android progress bar is accurate first time only - android-progressbar

The first time I run my progress bar for mobile android it works fine and the filling of the line is proportional to the time needed to fulfill my 'while...' code. but all succeeding runs with same variables the bar fills up too fast. I can't see any difference between the variables in the runs.
/////code below
private Runnable myThread = new Runnable(){
#Override
public void run() {
while (myProgress <= secondsforbar)
{
try{
myHandle.sendMessage(myHandle.obtainMessage());
Thread.sleep(1000);
}
catch(Throwable t){
}
}
}
Handler myHandle = new Handler(){
#Override
public void handleMessage(Message msg) {
myProgressBar.setProgress(myProgress);
}
};
};
//******

Related

Fragment not attached to context because of Handler?

I made a Handler and a Runnable to wait 2 seconds until an animation starts but if I will leave the application in this time or if i will open another Fragment it crashes with the exception fragment not attached to context because of Handler.
What can I do? I tried many solution from the web but nothing worked for me and no using the startoffset method of the animation isn't a solution.
Thanks for your help.
(If I leave the Handler and the Runnable out of the code it works fine)
Handler handler=new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
float dip = 20f;
Resources r = getResources();
float px = TypedValue.applyDimension(
TypedValue.COMPLEX_UNIT_DIP,
dip,
r.getDisplayMetrics()
);
Animation outtoRight = new TranslateAnimation(
Animation.RELATIVE_TO_PARENT, 0,
Animation.RELATIVE_TO_PARENT, 0,
Animation.RELATIVE_TO_PARENT, 0,
Animation.ABSOLUTE, -(willkommen.getHeight() + px));
outtoRight.setDuration(300);
outtoRight.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
willkommen.setLayoutParams(params);
firstlaunchueberblick=true;
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
grid.startAnimation(outtoRight);
willkommen.startAnimation(outtoRight);
}
},2000);
That's my code inside the Fragment.
handler.removeCallbacks(myRunnable);
That's the solution. I read that i can also pass null as paramter to remove all Callbacks but that doesn't work;

Why does my JavaFX Preloader occasionally show up gray/black and other times it correctly loads?

