I wish to Show progress of a long running operation(process) in UI, so that the user can understand the status of the background job. This is the way I have implemented and I feel like the code is absurd. Below is my code
dialog.run(true,false, new IRunnableWithProgress() {
#Override
public void run(IProgressMonitor monitor) throws InvocationTargetException, InterruptedException {
monitor.beginTask("Main process", 10);
for (int i = 0; i < 10; i++) {
if (monitor.isCanceled()) return;
monitor.subTask("Status message");
sleep(1000);
// worked increases the monitor, the values are added to the existing ones
monitor.worked(1);
if(i == 3) {
sleep(3000);
callMe();//calling a long running function
}
if(i == 9) {
monitor.subTask("finishing setup..... please wait ");
sleep(2000);
}
}
monitor.done();
}
});
Note: There is a sleep method somewhere in the code
here at i == 3 an operation/function is called that takes a minimum of 5 minutes, post execution of the function the progress continues.
I don't want the progress to be stopped while executing the function(long running operation) rather progress must be shown even while executing it.
can someone show the correct programming practices in showing progress
The reason your code feels absurd is that wrapping the long-running method in a IRunnableWithProgress.run() really does not add much in itself, there is no magic.
To make the ProgressMonitorDialog (or e.g. the related Job API) work for you, you need to change "callMe()" so it takes "IProgressMonitor monitor" as a parameter, and use that to listen for cancel-requests, and use it also for reporting progress.
To say the same again, using different wording: You need to recursively add "IProgressMonitor monitor" as a parameter to all long-running method calls. All long-running operations must be build with this (IProgressMonitor) in mind if any progress is to be reported and/or you want it to be cancelable.
Related
Unity(character movement and everything in current game scene) stops while downloading textures from web url.
I'm using Socket.IO for online multiplayer.
request 'map info' with socket.emit in void Start()
get 'map info' and create map entities with Instantiate()
get profile images(textures) from url and change texture of map entities
IEnumerator DownloadImage(string MediaUrl, SpriteRenderer spr) {
// check if url is malformed
if (MediaUrl == null || MediaUrl.Contains("Null")) {
yield break;
}
UnityWebRequest request = UnityWebRequestTexture.GetTexture(MediaUrl);
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ConnectionError || request.result == UnityWebRequest.Result.DataProcessingError || request.result == UnityWebRequest.Result.ProtocolError)
Debug.Log(request.error);
else {
Texture2D tex = ((DownloadHandlerTexture)request.downloadHandler).texture;
spr.sprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), tex.width / 2f);
}
}
Is there a way to keep game running with user interactions(character movement or button actions) while downloading textures?
Unity co-routines (CR) are a entry-level and sometimes hazardous form of performing work over a series of frames on the Main Unity thread. They are useful for what is essentially a logical lerp across a series of frames such as fading, explode-my-spaceship-after-5-seconds, or deferring cockpit display updates.
CRs are sliced up and multiplexed over the Main Thread so the slowest part of your game is going to be the CR with the largest demand for time in a single frame. Performing anything lengthy during a single yield per frame is going to slow down your game, particularly I/O operations.
Alternative - Unity Jobs
Instead, consider using Unity 'IJob' which allows for operations to be executed on a worker thread thus freeing up the Unity thread to do what it does best and not lengthy I/O operations.
Unity:
Use IJob to schedule a single job that runs in parallel to other jobs and the main thread. When a job is scheduled, the job's Execute method is invoked on a worker thread. More...
Now wasting a whole thread that may spend it's life waiting for I/O to complete is arguably a waste of a perfectly good thread but it is certainly better than blocking the Main Thread.
Coroutines...thar be dragons
So earlier I mentioned "hazardous" with regards to CRs and the reason is three-fold:
When firing off a CR in a method that is called many times per second such as Update() make sure you adequately guard the StartCoroutine() else you could end up with zillions of them running only to run out of memory. This one is quite common on Stack Overflow
Don't make the mistake of thinking they are somehow a worker thread or other piece of magic that won't slow down the Main Thread
In many ways CRs are like DoEvents, Application.DoEvents in Visual Basic and .NET respectively and both leads to a nasty case of re-entrancy (where state is clobbered and unpredictable just like in a multi-threaded app but without the threads)
There's also the whole is Unity promoting a strange use of IEnumerator and yield? debate.
My other tip is, if you need something lerped or delayed and isn't doing I/O, consider just making a class and use Time.
e.g. in my flight sim, I only want to update cockpit displays every 100ms or so. For that I define a Delay class:
public class Delay
{
private float _lastInterval;
/// <summary>
/// The timeout in seconds
/// </summary>
/// <param name="timeout"></param>
private Delay(float timeout)
{
Timeout = timeout;
_lastInterval = Time.time;
}
public float Timeout { get; }
public bool IsTimedOut => Time.time> _lastInterval + Timeout;
public void Reset()
{
_lastInterval = Time.time;
}
public static Delay StartNew(float delayInSeconds)
{
return new Delay(delayInSeconds);
}
}
.
