized).
interrupt() is more suitable to stop some Thread from waiting for something, that is probably not coming anymore. If you want to end the thread, it's best to let its run() method return.
Create a boolean variable to stop the thread and use it in while(boolean) instead of while(true).
You can use Thread.interrupt() to trigger the InterruptedException within your thread. I've added code below that demonstrates the behavior. The mainThread is where your code would be and the timer Thread is just used to demonstrate delayed triggering of the interrupt.
public class Test {
public static void main(String[] args) {
final Thread mainThread = new Thread() {
#Override
public void run() {
boolean continueExecution = true;
while (continueExecution) {
try {
sleep(100);
System.out.println("Executing");
} catch (InterruptedException e) {
continueExecution = false;
}
}
}
};
mainThread.start();
Thread timer = new Thread() {
#Override
public void run() {
try {
sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
System.out.println("Stopping recurring execution");
mainThread.interrupt();
}
};
timer.start();
}
}
You can use interrupt method of Thread to try stop a thread, like below code.
May be it`s useful to you.
public class InterruptThread {
public static void main(String args[]){
Thread thread = new Thread()
{
#Override
public void run() {
try {
while(true) {
System.out.println("Thread is Runing......");
sleep(1000);
}
} catch (InterruptedException e) {
// restore interrupted status
System.out.println("Thread is interrupting");
Thread.currentThread().interrupt();
}
}
};
thread.start();
try {
Thread.sleep(5000);
} catch (InterruptedException e) {
e.printStackTrace();
}
System.out.println("Will Interrupt thread");
thread.interrupt();
}
}
In the following lines of code when Button1 is pressed the Jframe becomes unresponsive till the execution of the encode() method is completed. But I need to update a progress bar in the Jframe displaying the progress.
private void Button1ActionPerformed(java.awt.event.ActionEvent evt) {
try {
if (flagState == 0) {
WavFile.decode(readWavFile, msg.getText(), key.getText().hashCode());
} else if (flagState == 1) {
WavFile.encode(readWavFile, msg.getText(), key.getText().hashCode());
}
} catch (WavFileException | IOException e) {
notes.setText(e.getMessage());
}
}
I thought of doing this
private void Button1ActionPerformed(java.awt.event.ActionEvent evt) {
try {
if (flagState == 0) {
Thread t = new Thread(new Runnable() {
public void run() {
WavFile.decode(readWavFile, msg.getText(), key.getText().hashCode());
}
};)
t.start();
} else if (flagState == 1) {
Thread t = new Thread(new Runnable() {
public void run() {
WavFile.encode(readWavFile, msg.getText(), key.getText().hashCode());
}
};)
t.start();
}
} catch (WavFileException | IOException e) {
notes.setText(e.getMessage());
}
}
and update the progress bar from the encode() method.
But I understand that it will a strong coupling between the modules and i dont want that.
I also dont think that calling a new thread every time is a good idea ( thought of ExecutorService but not sure how to use it).
What should I do to make this into a decent piece code??
Threading is definitely something you have to introduce here. Anything that takes a significant amount of time to complete should not be run in the awt event thread.
Spawning a new thread each time the button is clicked is not inherently a problem. You should consider, though, that it may be possible to spawn many threads doing the same thing before even the first completes. You could use an Executor if you want, but it probably is not necessary.
As for tracking progress, I would add another thread that periodically queries the other thread and updates the progress bar as necessary. Here's how I would structure it:
private void Button1ActionPerformed(java.awt.event.ActionEvent evt) {
disableButton1();
final Thread t;
if (flagState == 0) {
t = new Thread(new Runnable() {
public void run() {
try {
WavFile.decode(readWavFile, msg.getText(), key.getText().hashCode());
} catch (WavFileException | IOException e) {
notes.setText(e.getMessage());
}
}
});
} else if (flagState == 1) {
t = new Thread(new Runnable() {
public void run() {
try {
WavFile.encode(readWavFile, msg.getText(), key.getText().hashCode());
} catch (WavFileException | IOException e) {
notes.setText(e.getMessage());
}
}
});
}
Thread monitor = new Thread(new Runnable() {
public void run() {
try {
while (notComplete(t)) {
setProgressBar(getProgress(t));
Thread.sleep(SLEEP_TIME);
}
t.join();
} finally {
enableButton1();
}
}
});
t.start();
monitor.start();
}
n the following lines of code when Button1 is pressed the Jframe becomes unresponsive till the execution of the encode() method is completed. But I need to update a progress bar in the Jframe displaying the progress.
