Thread start, run question

public class Test {
     public Test(){
          boolean a=false;
          Thread t = new Thread() {
            public void run() {
                 //code a
    if(a){
         //comment 1: here I need to execute the code a and code b concurrently
         t.start();
    }else{
         //comment 2:here I don't want a concurrent process and code b starts only after completion of code a
         t.run();
     //code b     
     public static void main(String args[]){
          new Test();
      * I know that if the 'code a' is in a method() then its ok that we can call that
      * method instead of t.run(); . But this application already developed like this.
}My question is : Is the above implementation on right way to satify comment1 and comment2 ?

It works the same way that anonymous subclasses of Classes work. The only difference is that you need to implement every method of that interface (which is only one in the case of Runnable).
So if
Thread t = new Thread() {
  //some methods
};is a shortcut for
//outside your method, but inside your (outer) class:
class MyAnonymousThread extends Thread{
  //some methods
//inside your method:
Thread t = new MyAnonymousThread();then
Runnable r = new Runnable() {
  //some methods
};is a shortcut for
//outside your method, but inside your (outer) class:
class MyAnonymousRunnable implements Runnable {
  //some methods
//inside your method:
Runnable r = new MyAnonymousRunnable();(note that those are not completely the same, since you can access final local variables of your method inside a anyonymous inner class among )

Similar Messages

  • When my thread starts running, at that time keylistener is not working.

    when my thread starts running, at that time keylistener is not working.
    plz reply me.