.
.
private void Update()
{
if (!_delay.IsTimedOut)
{
return;
}
// Do something time consuming
_delay.Reset();
}
I know Future will run in event queue.But event queue are also running on main isolate, if i do some heavy task (for example, calculate sum from 1 to 1000000) in future, it will block my ui code.
But Future in network operation will not block ui (such as await httpClient.getUrl(uri)).
Why does a network request using future take several seconds without blocking the UI, while computational operations block the UI?
#override
void initState() {
super.initState();
Future((){
var result;
for (var i = 0; i < 1000000; ++i) {
result = 'result is $i';
}
print(result);
});
}
if i do some heavy task using Future in initState(), the ui will be blocked.
Isolates in Dart are single-threaded. An isolate can do only one thing at a time.
Asynchronous functions are basically a form of cooperative multitasking. A function must yield (usually via await) to allow other operations to execute in the isolate.
Your computation doesn't yield, so it must run in its entirety before the UI can resume processing events, and the UI will be unresponsive. If you altered it:
Future(() async {
var result;
for (var i = 0; i < 1000000; ++i) {
result = 'result is $i';
await Future.delayed(Duration.zero);
}
print(result);
});
then you should find that the UI can process events regularly and should have the appearance of remaining responsive. (Note that your computation will take much longer to complete because of the additional extra overhead.)
Let me answer briefly, the network request (HttpClient in dart:io) actually ended up in another isolate.
find _NativeSocket section inside socket_patch.dart file, keep searching down and you will see this statement (the link is likely to point to the wrong line as the SDK is constantly updated in the future):
_EventHandler._sendData(this, eventPort!.sendPort, fullData);
Does it look familiar?
I'm making a spigot plugin (version 1.8.8) that has an function that I know works because it fires flawlessly through my command. However, when I call it at the end of a PlayerExpChangeEvent, it seems like vanilla leveling overrides the bar, making it go up way more that it is supposed to. Running the command/function after this happens makes the bar go back to how it is supposed to be. I've tried setting my event's priority to highest (and when that didn't work, to lowest) but no matter what my function appears to be completely ignored when called inside the event.
Here is some code:
#EventHandler(priority=EventPriority.HIGHEST)
public void onXpGain(PlayerExpChangeEvent event)
{
// Load custom levels from config
ArrayList<String> levelList = new ArrayList<String>(plugin.getConfig().getStringList("levels"));
if (!((String)levelList.get(0)).equals("none"))
{
Player player = event.getPlayer();
Iterator<String> var4 = levelList.iterator();
while (var4.hasNext())
{
String s = (String)var4.next();
String[] splits = s.split(" ");
int levelCompare = Integer.parseInt(splits[0]);
int playerLvl = player.getLevel();
// Detect if on correct tier, else continue iteration
if (playerLvl == levelCompare - 1)
{
// Calculate the player's new XP amount
int totalXp = player.getTotalExperience() + event.getAmount();
player.setTotalExperience(totalXp);
updateBar(event.getPlayer()); // <-- THIS IS THE FUNCTION
return;
}
}
// At max level
player.setTotalExperience(player.getTotalExperience() + event.getAmount());
player.setLevel(getHighestLevel(levelList));
player.setExp(1.0f);
}
}
And here is the function itself. Keep in mind that it works fine when called through a command and not an event. It's purpose is to use the player's total XP to set the level and bar. Neither set correctly in the event; it instead embraces vanilla leveling.
public static void updateBar(Player player) {
ArrayList<String> levelList = new ArrayList<String>(plugin.getConfig().getStringList("levels"));
int totalXp = player.getTotalExperience();
player.setLevel(getHighestLevelForXp(totalXp, levelList));
if (player.getLevel() < getHighestLevel(levelList)) {
int lvlDiff = getTotalXpToLevel(player.getLevel() + 1,levelList) - getTotalXpToLevel(player.getLevel(),levelList);
int xpDiff = totalXp - getTotalXpToLevel(player.getLevel(),levelList);
player.setExp((float)xpDiff/lvlDiff);
} else {
player.setLevel(getHighestLevel(levelList));
player.setExp(0.0f);
}
return;
}
The command where the function works correctly is a bare-bones call to the function and doesn't need a mention here. Does anyone know how to get my event to override vanilla xp gain? The update works through the command, just not natural xp gain. It is already confirmed that the event DOES fire, as the rest of the event changes the internal xp amount, but the visual effects are overridden by vanilla. Can anyone help? Thanks.
Only setting the Player's EXP won't be enough for your desired behaviour. The Vanilla behaviour will still complete, as you're not changing how the event will add EXP to the player.
Currently, your event is working like this:
And PlayerExpGainEvent isn't cancellable, so you cannot undo it's addition of EXP.
What you can do instead is to set the EXP the event will add to 0, therefore not changing the player's EXP after your interception.
event.setAmount(0); //Cancelling the EXP addition
I would recommend to set your event to a high priority, so that other events that depend on Experience gain won't trigger when you set the amount gained to 0.