I'm trying to get my JavaFX Preloader splash sccreen to show up before my application. I'm using Eclipse IDE and when I click "run", half the time the splash screen will display correctly and the other half of the time I will get a gray or black screen instead of where the image should be.
I'm not sure what the issue is to cause it to only display correctly sometimes.
SplashController:
public class SplashController extends Preloader {
private static final double WIDTH = 676;
private static final double HEIGHT = 227;
private Stage preloaderStage;
private Label progressText;
private Pane splashScreen;
public SplashController() {}
#Override
public void init() throws Exception {
ImageView splash =
new ImageView(new Image(Demo.class.getResource("pic.png").toString()));
progressText =
new Label("VERSION: " + getVersion() + " ~~~ Loading plugins, please wait...");
splashScreen = new VBox();
splashScreen.getChildren().addAll(splash, progressText);
progressText.setAlignment(Pos.CENTER);
}
#Override
public void start(Stage primaryStage) throws Exception {
this.preloaderStage = primaryStage;
Scene splashScene = new Scene(splashScreen);
this.preloaderStage.initStyle(StageStyle.UNDECORATED);
final Rectangle2D bounds = Screen.getPrimary().getBounds();
this.preloaderStage.setScene(splashScene);
this.preloaderStage.setX(bounds.getMinX() + bounds.getWidth() / 2 - WIDTH / 2);
this.preloaderStage.setY(bounds.getMinY() + bounds.getHeight() / 2 - HEIGHT / 2);
this.preloaderStage.show();
}
}
And then in my main class Demo I simply have:
public class Demo extends Application {
#Override
public void start(Stage stage) throws Exception {
FXMLLoader loader = new
FXMLLoader(Demo.class.getResource("FXMLDocument.fxml"));
GridPane root = loader.load();
--------other app code here---------
}
public static void main(String[] args) {
LauncherImpl.launchApplication(Demo.class, SplashController.class, args);
}
}
Likely, you are executing some long running process on the JavaFX application thread or a thread involved in the application startup, which prevents the smooth operation of the preloader.
I suggest you review an Oracle Preloader sample and compare to your application. Ensure that you are using concurrent features like Task correctly, similar to the linked example. Check the linked sample works in your environment.
Source code (just copied from the Oracle Preloader sample link)
Note how in the start method of the main LongAppInit application class, that a Task and thread is spawned to ensure that the long application initiation does not take place on the JavaFX application thread. Also see how the notifyPreloader() method of application is called at various times within the long application initialization to let the preloader know of the current state of the initialization process so that it can reflect the progress accurately in the UI in real time.
LongAppInitPreloader.java
public class LongAppInitPreloader extends Preloader {
ProgressBar bar;
Stage stage;
boolean noLoadingProgress = true;
private Scene createPreloaderScene() {
bar = new ProgressBar(0);
BorderPane p = new BorderPane();
p.setCenter(bar);
return new Scene(p, 300, 150);
}
public void start(Stage stage) throws Exception {
this.stage = stage;
stage.setScene(createPreloaderScene());
stage.show();
}
#Override
public void handleProgressNotification(ProgressNotification pn) {
//application loading progress is rescaled to be first 50%
//Even if there is nothing to load 0% and 100% events can be
// delivered
if (pn.getProgress() != 1.0 || !noLoadingProgress) {
bar.setProgress(pn.getProgress()/2);
if (pn.getProgress() > 0) {
noLoadingProgress = false;
}
}
}
#Override
public void handleStateChangeNotification(StateChangeNotification evt) {
//ignore, hide after application signals it is ready
}
#Override
public void handleApplicationNotification(PreloaderNotification pn) {
if (pn instanceof ProgressNotification) {
//expect application to send us progress notifications
//with progress ranging from 0 to 1.0
double v = ((ProgressNotification) pn).getProgress();
if (!noLoadingProgress) {
//if we were receiving loading progress notifications
//then progress is already at 50%.
//Rescale application progress to start from 50%
v = 0.5 + v/2;
}
bar.setProgress(v);
} else if (pn instanceof StateChangeNotification) {
//hide after get any state update from application
stage.hide();
}
}
}
LongAppInit.java
public class LongInitApp extends Application {
Stage stage;
BooleanProperty ready = new SimpleBooleanProperty(false);
private void longStart() {
//simulate long init in background
Task task = new Task<Void>() {
#Override
protected Void call() throws Exception {
int max = 10;
for (int i = 1; i <= max; i++) {
Thread.sleep(200);
// Send progress to preloader
notifyPreloader(new ProgressNotification(((double) i)/max));
}
// After init is ready, the app is ready to be shown
// Do this before hiding the preloader stage to prevent the
// app from exiting prematurely
ready.setValue(Boolean.TRUE);
notifyPreloader(new StateChangeNotification(
StateChangeNotification.Type.BEFORE_START));
return null;
}
};
new Thread(task).start();
}
#Override
public void start(final Stage stage) throws Exception {
// Initiate simulated long startup sequence
longStart();
stage.setScene(new Scene(new Label("Application started"),
400, 400));
// After the app is ready, show the stage
ready.addListener(new ChangeListener<Boolean>(){
public void changed(
ObservableValue<? extends Boolean> ov, Boolean t, Boolean t1) {
if (Boolean.TRUE.equals(t1)) {
Platform.runLater(new Runnable() {
public void run() {
stage.show();
}
});
}
}
});;
}
}

Concurrent task updating complex object JavaFX - swingworker equivalent?