    //FrameShow.java
    import javax.swing.*;
    import javax.swing.border.*;
    import javax.swing.event.*;
    import java.awt.Dimension;
    import java.awt.geom.Dimension2D;
    import java.awt.*;
    import java.awt.image.*;
    import java.awt.event.*;
    import java.util.logging.Level;
    import java.awt.event.*;
    import java.util.*;
    public class FrameShow extends JFrame implements ActionListener,KeyListener
         boolean paused=false;
         JButton stop;
         JButton start;
         JButton exit;
         public IncludePanel CenterPanel;
         public FrameShow()
    CenterPanel= new IncludePanel();
              Functions fn=new Functions();
              int height=fn.getScreenHeight();
              int width=fn.getScreenWidth();
              setTitle("Game Assignment--Santanu Tripathy--MCA");
              setSize(width,height);
              setResizable(false);
              setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
              show();
              initComponents();
              DefaultColorSet();
              this.addKeyListener(this);
         this.setFocusable(true);
         public void initComponents()
              Container contentpane=getContentPane();
              //Creating Panel For Different Side
              JPanel EastPanel= new JPanel();
              JPanel WestPanel= new JPanel();
              JPanel NorthPanel= new JPanel();
              JPanel SouthPanel= new JPanel();
              //CenterPanel = new IncludePanel();
              //IncludePanel CenterPanel= new IncludePanel();
              EastPanel.setPreferredSize(new Dimension(100,10));
              WestPanel.setPreferredSize(new Dimension(100,10));
              NorthPanel.setPreferredSize(new Dimension(10,100));
              SouthPanel.setPreferredSize(new Dimension(10,100));
              //CenterPanel.setPreferredSize(new Dimension(200,200));
              //Adding Color to the Panels
              NorthPanel.setBackground(Color.green);
              SouthPanel.setBackground(Color.orange);
              CenterPanel.setBackground(Color.black);
              //Creating Border For Different Side
              Border EastBr = javax.swing.BorderFactory.createEtchedBorder(Color.cyan, Color.red);
              Border WestBr = javax.swing.BorderFactory.createEtchedBorder(Color.cyan, Color.red);
              Border NorthBr = javax.swing.BorderFactory.createEtchedBorder(Color.cyan, Color.red);
              Border SouthBr = javax.swing.BorderFactory.createEtchedBorder(Color.cyan, Color.red);
              Border CenterBr = javax.swing.BorderFactory.createEtchedBorder(Color.cyan, Color.red);
              //Creating Components For East Panel
              JLabel left= new JLabel("LEFT");
              JLabel right= new JLabel("RIGHT");
              JLabel rotate= new JLabel("ROTATE");
              left.setForeground(Color.blue);
              right.setForeground(Color.blue);
              rotate.setForeground(Color.blue);
              //Creating Components For West Panel
              ButtonGroup group = new ButtonGroup();
              JRadioButton rb1 = new JRadioButton("Pink",false);
              JRadioButton rb2 = new JRadioButton("Cyan",false);
              JRadioButton rb3 = new JRadioButton("Orange",false);
              JRadioButton _default = new JRadioButton("Black",true);
              rb1.setForeground(Color.pink);
              rb2.setForeground(Color.cyan);
              rb3.setForeground(Color.orange);
              _default.setForeground(Color.black);
              //Creating Components For North Panel
              JLabel name= new JLabel("Santanu Tripathy");
              name.setForeground(Color.blue);
              name.setFont(new Font("Serif",Font.BOLD,30));
              //Creating Components For South Panel
              start = new JButton();
              stop = new JButton();
              exit = new JButton();
              start.setToolTipText("Click this button to start the game");
              start.setFont(new java.awt.Font("Trebuchet MS", 0, 12));
              start.setText("START");
              start.setBorder(javax.swing.BorderFactory.createCompoundBorder(javax.swing.BorderFactory.createEmptyBorder(3, 5, 3, 5), javax.swing.BorderFactory.createBevelBorder(javax.swing.border.BevelBorder.RAISED)));
              start.setMaximumSize(new java.awt.Dimension(90, 35));
              start.setMinimumSize(new java.awt.Dimension(90, 35));
              start.setPreferredSize(new java.awt.Dimension(95, 35));
              if(paused)
                   stop.setToolTipText("Click this button to pause the game");
              else
                   stop.setToolTipText("Click this button to resume the game");
              stop.setFont(new java.awt.Font("Trebuchet MS", 0, 12));
              stop.setText("PAUSE");
              stop.setBorder(javax.swing.BorderFactory.createCompoundBorder(javax.swing.BorderFactory.createEmptyBorder(3, 5, 3, 5), javax.swing.BorderFactory.createBevelBorder(javax.swing.border.BevelBorder.RAISED)));
              stop.setMaximumSize(new java.awt.Dimension(90, 35));
              stop.setMinimumSize(new java.awt.Dimension(90, 35));
              stop.setPreferredSize(new java.awt.Dimension(95, 35));
              exit.setToolTipText("Click this button to exit from the game");
              exit.setFont(new java.awt.Font("Trebuchet MS", 0, 12));
              exit.setText("EXIT");
              exit.setBorder(javax.swing.BorderFactory.createCompoundBorder(javax.swing.BorderFactory.createEmptyBorder(3, 5, 3, 5), javax.swing.BorderFactory.createBevelBorder(javax.swing.border.BevelBorder.RAISED)));
              exit.setMaximumSize(new java.awt.Dimension(90, 35));
              exit.setMinimumSize(new java.awt.Dimension(90, 35));
              exit.setPreferredSize(new java.awt.Dimension(95, 35));
              //Adding some extra things to the Panels
              group.add(rb1);
              group.add(rb2);
              group.add(rb3);
              group.add(_default);
              //Adding Component into the Panels
              EastPanel.add(left);
              EastPanel.add(right);
              EastPanel.add(rotate);
              WestPanel.add(rb1);
              WestPanel.add(rb2);
              WestPanel.add(rb3);
