Java使代码等待Swing计时器完成工作
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: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
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
}