I want to run a task in background updating intermediate results in the view.I am trying to implement MVC JavaFX application. The task is defined in the Model.
I want to send to the main threath partial results in order to show them in the View.
I use updateValue() to do so. Also, I define object property and a listener in the controller.
My problem: The method changed() from the listener, is not being fired each time that updateValue() is executed in the Task. Why? How can I force it to do this?.
I have not found much complex examples.
What I have so far:
Model.cpp
ComplexObject _complexO;
public Task<ComplexObject> getModelTask() {
return new Task<ComplexObject>() {
#Override
protected ComplexObject call() throws Exception {
int numberOfFiles = 0;
boolean filesToRead = true;
while (filesToRead){
// ....
_complexO = new ComplexObject();
try{
//..
if(f.exists()){
_complexO.initialize();
numberOfScans ++;
}
else{
_complexO.initializeToNull();
}
String stringNumber = Converter.toString(numberOfFiles);
updateMessage(stringNumber);
updateValue(_complexO );
} catch(Exception ex){
ex.printStackTrace();
_complexO = null;
return _complexO;
}
filesToRead = areThereFilesToRead();
}
return _complexO;
}
};
}
Controller.cpp
...
Task< ComplexObject> task = _model.getModelTask();
_AJavaFXTextField.textProperty().bind(task.messageProperty());
_AJavaFXTextField.textProperty().addListener(new ChangeListener<String>() {
#Override
public void changed(ObservableValue observable, String oldValue, String newValue) {
System.out.println("Success with messageProperty!!" + newValue);
}
});
SimpleObjectProperty<ComplexObject> complexObjectProperty = new SimpleObjectProperty<>();
complexObjectProperty.bind(task.valueProperty());
complexObjectProperty.addListener(new ChangeListener<ComplexObject>(){
#Override
public void changed(ObservableValue<? extends ComplexObject> observable, ComplexObject oldValue, ComplexObject newValue) {
if(newValue.data == null ) {
System.out.println("value is new!!! " + scansNumber);
}
else if(newValue.isValid()){
System.out.println("I want to plot newValue data here");
}
}
});
Thread th= new Thread(task);
System.out.println("call TASK");
th.start();
}
My questions/conclusions here:
How to force to all times that I execute in the task updateValue() to really execute the listener - so execute the code where I want to plot data.
Why it is more times fire the bind for the messageProperty than the valueProperty? - it should be the same number of times.
Why I find that the code of the listener is fired more times when debug mode than normal execution?
Any recomendation of good sources about this topic (from a complex point of view) would be great.
I am looking from something in JavaFX to replace SwingWorker.
What I really whant at the end: To return a list of complexObjects from the task, and ideally, updateValue() would send the objects one per one (partial results)
I have followed:
https://docs.oracle.com/javase/8/javafx/api/javafx/concurrent/Task.html
Thanks very much for any contribuction
Task only guaranties that a value passes to updateValue or a value passed later will be set to the value property. This is done to increase performance of the application thread by limiting the number of changes the listeners are notified of.
Why it is more times fire the bind for the messageProperty than the valueProperty? - it should be the same number of times.
As described above there simply is no guaranty about the number of updates.
Why I find that the code of the listener is fired more times when debug mode than normal execution?
In general debugging makes your program smaller. The smaller the update frequency from the thread of your Task, the smaller the number of updates between the times the Task class updates the properties and the smaller the number of skipped. (The updates are probably executed every frame or every few frames.) If you even use a break-point/stepper in the task, you probably make the Task extremely slow while the application thread runs at normal speed.
It should be easy enough to implement publish on your own by using a List to buffer the updates
public abstract class JavaFXWorker<S, T> extends Task<S> {
private List<T> chunks = new ArrayList<>();
private final Object lock = new Object();
private boolean chunkUpdating = false;
protected final void publish(T... results) {
synchronized (lock) {
chunks.addAll(Arrays.asList(results));
if (!chunkUpdating) {
chunkUpdating = true;
Platform.runLater(() -> {
List<T> cs;
synchronized (lock) {
cs = chunks;
// create new list to not unnecessary lock worker thread
chunks = new ArrayList<>();
chunkUpdating = false;
}
try {
process(cs);
} catch (RuntimeException ex) {
}
});
}
}
}
protected void process(List<T> chunks) {
}
}
Sample use
#Override
public void start(Stage primaryStage) {
ListView<Integer> lv = new ListView<>();
Button btn = new Button("Run");
btn.setOnAction((ActionEvent event) -> {
JavaFXWorker<Void, Integer> worker = new JavaFXWorker<Void, Integer>() {
#Override
protected Void call() throws Exception {
final int maxCount = 100;
Random random = new Random();
int breakIndex = random.nextInt(maxCount-1)+1;
for (int i = 0; i < breakIndex; i++) {
publish(i);
}
// some break simulating a part long part of the task with no updates
Thread.sleep(3000);
for (int i = breakIndex; i <= maxCount; i++) {
publish(i);
}
return null;
}
#Override
protected void process(List<Integer> chunks) {
lv.getItems().addAll(chunks);
}
};
new Thread(worker).start();
});
Scene scene = new Scene(new VBox(btn, lv));
primaryStage.setScene(scene);
primaryStage.show();
}

How to wait for user's action in JavaFX (in the same stage)