I have the following pseudo code to clarify my problem and a solution. My original posting and detailed results are on Stack Overflow at: Wait() & Sleep() Not Working As Thought.
public class PixelArtSlideShow { // called with click of Menu item.
create List<File> of each selected pixelArtFile
for (File pixelArtFile : List<File>) {
call displayFiles(pixelArtFile);
TimeUnits.SECONDS.sleep(5); }
}
public static void displayFiles(File pixelArtFile) {
for (loop array rows)
for (loop array columns)
read-in sRGB for each pixel - Circle Object
window.setTitle(....)
}
// when above code is used to Open a pixelArtFile, it will appear instantly in a 32 x 64 array
PROBLEM: As detailed extensively on the other post. Each pixelArtFile will display the setTitle() correctly and pause for about 5 secs but the Circle’s will not change to the assigned color except for the last file, after the 5 secs have passed. It's like all the code in the TimeUnits.SECONDS.sleep(5); are skipped EXCEPT the window.setTitle(...)?
My understanding is the TimeUnits.SECONDS.sleep(5); interrupts the UI Thread uncontrollable and I guess must somehow be isolated to allow the displayFiles(File pixelArtFile) to fully execute.
Could you please show me the most straight forward way to solve this problem using the pseudo code for a more completed solution?
I have tried Runnables, Platform.runLater(), FutureTask<Void>, etc. and I'm pretty confused as to how they are meant to work and exactly coded.
I also have the two UI windows posted on the web at: Virtual Art. I think the pixelArtFile shown in the Pixel Array window may clarify the problem.
THANKS
Don't sleep the UI thread. A Timeline will probably do what you want.
List<File> files;
int curFileIdx = 0;
// prereq, files have been appropriately populated.
public void runAnimation() {
Timeline timeline = new Timeline(
new KeyFrame(Duration.seconds(5), event -> {
if (!files.isEmpty()) {
displayFile(curFileIdx);
curFileIdx = (curFileIdx + 1) % files.size();
}
})
);
timeline.setCycleCount(Timeline.INDEFINITE);
timeline.play();
}
// prereq, files have been appropriately populated.
public void displayFile(int idx) {
File fileToDisplay = files.get(idx);
// do your display logic.
}
Note, in addition to the above, you probably want to run a separate task to read the file data into memory, and just have a List<ModelData> where ModelData is some class for data you have read from a file. That way you wouldn't be continuously running IO in your animation loop. For a five second per frame animation, it probably doesn't matter much. But, for a more frequent animation, such optimizations are very important.
I'm working in Eclipse and I want to know if I can make an if statement that checks to see if the BufferedImage has been painted/drawn onto the frame. For some reason, it's not painting the correct image because clickable regions are appearing on that picture when they are not supposed to.
For example, when I click the region to go from 4>5 everything is good. When I click from 5 to go to 4 I end up at 6 because the 'regions' from 4 are appearing in 5 (The image should always be painted before the clickable regions are shown) before it's even being painted. I want to restrict this to check if the image has been painted onto the frame first.
I really don't want to use anything else besides what I have right now (so no new classes being implemented to do this task), I really just want a simple yet effective way to resolve this. Here is what I'm talking about:
...
MouseAdapter mouseHandler = new MouseAdapter()
{
public void mouseClicked(MouseEvent e)
{
repaint();
if(n==0)
{
if(e.getX()>=459 && e.getX()<491 && e.getY()>=111 && e.getY()<133
{
n = 4;
}
return;
}
if(n==5)
{
if(...)
{
n = 4;
}
return();
}
if(n==6)
{
if(...)
{
n = 5;
}
if(...)
{
n = 0;
}
if(...)
{
n = 6;
}
return();
}
}
...
I think you might need to give a little more information. The problem might lie in how you repaint, not whether it was painted.
If you are running another thread as your main program, you might instead want to send the mouse events synchronously to that so that the main thread can process the mouse click and then repaint.
Another solution might be to override the repaint method and paint the buffered images there, but you may have done that.
Also, a little off topic, I noticed that you used for loops to determine if the mouse was clicked in a specific area.
You could shorten the code:
for(int i=459; i<491; i++){
if(e.getX()==i){
for(int j=111; j<133; j++){
if(e.getY()==j){
//action taken
}
}
}
}
To:
if(e.getX()>=459 && e.getX()<491 && e.getY()>=111 && e.getY()<133{
//action taken
}
This would take up less space in your code and less time checking every pixel.
Back to your question.
I dont know of a function to tell if a buffered image has been painted. The ploblem that you are having though might of might not be in the code provided. Posting the rest of your code would be beneficial.
Okay I found the solution, I forgot to come back to this question and let you know. The problem was that the mouse was double clicking for some reason. You could almost say it was 'recursive'. I decided to move the mouseListener from inside the paintComponent to outside of it, and surely enough that fixed it.