              WestPanel.add(_default);
              NorthPanel.add(name);
              SouthPanel.add(start);
              SouthPanel.add(stop);
              SouthPanel.add(exit);
              //Adding Border Into the Panels
              EastPanel.setBorder(EastBr);
              WestPanel.setBorder(WestBr);
              NorthPanel.setBorder(NorthBr);
              SouthPanel.setBorder(SouthBr);
              CenterPanel.setBorder(CenterBr);
              //Adding Panels into the Container
              EastPanel.setLayout(new GridLayout(0,1));
              contentpane.add(EastPanel,BorderLayout.EAST);
              WestPanel.setLayout(new GridLayout(0,1));
              contentpane.add(WestPanel,BorderLayout.WEST);
              contentpane.add(NorthPanel,BorderLayout.NORTH);
              contentpane.add(SouthPanel,BorderLayout.SOUTH);
              contentpane.add(CenterPanel,BorderLayout.CENTER);
              //Adding Action Listeners
              rb1.addActionListener(this);
              rb2.addActionListener(this);
              rb3.addActionListener(this);
              _default.addActionListener(this);
              exit.addActionListener(this);
              start.addActionListener(this);
    try
              start.addActionListener(
    new ActionListener() {
    public void actionPerformed( ActionEvent e )
                        start.setEnabled(false);
    CenterPanel.drawCircle();
    catch(Exception e)
    {System.out.println("Exception is attached with sart button exp = "+e);}
    try
              stop.addActionListener(
    new ActionListener() {
    public void actionPerformed( ActionEvent e )
                        paused=!paused;
                        if(paused)
                             start.setToolTipText("Click this button to resume the game");
                             stop.setText("RESUME");
                        else
                             start.setToolTipText("Click this button to pause the game");
                             stop.setText("PAUSE");
    CenterPanel.pause();
    catch(Exception e)
    {System.out.println("Exception is attached with sart button exp = "+e);}
         public void DefaultColorSet()
              getContentPane().setBackground(Color.white);
         public void actionPerformed(ActionEvent AE)
              String str=(String)AE.getActionCommand();
              if(str.equalsIgnoreCase("pink"))
                   CenterPanel.setBackground(Color.pink);
              if(str.equalsIgnoreCase("cyan"))
                   CenterPanel.setBackground(Color.cyan);
              if(str.equalsIgnoreCase("orange"))
                   CenterPanel.setBackground(Color.orange);
              if(str.equalsIgnoreCase("black"))
                   CenterPanel.setBackground(Color.black);
              if(str.equalsIgnoreCase("exit"))
                   System.exit(0);
         public void keyTyped(KeyEvent kevt)
    //repaint();
    public void keyPressed(KeyEvent e)
              System.out.println("here key pressed");
              //CenterPanel.dec();
         public void keyReleased(KeyEvent ke) {}
    }//End of FrameShow.ja
    //IncludePanel.java
    import java.awt.*;
    import java.awt.event.*;
    import java.awt.image.*;
    import java.awt.Graphics.*;
    import java.awt.Dimension;
    import java.awt.geom.Dimension2D;
    import java.util.*;
    import java.util.logging.Level;
    import javax.swing.*;
    import javax.swing.border.*;
    import javax.swing.event.*;
    public class IncludePanel extends JPanel implements Runnable
    int x=0,y=0;
    int color_1=0;
    int color_2=1;
    int start=0;
    Thread th;
    Image red,blue,green,yellow;
    java.util.List image;
    static boolean PAUSE=false;
         public IncludePanel()
         red= Toolkit.getDefaultToolkit().getImage("red.png");
         blue= Toolkit.getDefaultToolkit().getImage("blue.png");
         green= Toolkit.getDefaultToolkit().getImage("green.png");
         yellow= Toolkit.getDefaultToolkit().getImage("yellow.png");
    public void paintComponent(Graphics g)
              super.paintComponent(g);
              draw(g);
    public void dec()
         System.out.println("in dec method");
         x=x+30;
    public void draw(Graphics g)
              g.setColor(Color.red);
              int xx=0,yy=0;
              for (int row=0;row<=12;row++)
                   g.drawLine(xx,yy,180,yy);
                   yy=yy+30;
              xx=0;
              yy=0;
              for (int col=0;col<=6;col++)
                   g.drawLine(xx,yy,xx,360);
                   xx=xx+30;
              if(color_1==0)
                   g.drawImage(red, x, y, this);
              else if(color_1==1)
                   g.drawImage(blue,x, y, this);
              else if(color_1==2)
                   g.drawImage(green,x,y, this);
              else if(color_1==3)
                   g.drawImage(yellow,x,y, this);
    x=x+30;
              if(color_2==0)
                   g.drawImage(red, x, y, this);
              else if(color_2==1)
                   g.drawImage(blue,x,y, this);
              else if(color_2==2)
                   g.drawImage(green,x,y, this);
              else if(color_2==3)
                   g.drawImage(yellow,x,y, this);
    x=0;
    public void drawCircle( )
         th=new Thread(this);
         th.start();
         public void pause()
              if(PAUSE)
                   th.resume();
                   PAUSE=false;
                   return;
              if(!PAUSE)
              PAUSE=true;
         public synchronized void run()
              Random rand = new Random();
              Thread ani=Thread.currentThread();
              while(ani==th)
                   if(PAUSE)
                        th.suspend();
                   if(y==330)
                        color_1 = Math.abs(rand.nextInt())%4;
                        color_2 = Math.abs(rand.nextInt())%4;
                        if(color_1==color_2)
                             color_2=(color_2+1)%4;
                        y=0;
                   else
                        y=y+30;
                   repaint();
                   try
                        Thread.sleep(700);
                   catch(Exception e)
         }//End of run
    i sent two entire program