Do you know how to wait for the user's input in a for loop? I don't mean the showAndWait() method, because I am not opening a new dialogue stage for the user. So for example, each round of the for loop should be waiting for the user to push a button before going ahead with the next round.
How is it possible? Many thanks!
UPDATE:
Now it came to my mind, that it would work with a while(buttonNotPressed){} but is it a good solution? I mean the while loop is running in this case as crazy until the user won't push the button. Or doest it work somehow similarly with wait methods?
Imagine it as a session:
User starts session with handleStart() You give the user 5 questions, one after one. In every iteration, the user can answer the upcoming question and he can save or submit the answer by handleSaveButton() You process the answer as you want, and go ahead with the next iteration. The point is, that the iteration must stop, until the save button hasn't been pressed.
Don't do it like that. The FX toolkit, like any event-driven GUI toolkit, already implements a loop for the purposes of rendering the scene graph and processing user input each iteration.
Just register a listener with the button, and do whatever you need to do when the button is pressed:
button.setOnAction(event -> {
// your code here...
});
If you want the action to change, just change the state of some variable each time the action is performed:
private int round = 0 ;
// ...
button.setOnAction(event -> {
if (round < 5) {
System.out.println("Round "+round);
System.out.println("User's input: "+textArea.getText());
round++ ;
}
});
I recently ran into a similar problem where I wanted something to be executed with an interval (if that's what you mean), until the user fired an event. I found 3 ways to do this:
UPDATE
You should use the stop/cancel method for the custom runnable and timer or else the thread will still be running when you exit the application. Timeline seems do it by itself.
Using a Timer:
Timer timer = new Timer();
TimerTask task = new TimerTask() {
#Override
public void run() {
System.out.println("Printed every second.");
}
};
timer.scheduleAtFixedRate(task, 0, 1000);
//timer.cancel();
With a TimeLine:
Timeline tl = new Timeline(new KeyFrame(Duration.millis(1000), e -> {
System.out.println("Timeline");
}));
tl.setCycleCount(Timeline.INDEFINITE);
tl.play();
//tl.stop();
Or making your own runnable class:
public class Runner implements Runnable {
private final Thread thread = new Thread(this);
private boolean run;
#Override
public void run() {
while(run) {
try {
System.out.println("Printed from loop");
Thread.sleep(1000);
} catch (InterruptedException e) {
run = false;
}
}
}
public void start() {
run = true;
thread.start();
}
public void stop() {
if(run) {
thread.interrupt();
System.out.print("Thread has stopped.");
}
}
}
And then when a person clicks fx. a button the event would stop using the example James_D posted:
Button btn = new Button("Button");
btn.setOnAction(e -> {
timer.cancel();
tl.stop();
runner.stop();
});
In my case, for inside for, had to create 2 index in class, use:
//start method
Timer timer = new Timer();
TimerTask task = new TimerTask()
{
public void run()
{
Platform.runLater(()->{
//... code to run after time, calling the same mehtod, with condition to stop
});
}
};
timer.schedule(task, time);
//end method
Had to use recursive method, incrementing the index with conditions, cause the tasks were been schedule all at the same time, without wait time.
I do not know if it is rigth, but was the solution that i found.
Hope it helps.
ALTERNATIVE SOLUTION W/O PAUSING:
I'm creating a game where I want the user to pick the game difficulty before the game starts. Instead of trying to pause the program midway through, I just put the next step of the code in a separate method which you call once a button is clicked:
private static difficulty;
public static void main(String[] args) {
try {
Application.launch(args);
} catch (UnsupportedOperationException e) {
}
}
public void start(Stage startStage) {
HBox buttons = new HBox();
Button easyButton = new Button("Easy");
Button mediumButton = new Button("Medium");
Button hardButton = new Button("Hard");
buttons.getChildren().addAll(easyButton, mediumButton, hardButton);
buttons.setAlignment(Pos.CENTER);
hbox.getChildren().addAll(buttons);
Scene startScene = new Scene(buttons, 200, 200);
startStage.setScene(startScene);
startStage.show(); // MENU
EventHandler<ActionEvent> playEasy = new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent actionEvent) {
difficulty = 1; // SET DIFFICULTY
startStage.close(); // CLOSE MENU
play(); // RUN GAME ON EASY
}
};
EventHandler<ActionEvent> playMedium = new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent actionEvent) {
difficulty = 2; // SET DIFFICULTY
startStage.close(); // CLOSE MENU
play(); // RUN GAME ON MEDIUM
}
};
EventHandler<ActionEvent> playHard = new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent actionEvent) {
difficulty = 3; // SET DIFFICULTY
startStage.close(); // CLOSE MENU
play(); // RUN GAME ON HARD
}
};
easyButton.setOnAction(playEasy);
mediumButton.setOnAction(playMedium);
hardButton.setOnAction(playHard);
}
public void play() {
// WRITE GAME CODE HERE
}
To solve your specific problem, you could probably pass the startStage into the play method and then just update the scene there...but regardless I do hope this helps someone whos having trouble on how to use buttons! :)

