Java使代码等待Swing计时器完成工作

Java使代码等待Swing计时器完成工作,java,swing,Java,Swing,我有一种方法,可以启动几个计时器。他们都有 他们的工作一个接一个(我只是增加了等待的时间) 每个计时器) 我需要我的程序一直等到最后一个计时器完成他的工作! 否则我的程序将被无限递归调用 以下是我的方法: public void doGameLogic(int cellID) { final ControllerHelper helper = new ControllerHelper(); helper.setIndex(0); helper.setCellID(cell

我有一种方法,可以启动几个计时器。他们都有 他们的工作一个接一个(我只是增加了等待的时间) 每个计时器)

我需要我的程序一直等到最后一个计时器完成他的工作! 否则我的程序将被无限递归调用

以下是我的方法:

public void doGameLogic(int cellID) {
    final ControllerHelper helper = new ControllerHelper();
    helper.setIndex(0);
    helper.setCellID(cellID);
    helper.setDecrement(false);
    helper.setFinished(true);

    if(actualGameState.getPlayersTurn() == ModelConstants.PLAYER_ONE) {
        helper.setActualCoinList(actualGameState.getCoinsPlayerOne());
    } else {
        helper.setActualCoinList(actualGameState.getCoinsPlayerTwo());
    }

    if(!(helper.getActualCoinList().get(helper.getCellID()) == 0)) {
        if(cellID > ((helper.getActualCoinList().size() / 2) - 1)) {
            helper.setIndex(cellID + 1);
        } else if(cellID < (helper.getActualCoinList().size() / 2)) {
            helper.setIndex(cellID - 1);
        }

        if(helper.getIndex() < (helper.getActualCoinList().size() / 2)) {
            helper.setDecrement(true);
        } else if(helper.getIndex() > ((helper.getActualCoinList().size() / 2) - 1)) {
            helper.setDecrement(false);
        }

        int coins = (helper.getActualCoinList().get(cellID));
        int time = 500;

        for(int i = 0; i < coins; i++) {
            Timer timer = new Timer(time, new ActionListener() {
                public void actionPerformed(ActionEvent e) {
                    int tempDec = (helper.getActualCoinList().get(helper.getCellID()) - 1);
                    helper.getActualCoinList().remove(helper.getCellID());
                    helper.getActualCoinList().add(helper.getCellID(), tempDec);

                    if(helper.getIndex() > (helper.getActualCoinList().size() - 1)) {
                        helper.setIndex(((helper.getActualCoinList().size() / 2) - 1)); 
                        helper.setDecrement(true);
                    } else if(helper.getIndex() < 0) {
                        helper.setIndex((helper.getActualCoinList().size() / 2));
                        helper.setDecrement(false);
                    }

                    if(!helper.isDecrement()) {
                        int tempInc = (helper.getActualCoinList().get(helper.getIndex()) + 1);

                        helper.getActualCoinList().remove(helper.getIndex());
                        helper.getActualCoinList().add(helper.getIndex(), tempInc);

                        helper.setIndex(helper.getIndex() + 1);
                    } else {
                        int tempInc = (helper.getActualCoinList().get(helper.getIndex()) + 1);

                        helper.getActualCoinList().remove(helper.getIndex());
                        helper.getActualCoinList().add(helper.getIndex(), tempInc);

                        helper.setIndex(helper.getIndex() - 1);
                    }

                    setActualGameState(actualGameState);
                }
            });

            timer.setRepeats(false);
            timer.start();

            time += 1000;
        }

        if(!helper.isDecrement()) {
            helper.setIndex(helper.getIndex() - 1);
        } else {
            helper.setIndex(helper.getIndex() + 1);
        }

        if(!(helper.getActualCoinList().get(helper.getIndex()) < 2)) {
            doGameLogic(helper.getIndex());

            helper.setFinished(false);
        }

        if(helper.isFinished()) {
            if(this.actualGameState.getPlayersTurn() == ModelConstants.PLAYER_ONE) {
                this.actualGameState.setPlayersTurn(ModelConstants.PLAYER_TWO); 
            } else {
                this.actualGameState.setPlayersTurn(ModelConstants.PLAYER_ONE);
            }

            this.gameInfos.getGameHistory().putState(this.actualGameState);
            this.setActualGameState(this.actualGameState);
        }
    } else {