  • Hey Adobe, stop asking whether I want you to install updates automatically.  I DON'T.  Some programs I run crash if you jump in there and start asking questions.

    Hey Adobe, stop asking whether I want you to install updates automatically.  I DON'T.  Some programs I run crash if you jump in there and start asking questions.

    You can set your preferences to not prompt you for updates, either having them done without asking, or relying on yourself to manage them

  • Question on java.lang.Thread "starting problems"

    hi everybody
    i've just little trouble running a tiny program which uses Threads.
    maybe there's a misunderstanding from my side:
    About my code:
    01  public class MyThread extends Thread {
    02
    03    String any_string = null;
    04
    05    public MyThread(String param) {
    06      any_string = param;
    07      this.start();
    08    }
    09
    10    public void run() {
    11      while(!isInterrupted()) {
    12        System.out.println(" > This Thread is running!");
    13        // any other operation...
    14        try {
    15        sleep(1000);
    16      }
    17      catch(Exception e) {}
    18    }
    19  }This is a Thread's code similar to those you can find it in the java.lang.Thread Documentation or in the java Tutorial.
    In my example I got a IllegalThreadStateException in codeline 07 which means (compare to java.lang.Thread Documentation) that the code tries to start the Thread while the Thread is still running.
    I always thought a Thread will not start itself.
    I thought (and that's the way, i red it in the documentation) that the constructor of a Thread only allocates the new Thead-Object.
    But by constructing MyThread I got the descripted exception (i'm beginning to repeat myself...). The "funny" thing on this exception is that the Thread at least IS running but there could be no Object allocated
    01  ...
    02  /**
    03   * construction of a new Object of the class MyThread.
    04   * test will be auto-started by the MyThread constructor
    05   */
    06  MyThread test = new MyThread("any-string");
    07  ...
    08  test.anyMethodOfClassMyThread();This little code generates a java.lang.NullPointerException in line 08 (when trying to access the object of class MyThread). Even after the application exits (in case of this exception), the run()-Method of MyThread generates its Text-Output " > This Thread is running!". argh
    Does anyone see my mistake / misunderstanding??
    It's really frustrating if you are sitting in front of your pc and can't get the reason why your prog is generating that "bullshit" (ok... i know - it's only generatting the bullshit I told it to generate :( )
    Any suggestions or ideas
    thanks,
    Thof

    Well now, I don't get a NullPointerException, when I try to call a method of MyThread. Here's your code, with slight modifications by me:
    public class MyThread extends Thread {
        String any_string = null;
        public MyThread(String param) {
            any_string = param;
            this.start();
        public String getAnyString(){
            return any_string;
        public void run() {
            while(!isInterrupted()) {
                System.out.println(" > This Thread is running!");
                try {
                    sleep(1000);
                catch(Exception e) {}
    }To test the app I wrote this class:
    public class TestMyThread {
        public static void main(String[] args) {
            MyThread temp = new MyThread("Hello World");
            System.out.println(temp.getAnyString());
    }Now it does print out the correct "Hello World".
    Your other problem of the thread not shutting down is because it is not a daemon thread. To solve this you will need to add this Thread to a ThreadGroup and set the ThreadGroup as a Daemon group. (see ThreadGroup::setDaemon() )
    Or you can put a little boolean in your while loop and break out when you change the value of the boolean. Then when you want to shut down you simply change the boolean
    Hope this helps
    -Philip

  • Is it possible to create a thread and run it in background in nokia ??