Retrieving mouse-clicks in Graphstream

Since I couldn't find any specific place to discuss this, I thought I'd post here...
I'm using graphstream 1.1 (http://graphstream-project.org/), a graph visualization library for java, to develop a data visualization tool. I'm needing to retrieve mouseclicks on nodes to display related data, but after following the library tutorial, it's still not clear for me how to do this. Does anyone that used this could help me out here with a more straightfoward answer? The tutorial I'm following is at:
http://graphstream-project.org/doc/Tutorials/Graph-Visualisation_1.0/#retrieving-mouse-clicks-on-the-viewer
public class Clicks implements ViewerListener {
protected boolean loop;
public static void main(String args[]) {
new Clicks();
}
public Clicks() {
// We do as usual to display a graph. This
// connect the graph outputs to the viewer.
// The viewer is a sink of the graph.
Graph graph = new SingleGraph("Clicks");
Viewer viewer = graph.display();
// The default action when closing the view is to quit
// the program.
viewer.setCloseFramePolicy(Viewer.CloseFramePolicy.HIDE_ONLY);
// We connect back the viewer to the graph,
// the graph becomes a sink for the viewer.
// We also install us as a viewer listener to
// intercept the graphic events.
ViewerPipe fromViewer = viewer.newViewerPipe();
fromViewer.addViewerListener(this);
fromViewer.addSink(graph);
// Then we need a loop to wait for events.
// In this loop we will need to call the
// pump() method to copy back events that have
// already occured in the viewer thread inside
// our thread.
while(loop) {
fromViewer.pump();
}
}
viewClosed(String id) {
loop = false;
}
buttonPushed(String id) {
System.out.println("Button pushed on node "+id);
}
buttonReleased(String id) {
System.out.println("Button released on node "+id);
}
}
Just got it solved! I sent an e-mail to their mailing group. The tutorial code on the website was lacking some information. Those three functions need to be public void, and other 'imports' must be added:
import org.graphstream.ui.swingViewer.Viewer;
import org.graphstream.ui.swingViewer.ViewerListener;
import org.graphstream.ui.swingViewer.ViewerPipe;
Here a simple code to show you how to add click event to the nodes of a given graph in graphstream library. This code show how you can change the node's background by clicking on it. The colors are choosen randomly:
public class TutoMouseClicked{
Graph graph;
public TutoMouseClicked(){
}
public void run(){
//Build a simple graph with one node
graph = new SingleGraph("TutoMouseClicked", false, true);
graph.setAttribute("ui.quality");
graph.setAttribute("ui.antialias");
Node n1 = graph.addNode("n1");
n1.setAttribute("ui.style", "size: 100px;");
Viewer viewer = graph.display();
viewer.getDefaultView().setMouseManager(new TutoMouseManage());
}
public static void main(String args[]) {
new TutoMouseClicked().run();
}
}
And the class TutoMouseManage that implements MouseManager interface:
public class TutoMouseManage implements MouseManager{
/**
* The view this manager operates upon.
*/
protected View view;
/**
* The graph to modify according to the view actions.
*/
protected GraphicGraph graph;
protected GraphicElement element;
#Override
public void init(GraphicGraph gg, View view) {
this.graph = gg;
this.view = view;
view.addMouseListener(this);
view.addMouseMotionListener(this);
}
#Override
public void release() {
view.removeMouseListener(this);
view.removeMouseMotionListener(this);
}
#Override
public void mouseClicked(MouseEvent me) {
element = view.findNodeOrSpriteAt(me.getX(), me.getY());
if(element != null){
Random r = new Random();
element.setAttribute("ui.style", "fill-color: rgb("+r.nextInt(256)+","+r.nextInt(256)+","+r.nextInt(256)+");");
}
}
#Override
public void mousePressed(MouseEvent me) {
}
#Override
public void mouseReleased(MouseEvent me) {
}
#Override
public void mouseEntered(MouseEvent me) {
}
#Override
public void mouseExited(MouseEvent me) {
}
#Override
public void mouseDragged(MouseEvent me) {
}
#Override
public void mouseMoved(MouseEvent me) {
}
}
you can adapt this code to get what you need, add any other mouse event you want: mouse released, mouse pressed, mouse dragged and all mouse events.

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