Reputation: 1861
I have this java code using Threads to calculate the time elapsed once the start button is hit till the stop button is not hit.
I want to do this using Threads only
import javax.swing.*;
import java.awt.event.*;
// This will count the elapsed time between running time of two threads.
class ThreadGame {
JButton button;
MyAction my_action;
public static void main(String[] args) {
ThreadGame tg = new ThreadGame();
}
public ThreadGame() {
JFrame frame = new JFrame("Calculate time - Game");
button = new JButton("Start");
button.addActionListener(new MyAction());
frame.add(button);
frame.setSize(400, 400);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
class MyAction implements ActionListener {
public void actionPerformed(ActionEvent e) {
String text = (String) e.getActionCommand();
final Timer timer = new Timer();
if (text.equals("Start")) {
button.setText("Stop");
Thread start_time = new Thread() {
public void run() {
timer.startTime();
}
};
start_time.start();
try {
start_time.join();
} catch (Exception e1) {
}
} else {
Thread stop_time = new Thread() {
public void run() {
timer.stopTime();
}
};
Thread get_time = new Thread() {
public void run() {
timer.getElapsedTime();
System.out.println(timer.elapsed);
}
};
stop_time.start();
try {
stop_time.join();
} catch (Exception e2) {
}
get_time.start();
button.setText("Start");
}
}
}
class Timer {
public double startTime = 0.0;
public double stopTime = 0.0;
public boolean running = false;
public double elapsed = 0.0;
public void startTime() {
this.startTime = System.nanoTime();
this.running = true;
}
public void stopTime() {
this.stopTime = System.nanoTime();
this.running = false;
}
// Elasped time in seconds
public double getElapsedTime() {
// double elapsed;
if (running) {
elapsed = ((System.nanoTime() - startTime) / 1000);
} else {
elapsed = ((stopTime - startTime) / 1000);
}
return elapsed;
}
}
}
EDIT:
I have understand the problem: timer
scope was the problem.
EDIT 2:
Ok, it looks like I have to use suspend
and resume
in one thread only.
Upvotes: 1
Views: 7154
Reputation: 15206
Your problem is caused by the scope of timer
. This should be a private instance variable, not a local method variable. Further, wrapping calls to startTime
and endTime
in a thread's run
method isn't gaining you anything, because these are incredibly short-lived calls. But that's not the real problem here.
There's no reason to be running Timer
in its own thread. That is, without using a specialized real-time operating system, using threads to solve the problem of measuring the duration between two events is just plain wrong.
You might think that you could create a thread with a loop that increments a msec
variable after a Thread.sleep(1)
. Don't do this! This kind of timing is also just plain wrong. Your computer uses a preemptive multitasking model which means there's no guarantee that your thread will execute on a regular interval. That is, there is nothing requiring that Thread.sleep(1)
will sleep for some maximum
duration. The guarantee is that your thread will sleep for a minimum of 1ms. This means there's no way to determine clock error if you're managing a clock yourself in software, and this error is not insignificant. Just don't do it!! Time should always be measured by your operating system, preferably using an interrupt-based timer (which is how System.nanoTime
works on most, if not all platforms).
Instead of using a thread, just call your startTime
and stopTime
methods directly from your original thread.
Try this:
class ThreadGame {
JButton button;
MyAction my_action;
private final Timer timer = new Timer();
public static void main(String[] args) {
ThreadGame tg = new ThreadGame();
}
public ThreadGame() {
JFrame frame = new JFrame("Calculate time - Game");
button = new JButton("Start");
button.addActionListener(new MyAction());
frame.add(button);
frame.setSize(400, 400);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
class MyAction implements ActionListener {
public void actionPerformed(ActionEvent e) {
String text = (String) e.getActionCommand();
if (text.equals("Start")) {
timer.startTime();
button.setText("Stop");
} else {
timer.stopTime();
button.setText("Start");
}
}
}
class Timer {
public double startTime = 0.0;
public double stopTime = 0.0;
public boolean running = false;
public double elapsed = 0.0;
public void startTime() {
this.startTime = System.nanoTime();
this.running = true;
}
public void stopTime() {
this.stopTime = System.nanoTime();
this.running = false;
}
// Elasped time in seconds
public double getElapsedTime() {
return (this.startTime-this.stopTime)*1000000000.0;
}
}
}
If you want to learn how to use threads, try writing an application that solves a problem for which threads are a good fit. For example, write a small Swing application that lets you download a file from the web. As the file is downloading, update a progress bar in your UI. The download should happen in a worker thread separately from the UI thread, otherwise the UI will block during the download's progress.
Another example problem is to write a threaded ray tracer (here's an example tutorial written in C++).
If you want something simpler, write a Swing clock. Use a loop within a separate thread to update the UI at a periodic interval, but do not use the loop to manage what time it is. Again, don't try to keep time in the loop, just let the OS keep the time, and use the loop to schedule when the UI gets updated with the current OS time.
Upvotes: 1
Reputation: 116878
The problem is that the start button press is starting a different Timer
object than the stop-button button press is stopping because the Timer
object is created every time when the actionPerformed(...)
method is called.
The Timer
needs to be a field in your MyAction
class. You also don't need all of the thread start/joins because the Timer
object is very simple and fast.
Really, you can just use a startTimeMillis
long field instead of a timer. Something like:
class MyAction implements ActionListener {
private long startTimeMillis;
public void actionPerformed(ActionEvent e) {
String text = (String) e.getActionCommand();
if (text.equals("Start")) {
startTimeMillis = System.currentTimeMillis();
...
} else {
System.out.println(System.currentTimeMillis() - startTimeMillis);
}
}
}
Upvotes: 1
Reputation: 33534
Simply do this...
- Call System.currentTimeMillis()
at the Starting of threads.
- Then again call System.currentTimeMillis()
at the end of threads.
- Subtract
the end with starting value to get the Elapsed time...
/////////////////EDITED///////////////////////
Make sure that the method
trying to manipulate(ie. read and write) the variable
holding the System.currentTimeMillis()
must be synchronized, with synchronized keyword
, so that Race Condition doesn't occur according to Brian's Law
...
If you are writing a variable that might next be read by another thread, or reading a variable that might have last been written by another thread, you must use synchronization, and further, both the reader and the writer must synchronize using the same monitor lock.
Upvotes: 0
Reputation: 4847
You are creating a new Timer
when ever you click the button. Make timer a class variable of your MyAction
The code below should be sufficient to get elapsed time.
class MyAction implements ActionListener {
final Timer timer = new Timer();
public void actionPerformed(ActionEvent e) {
String text = (String) e.getActionCommand();
if (text.equals("Start")) {
button.setText("Stop");
timer.startTime();
} else {
timer.stopTime();
System.out.println(timer.elapsed);
button.setText("Start");
}
}
}
Upvotes: 0