    Is it possible to create a thread and run it in background in nokia series 40 mobile phones using j2me ??

    Probably a good question for ForumNokia. If you mean start up a thread and run in the background while your MIDlet UI does other things, then sure, why not. If you mean that you want to exit your MIDlet, but leave a thread running in the background, then I don't believe you can do this on series 40. S60 is another story since it supports multiple tasks.

  • How many  threads are running?

    here's the code... i am trying to understand, at each point, how many threads are running:
    I understand that one thread belongs to the caller of the start()
    & at the same time there is another thread belonging to the instances of each thread (thread1, thread2, thread 3 etc.)
    1public class ThreadTester {
    2   public static void main( String args[] )
    3   {
    4      PrintThread thread1, thread2, thread3, thread4;
    5
    6      thread1 = new PrintThread( "thread1" );
    7      thread2 = new PrintThread( "thread2" );
    8      thread3 = new PrintThread( "thread3" );
    9      thread4 = new PrintThread( "thread4" );
    10
    11      System.err.println( "\nStarting threads" );
    12
    13      thread1.start();
    14      thread2.start();
    15      thread3.start();
    16      thread4.start();
    17
    18      System.err.println( "Threads started\n" );
    19   }
    }can you tell me if i am counting the number of threads in existance correctly...
    LINE#.....CALLER...START...TOTAL THREADS
    13..............1.........1.......2
    14..............1+1......1+1.....4
    15..............2+1......2+1.....6
    16..............3+1......3+1.....8
    so by the time line 16 executes i have a total of 8 threads,
    4 threads belonging to each caller plus
    4 threads created by start()
    or is it
    LINE#.....CALLER...START...TOTAL THREADS
    13..............1........1........2
    14..............1........1+1.....3
    15..............1........2+1.....4
    16..............1........3+1.....5
    after line 16 executes does the caller thread die, thus leaving only a total of 4 threads?
    there is only one thread belonging to the caller at line 13(plus the thread it creates).
    at the start of line 14, the previous callers thread is dead & now a new thread is created that belongs to the caller on line 14... etc.

    well, i realize at the end there would be 4 threads but im trying to get my head around this explanation in the book:
    "A program launches a threads executioin by calling the threads start method, which in turn call the run method. After start launches the thread, start returns to tis caller immediately. The caller then executes concurrently with the lauched thread." there fore if i have 2 concurrent processes, are there 2 threads running????
    now having said the above, my question was:
    for each line,
    how many threads are in existance at
    line13
    line14
    line15
    line16
    thanks.

  • Why are the threads start and terminate randomly?

    Hi there,
    I got the program below. I am wondering why are the threads start and terminate randomly? Everytime, I run the program, it produces different results.
    I know that these four threads have got same normal priority (should be 5), and under windows there is something called timeslice. Then these four threads rotate using this timeslice. How do we know what exactly the timeslice is in seconds? If the timeslice is fix, then why the results are ramdom?
    Thanks in advance!
    * To change this template, choose Tools | Templates
    * and open the template in the editor.
    package mythreadone;
    * @author Administrator
    public class MyThreadOne implements Runnable {
    String tName;
    Thread t;
    MyThreadOne(String threadName) {
    tName = threadName;
    t = new Thread(this, tName);
    t.start();
    public void run() {
    try {
    System.out.println("Thread: " + tName);
    Thread.sleep(2000);
    } catch (InterruptedException e) {
    System.out.println("Exception: Thread "
    + tName + " interrupted");
    System.out.println("Terminating thread: " + tName);
    public static void main(String args[]) {
    // Why are the threads start and terminate randomly?
    new MyThreadOne("1");
    new MyThreadOne("2");
    new MyThreadOne("3");
    new MyThreadOne("4");
    try {
    Thread.sleep(10000);
    // Thread.sleep(2000);
    } catch (InterruptedException e) {
    System.out.println(
    "Exception: Thread main interrupted.");
    System.out.println(
    "Terminating thread: main thread.");
    1. Firstly, I set in the main function:
    Thread.sleep(10000);
    and I run the program it gives:
    Thread: 1
    Thread: 4
    Thread: 2
    Thread: 3
    Terminating thread: 1
    Terminating thread: 3
    Terminating thread: 4
    Terminating thread: 2
    Terminating thread: main thread.
    BUILD SUCCESSFUL (total time: 10 seconds)
    Run it again, it gives:
    Thread: 2
    Thread: 4
    Thread: 3
    Thread: 1
    Terminating thread: 2
    Terminating thread: 1
    Terminating thread: 3
    Terminating thread: 4
    Terminating thread: main thread.
    BUILD SUCCESSFUL (total time: 10 seconds)
    And my question was why it outputs like this? It suppose to be:
    Thread: 1
    Thread: 2
    Thread: 3
    Thread: 4
    Terminating thread: 1
    Terminating thread: 2
    Terminating thread: 3
    Terminating thread: 4
    Terminating thread: main thread.
    BUILD SUCCESSFUL (total time: 10 seconds)
    Why these four threads start and finish randomly each time I run the program? I use Windows, suppose there is a timeslice (i.e. 1 second), these threads have the same priority. Then the threads should start and finish in turn one by one. Am I right?
    2. My second question is:
    When I change the codes in the 'main' function into:
    Thread.sleep(10000); -> Thread.sleep(2000);
    it gives me the results like:
    Thread: 1
    Thread: 4
    Thread: 3
    Thread: 2
    Terminating thread: main thread.
    Terminating thread: 1
    Terminating thread: 4
    Terminating thread: 3
    Terminating thread: 2
    BUILD SUCCESSFUL (total time: 2 seconds)
    Run it again:
    Thread: 1
    Thread: 2
    Thread: 3
    Thread: 4
    Terminating thread: 3
    Terminating thread: main thread.
    Terminating thread: 4
    Terminating thread: 2
    Terminating thread: 1
    BUILD SUCCESSFUL (total time: 2 seconds)
    I tried several times. The main thread always terminates before or after the first child thread finished.
    My question is why it doesn't output something like:
    Thread: 1
    Thread: 2
    Thread: 3
    Thread: 4
    Terminating thread: 3
    Terminating thread: 4
    Terminating thread: 2
    Terminating thread: main thread.
    Terminating thread: 1
    BUILD SUCCESSFUL (total time: 2 seconds)
    or
    Thread: 1
    Thread: 2
    Thread: 3
    Thread: 4
    Terminating thread: 3
    Terminating thread: 4
    Terminating thread: 2
    Terminating thread: 1
    Terminating thread: main thread.
    BUILD SUCCESSFUL (total time: 2 seconds)