you have issue with Concurency in Swing, you block the EDT, caused unresponsive GUI, until code ended
have look at SwingWorker for JProgressBar
use most scallable Swing Action instread of ActionListener
use implemented setEnabled() instead of if (flagState == 0) {
Multithreading is what you need, there is no other nice way i can think of don't worry about calling new threads, that's what they are there for, jvm has a thread pool ready to be used, this sort of things runs really good with threads, try it out!
Create a class that extends Runnable, implement the run method or make it call your current method, that should be enough to do this.
Also you could just make it sleep for a short time and check the status each time the sleep time goes out, if the process finished you can continue, if not, back to sleep for another short time, that way you don't have to ask that many times.
I hope it helps.
As I discussed with Inerdia on the earlier post,
something is still strange When I'm in some JPanel (EDT for sure-I checked with the method check) and then I call some animation thread(the thread extend Thread) to start, inside the thread I'm not on EDT by check.
So I guess I should be because animation should be on EDT, so I wrapped the animate method with runnable and invokeAndWait(), but still got that in the animation thread I'm not on EDT, while calling to that code as I said earlier is on EDT, so, my invokeLater seems not to place that animation on EDT? why is that?
Relevant code(before wrapping the animate method with runnable and passing to invoke later:
So, being on a JPanel there is a line:
Animate(trainRailRoadTrack);
Implementation is:
void Animate(ArrayList<RailroadSquare> i_TrainRailRoadTrack) {
ArrayList<JPanelRailoadSquare> playerRailoadPanelsTrack = getRelevantRailroads(i_TrainRailRoadTrack);
new SuspendedAnimation(playerRailoadPanelsTrack).start();
jPanelBoard1.GetGameManager().EmptyPlayerSolution();
}
private class SuspendedAnimation extends Thread
{
private ArrayList<JPanelRailoadSquare> m_PlayerRailoadPanelsTrack;
public SuspendedAnimation(ArrayList<JPanelRailoadSquare> i_PlayerRailoadPanelTrack)
{
m_PlayerRailoadPanelsTrack = i_PlayerRailoadPanelTrack;
}
#Override
public void run()
{
m_IsAnimationNeeded = true;
for (JPanelRailoadSquare currRailoadSquare: m_PlayerRailoadPanelsTrack)
{
System.out.println("Is on Event dispatch thread: "+SwingUtilities.isEventDispatchThread());
currRailoadSquare.SetGoingTrain();
repaint();
try
{
Thread.sleep(150);
}
catch (InterruptedException e){}
currRailoadSquare.UnSetGoingTrain();
repaint();
}
}
Inside of SuspendedAnimation.run() you're not on the EDT. That's where you need to use invokeLater(), not when calling Animate():
#Override
public void run()
{
// We're outside the EDT in most of run()
m_IsAnimationNeeded = true;
for (JPanelRailoadSquare currRailoadSquare: m_PlayerRailoadPanelsTrack)
{
SwingUtilities.invokeAndWait(new Runnable() {
// The code that "talks" to Swing components has to be put on
// the EDT
currRailoadSquare.SetGoingTrain();
repaint();
});
// We want to keep sleeping outside the EDT.
try
{
Thread.sleep(150);
}
catch (InterruptedException e){}
SwingUtilities.invokeAndWait(new Runnable() {
currRailoadSquare.UnSetGoingTrain();
repaint();
}
}
}