    }
}
public void doGameLogic(int-cellID){
最终ControllerHelper=新ControllerHelper();
helper.setIndex(0);
helper.setCellID(cellID);
helper.setDecreation(false);
helper.setFinished(true);
if(actualGameState.getPlayersTurn()==modelstants.PLAYER\u ONE){
setActualContellist(actualGameState.getCoinsPlayerOne());
}否则{
setActualContellist(actualGameState.getCoinsPlayerTwo());
}
if(!(helper.getActualContellist().get(helper.getCellID())==0)){
if(cellID>((helper.getactualconlist().size()/2)-1)){
setIndex(cellID+1);
}else if(cellID<(helper.getactualconlist().size()/2)){
setIndex(cellID-1);
}
if(helper.getIndex()<(helper.getactualconlist().size()/2)){
helper.setDecrement(true);
}else if(helper.getIndex()>((helper.getActualCoinList().size()/2)-1)){
helper.setDecreation(false);
}
int coins=(helper.getActualCoinList().get(cellID));
整数时间=500;
对于(int i=0;i(helper.getActualConList().size()-1)){
setIndex(((helper.getActualContellist().size()/2)-1));
helper.setDecrement(true);
}else if(helper.getIndex()<0){
setIndex((helper.getactualconlist().size()/2));
helper.setDecreation(false);
}
如果(!helper.isDecrement()){
int tempInc=(helper.getActualCoinList().get(helper.getIndex())+1);
helper.getActualContellist().remove(helper.getIndex());
helper.getactualconlist().add(helper.getIndex(),tempInc);
helper.setIndex(helper.getIndex()+1);
}否则{
int tempInc=(helper.getActualCoinList().get(helper.getIndex())+1);
helper.getActualContellist().remove(helper.getIndex());
helper.getactualconlist().add(helper.getIndex(),tempInc);
helper.setIndex(helper.getIndex()-1);
}
设置actualGameState(actualGameState);
}
});
timer.setRepeats(假);
timer.start();
时间+=1000;
}
如果(!helper.isDecrement()){
helper.setIndex(helper.getIndex()-1);
}否则{
helper.setIndex(helper.getIndex()+1);
}
if(!(helper.getActualConList().get(helper.getIndex())<2)){
doGameLogic(helper.getIndex());
helper.setFinished(false);
}
if(helper.isFinished()){
if(this.actualGameState.getPlayersTurn()==modelstants.PLAYER\u ONE){
this.actualGameState.setPlayersTurn(modelstants.PLAYER_-TWO);
}否则{
this.actualGameState.setPlayersTurn(modelstants.PLAYER_ONE);
}
this.gameInfos.getGameHistory().putState(this.actualGameState);
this.setActualGameState(this.actualGameState);
}
}否则{
}
}
显然,我不能让线程像timer.isRunning()一样长时间地等待 这是真的,因为这将释放我的GUI或杀死我的程序

难道没有办法让我的程序等待计时器吗?

你可以使用一个

CountDownLatch锁=新的CountDownLatch(硬币);
对于(int i=0;i
但是,您是否正在EDT上执行
doGameLogic()
?如果您像我在EDT上描述的那样,GUI将完全挂起几秒钟。你不应该在EDT上等待很长时间。在EDT上执行的任务应该小而快,否则GUI的性能将是灾难性的

如果是这种情况,您应该重新设计应用程序的线程策略,以便在非EDT线程上执行由于等待某项任务完成而需要大量时间的所有任务,然后在耗时的部分完成时,它们只提交一个小任务来更新GUI

检查此问题的简要说明。查看标题下的“永不延迟EDT”

基本上,当涉及到耗时的任务时,最常见的方法是使用a来执行耗时的计算/等待/文件操作/下载等

耗时的非GUI相关任务应该在方法中执行,该方法是invo
CountDownLatch lock = new CountDownLatch(coins);

for(int i = 0; i < coins; i++) {
    Timer timer = new Timer(time, new ActionListener() {
        public void actionPerformed(ActionEvent e) {

        /* All your actionlistener code here */

        lock.countDown(); //Signal to the CountDownLatch that this timer is finished
        }
    });

    timer.setRepeats(false);
    timer.start();

    time += 1000;
}

try {
    lock.await(); //Waits until the CountDownLatch has been counted down "coins" number of times
} catch (InteruptedException ex) {
    ex.printStackTrace(); //or some more sophisticated handling of the error
}