    user13476736 wrote:
    Yes, my machine has multi-core. Then you mean that if I got a one core machine the result should always be:
    Thread: 1
    Thread: 2
    Thread: 3
    Thread: 4
    Terminating thread: 1
    Terminating thread: 2
    Terminating thread: 3
    Terminating thread: 4
    Terminating thread: main thread.
    BUILD SUCCESSFUL (total time: 10 seconds)
    ???No.
    >
    How to explain my second quesiton then? Why the main thread always terminates before some of the child threads end? Thanks a lot.

  • Creating breakout game. Need help with thread starting.

    Howdy. As the title says, I've got an assignment to make a breakout game. So far it's going alright, but I've run into a rather large snag...I can't get it to animate :P I've got my main applet, then I created a class heirarchy for the paddle, ball, and brick objects. For this question, lets just focus on the ball object.
    This is my applet code so far (it is not even close to being done, so don't laugh :P )
    import java.awt.*;
    import javax.swing.*;
    import java.util.*;
    * Class BreakoutApplet - Plays a simple game of Breakout.
    * @author Kris Nelson
    * @version November 10, 2004
    public class BreakoutApplet extends JApplet implements Runnable
        protected Brick brick; // creates an object of class brick
        protected Ball ball; // creates an object of class ball
        protected Paddle paddle; // creates an object of class paddle
        protected boolean running; // tells the program whether or not the thread is running
        protected ArrayList brickArray = new ArrayList(); // stores all the bricks in the game
        protected Thread timer; // the thread which controls the animation for the applet
        * Called by the browser or applet viewer to inform this JApplet that it
        * has been loaded into the system. It is always called before the first
        * time that the start method is called.
        public void init()
            // this is a workaround for a security conflict with some browsers
            // including some versions of Netscape & Internet Explorer which do
            // not allow access to the AWT system event queue which JApplets do
            // on startup to check access. May not be necessary with your browser.
            JRootPane rootPane = this.getRootPane();   
            rootPane.putClientProperty("defeatSystemEventQueueCheck", Boolean.TRUE);
            createBricks(); // creates the games array of bricks
            ball = new Ball(400, 400, 2, 2); // sets the values for the ball
            paddle = new Paddle(300, 660, 2); // sets the values for the paddle
            // !!!!!!! have tried placing ball.start() here
        * Paint method for applet.
        * @param  g   the Graphics object for this applet
        public void paint(Graphics g)
            // draws the background, border, and all the games objects
            g.setColor(Color.lightGray); // sets the drawing color to light gray
            g.fillRect(0, 0, 600, 700); // displays the game screens background
            displayBorder(g); // displays the game screens border
            displayBricks(g); // displays the array of bricks
            ball.display(g); // displays the ball
            paddle.display(g); // displays the paddle
        * Creates the games array of bricks
        public void createBricks()
            int colorNumber = 1; // starts the color of the bricks at orange
            double yPosition = 100; // starts the bricks y screen position at 100
            for(int i = 0; i < 4; i++)
                double xPosition = 12; // starts the bricks x screen position at 12
                for(int j = 0; j < 8; j++)
                    if(colorNumber == 0)
                        colorNumber = 1; // sets the color of the bricks to orange
                    else
                        colorNumber = 0; // sets the color of the bricks to green
                    brickArray.add(brick = new Brick(xPosition, yPosition, colorNumber)); // adds a brick to the current container in the brick array
                    xPosition = xPosition + brick.getWidth(); // move the bricks x screen position to the next column
                yPosition = yPosition + brick.getHeight(); // moves the bricks y screen position to the next row
                if(colorNumber == 0)
                    colorNumber = 1; // sets the color of the bricks to orange
                else
                    colorNumber = 0; // sets the color of the bricks to green
        * Displays the game screens border
        * @param  g   the Graphics object for this applet
        public void displayBorder(Graphics g)
            g.setColor(Color.black); // sets the drawing color to black
            g.fillRect(0, 0, 600, 24); // draws a border on the top of the screen
            g.fillRect(0, 0, 12, 700); // draws a border on the left of the screen
            g.fillRect(588, 0, 12, 700); // draws a border on the right of the screen
        * Displays the array of bricks on the screen
        * @param  g   the Graphics object for this applet
        public void displayBricks(Graphics g)
            Brick currentBrick; // holds the brick data from the current ArrayList container
            for(int i = 0; i < 32; i++)
                currentBrick = (Brick)(brickArray.get(i)); // grabs the brick data from the current ArrayList container
                currentBrick.display(g); // displays the current brick
        * Called by the browser or applet viewer to inform this JApplet that it
        * should start its execution. It is called after the init method and
        * each time the JApplet is revisited in a Web page.
         public void start()
             if(timer == null)
                 timer = new Thread(this); // creates a new object of type Thread
                 timer.start(); // starts the new thread
                 running = true; // tells the program that the new thread is running
        * Runs the code that controls the animation
        public void run()
            do{
                repaint(); // redraws the screen
                try{
                    timer.sleep(100); // puts the thread to sleep for 100 milliseconds
                } catch(InterruptedException e) {running = false;}
                // !!!!!!! have tried placing ball.start() here
            } while(running);
            timer = null; // destroys the timer thread
        * Called by the browser or applet viewer to inform this JApplet that
        * it should stop its execution. It is called when the Web page that
        * contains this JApplet has been replaced by another page, and also
        * just before the JApplet is to be destroyed.
        public void stop()
            running = false; // tells the program that the thread is now done
    }These are the bits of code for my class heirarchy, just to (hopefully) make it easier to follow.
    import java.awt.*;
    * The parent class of all the games objects.
    * @author Kris Nelson
    * @version November 9, 2004
    public class Sprite
        protected double screenX, screenY; // stores the x and y location of the object
        * Constructor for objects of class Sprite
        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
        public Sprite(double xPosition, double yPosition)
            screenX = xPosition; // sets the initial x screen position
            screenY = yPosition; // sets the initial y screen position
        * Sets new x and y screen locations for an object
        * @param  newX   the new x screen location
        * @param  newY   the new y screen location
        public void setScreenXY(double newX, double newY)
            screenX = newX; // sets the new x screen location
            screenY = newY; // sets the new y screen location
        * Sends back the current x screen location
        * @return     the current x screen location
        public double getScreenX()
            return screenX; // returns the current x screen location
        * Sends back the current y screen location
        * @return     the current y screen location
        public double getScreenY()
            return screenY; // returns the current y screen location
    import java.awt.*;
    * Parent class of any game object that moves.
    * @author Kris Nelson
    * @version November 9, 2004
    public class MovingSprite extends Sprite implements Runnable
         protected double speedX, speedY; // stores the speed of an object in the x and y directions
         protected Thread timer; // the thread which controls animation for all moving objects
         protected boolean running; // tells the program whether or not the thread is running
         * Constructor for objects of class MovingSprite
         * @param  xPosition   the initial x screen position
         * @param  yPosition   the initial y screen position
         * @param  xSpeedValue   the speed in the x direction
         * @param  ySpeedValue   the speed in the y direction
         public MovingSprite(double xPosition, double yPosition, double xSpeedValue, double ySpeedValue)
              super(xPosition, yPosition); // passes the initial screen positions to Sprite
              speedX = xSpeedValue; // sets the speed in the x direction
              speedY = ySpeedValue; // sets the speed in the y direction
         * Sends back the speed in the x direction
         * @return     the speed in the x direction
         public double getSpeedX()
             return speedX; // returns the speed in the x direction
         * Sends back the speed in the y direction
         * @return     the speed in the y direction
         public double getSpeedY()
             return speedY; // returns the speed in the y direction
         * Starts the thread in order to start animation
         public void start()
             if(timer == null)
                 timer = new Thread(this); // creates a new object of type Thread
                 timer.start(); // starts the new thread
                 running = true; // tells the program that the new thread is running
         * Empty since the child objects have their own run methods
         public void run()
         * Stops the thread from running
         public void stop()
             running = false; // tells the program that the thread is now done
    import java.awt.*;
    * Creates a single ball who's purpose is to bounce around and destroy the bricks.
    * @author Kris Nelson
    * @version November 10, 2004
    public class Ball extends MovingSprite
        protected static final double BALL_WIDTH = 15; // sets the width of the ball
        protected static final double BALL_HEIGHT = 15; // sets the height of the ball
        * Constructor for objects of class Ball
        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
        * @param  xSpeedValue   the speed in the x direction
        * @param  ySpeedValue   the speed in the y direction
        public Ball(double xPosition, double yPosition, double xSpeedValue, double ySpeedValue)
            super(xPosition, yPosition, xSpeedValue, ySpeedValue); // passes the initial screen positions and ball speeds to MovingSprite
            // !!!!!!!! have tried placing timer.start() here
        * Displays a ball onto the screen
        * @param  g   the Graphics object for this applet
        public void display(Graphics g)
            g.setColor(Color.blue); // sets the balls color
            g.fillOval((int)(screenX), (int)(screenY), (int)(BALL_WIDTH), (int)(BALL_HEIGHT)); // displays the ball
        * Runs the code that controls the balls animation
        public void run()
            do{
                try{
                    timer.sleep(100); // puts the thread to sleep for 100 milliseconds
                } catch(InterruptedException e) {running = false;}
                screenX = screenX + speedX;
                screenY = screenY + speedY;  // this is VERY SIMPLE BALL MOVEMENT FOR TESTING PURPOSES, WILL BE CHANGED LATER
            } while(running);
    }Sorry if that was too much code. I'm just trying to make this easier to follow.
    I placed a // !!!!!!!!!!!!! comment in the places where I have tried starting the ball thread.
    So basically, everything is running fine, except that I'm not at all sure of where to start the ball Thread, and thus can't start anything moving. If someone could tell me where I should be starting the thread, I would REALLY appriciate it. Thank you :D
    - Kris

    Some advice.
    1. the start method on the ball should be called from the start method on the applet and should in turn call the start method on the sprite's thread.
    2. the run method of the Moveable sprite should have been declare abstract
    3. don't implement borders manually. There's a java.awt.Border class for that.
    4. probably, you don't want to have the game invoke each sprite by name; just make a big list of all the sprites and invoke all of them every time
    5. do you really need provision for a non-circular ball? this isn't rugby.
    6. I don't think you ever had a threading problem, just a display problem.
    7. Don't write comments like this:     ball.display(g); // displays the ballHere's my (even more simplified version):import java.awt.*;
    import javax.swing.*;
    import java.util.*;
    * Class BreakoutApplet - Plays a simple game of Breakout.
    * @author Kris Nelson, modified by Michael Lorton
    * @version November 10, 2004
    public class BreakoutApplet extends JApplet implements Runnable {  
        protected Ball ball;
        protected Paddle paddle;
        public boolean running; // tells the program whether or not the thread is running
        protected Thread timer; // the thread which controls the animation for the applet
        public void init() {
            // this is a workaround for a security conflict with some browsers
            // including some versions of Netscape & Internet Explorer which do
            // not allow access to the AWT system event queue which JApplets do
            // on startup to check access. May not be necessary with your browser.
            getRootPane().putClientProperty("defeatSystemEventQueueCheck",
                                            Boolean.TRUE);
             ball = new Ball(this, GAMEWIDTH / 2, GAMEHEIGHT / 2, 5, 5);
        public final static int GAMEWIDTH = 600;
        public final static int GAMEHEIGHT = 400;
        public void paint(Graphics g) {
            g.setColor(Color.lightGray);
            g.fillRect(0, 0,
                       GAMEWIDTH, GAMEHEIGHT);
            ball.display(g); // displays the ball
        * Called by the browser or applet viewer to inform this JApplet that it
        * should start its execution. It is called after the init method and
        * each time the JApplet is revisited in a Web page.
        public void start() {
            if(timer == null) {
                timer = new Thread(this); // creates a new object of type Thread
                timer.start(); // starts the new thread
                running = true; // tells the program that the new thread is running
            ball.start();
        * Runs the code that controls the animation
        public void run() {
            do{
                repaint(); // redraws the screen
                try{
                    Thread.sleep(100);
                } catch(InterruptedException e) {running = false;}
            } while(running);
        public void stop() {
            running = false;
    abstract class Sprite {
        protected double screenX, screenY; // stores the x and y location of the object
        protected final BreakoutApplet parent;
        * Constructor for objects of class Sprite
        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
        public Sprite(BreakoutApplet parent, double xPosition, double yPosition) {
            this.parent = parent;
            screenX = xPosition; // sets the initial x screen position
            screenY = yPosition; // sets the initial y screen position
        * Sets new x and y screen locations for an object
        * @param  newX   the new x screen location
        * @param  newY   the new y screen location
        public void setScreenXY(double newX, double newY) {
            screenX = newX; // sets the new x screen location
            screenY = newY; // sets the new y screen location
        * Sends back the current x screen location
        * @return     the current x screen location
        public double getScreenX() {
            return screenX; // returns the current x screen location
        * Sends back the current y screen location
        * @return     the current y screen location
        public double getScreenY() {
            return screenY; // returns the current y screen location
        abstract public void display(Graphics g);
    * Parent class of any game object that moves.
    * @author Kris Nelson
    * @version November 9, 2004
    abstract class MovingSprite extends Sprite implements Runnable {
        protected double speedX, speedY; // stores the speed of an object in the x and y directions
        protected Thread timer; // the thread which controls animation for all moving objects
        protected boolean running; // tells the program whether or not the thread is running
        * Constructor for objects of class MovingSprite
        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
        * @param  xSpeedValue   the speed in the x direction
        * @param  ySpeedValue   the speed in the y direction
        public MovingSprite(BreakoutApplet parent,
                            double xPosition, double yPosition,
                            double xSpeedValue, double ySpeedValue) {
            super(parent, xPosition, yPosition);
            speedX = xSpeedValue; // sets the speed in the x direction
            speedY = ySpeedValue; // sets the speed in the y direction
        * Starts the thread in order to start animation
        public void start() {
            if(timer == null) {
                timer = new Thread(this); // creates a new object of type Thread
                timer.start(); // starts the new thread
                running = true; // tells the program that the new thread is running
        * Runs the code that controls the balls animation
        public void run() {
            while (parent.running) {
                try{
                    Thread.sleep(100);
                } catch(InterruptedException e) {
                    System.err.println(e);
                step();
        abstract protected void step();
    * Creates a single ball whose purpose is to bounce around and destroy the bricks.
    * @author Kris Nelson
    * @version November 10, 2004
    class Ball extends MovingSprite {
        protected static final int BALL_DIAMETER = 15;
        * Constructor for objects of class Ball
        * @param  xPosition   the initial x screen position
        * @param  yPosition   the initial y screen position
        * @param  xSpeedValue   the speed in the x direction
        * @param  ySpeedValue   the speed in the y direction
        public Ball(BreakoutApplet parent,
                    double xPosition, double yPosition,
                    double xSpeedValue, double ySpeedValue) {
            super(parent, xPosition, yPosition, xSpeedValue, ySpeedValue);
        * Displays a ball onto the screen
        * @param  g   the Graphics object for this applet
        public void display(Graphics g) {
            g.setColor(Color.blue);
            g.fillOval((int)(screenX),
                       (int)(screenY),
                       BALL_DIAMETER, BALL_DIAMETER);
        protected void step() {
                screenX = screenX + speedX;
                if (screenX < 0) {
                    screenX = -screenX;
                    speedX = -speedX;
                else if ((screenX + BALL_DIAMETER)> BreakoutApplet.GAMEWIDTH) {
                    screenX = 2*(BreakoutApplet.GAMEWIDTH  - BALL_DIAMETER) - screenX;
                    speedX = -speedX;
                screenY = screenY + speedY;
                if (screenY < 0) {
                    screenY = -screenY;
                    speedY = -speedY;
                else if ((screenY  + BALL_DIAMETER) > BreakoutApplet.GAMEHEIGHT) {
                    screenY = 2*(BreakoutApplet.GAMEHEIGHT - BALL_DIAMETER) - screenY;
                    speedY = -speedY;
    }

  • Please I can not get a .jar file to run on XP SP3 start/run/cmd/

    I can not get a .jar file to run on XP SP3 start/run/cmd/
    Please help if can figure this out. I'm convinced it is a Windows XP SP3 problem from searching on google and seeing other ppl on XP SP3 with same problem (but no working solution for myself). I'll try to be complete-listing all I've done.
    I had installed: Java SE Runtime Environment v6u14 for Windows Multi-language
    I had checked here it was working properly: http://www.java.com/en/download/manual.jsp
    I'm trying to run this jar file (soht-client-0.6.2.jar):
    http://prdownloads.sourceforge.net/telnetoverhttp/soht-java-client-0.6.2.zip?download
    http://www.ericdaugherty.com/dev/soht/javaclient.html < this is the information for the program.
    (yes the file can be executed and should open the program's window
    I wanted to post screenshot of it but friend that it's working for isn't here)
    _(Please find log of all cmds I did in this post here: http://pastebin.com/f792983df )_
    _I have extracted +'all' the files to: C:\062\+_ (I have tried using other directories, same problem)
    ++I then start/open/run/cmd+
    then I: cd C:\062\+
    then I try various commands - all+ of these do absolutely nothing- meaning no errors, no reply, no window opens, nothing except enters that directoy again:
    java -jar soht-client-0.6.2.jar
    java -jar -client soht-client-0.6.2.jar
    java -client -jar soht-client-0.6.2.jar
    java -jar soht-client-0.6.2.jar soht.properties
    soht-client-0.6.2.jar
    So I try this cmd: java soht-client-0.6.2.jar
    Reply:
    C:\062>java soht-client-0.6.2.jar
    Exception in thread "main" java.lang.NoClassDefFoundError: soht-client-0/6/2/jar
    Caused by: java.lang.ClassNotFoundException: soht-client-0.6.2.jar
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClassInternal(Unknown Source)
    Could not find the main class: soht-client-0.6.2.jar. Program will exit.
    I try this cmd:
    java -jar soht-client-0.6.2.jar -client
    Reply:
    C:\062>java -jar soht-client-0.6.2.jar -client
    Unable to load configuration file: -client - java.io.FileNotFoundException: -cli
    ent (The system cannot find the file specified)
    SOHT Java Client
    The SOHT Java Client requires a properties file. Either start
    the application in the same directory as the soht.properties
    file, or specify the file name on the command line:
    java -jar soht-cleint-<version>.jar c:\soht.properties
    So then I do these cmds which produce the exact same error/reply just above; Unable to load..:
    j_ava -jar soht-client-0.6.2.jar -client soht.properties_
    java -jar soht-client-0.6.2.jar -client C:\062\soht.properties
    So then I copy soht.properties to C root and do:
    java -jar soht-client-0.6.2.jar -client C:\soht.properties <same error as above
    Then from other information I have read I right click on the .jar file, select open with Always open with:
    _"C:\Program Files\Java\jre6\bin\javaw.exe"_
    Try again.. same problem.
    Then I do cmd:
    _"C:\Program Files\Java\jre6\bin\javaw.exe" -jar "C:\062\soht-client-0.6.2.jar"_
    does nothing, retry the other commands same thing (either nothing or those same replies)
    Then I read (http://forums.sun.com/thread.jspa?threadID=5384879) someone had the same problem as I and they solved it by uninstalling all Java/reboot/ then install JDK 6 Update 14 with NetBeans 6.5.1 start NetBeans and then it worked for them.
    So I unistalled all Java, rebooted and gave the cmd another try (before re-installing), now a new error, of course:
    C:\062>java -jar soht-client-0.6.2.jar
    'java' is not recognized as an internal or external command, operable program or batch file.
    Then I install  Java SE and NetBeans Cobundle (JDK 6u14 and NB 6.5.1) Final Release/ reboot/ open Netbeans/
    go to test java page; all is good, run cmds again -and still nothing..
    C:\062>java -version
    java version "1.6.0_14"
    Java(TM) SE Runtime Environment (build 1.6.0_14-b08)
    Java HotSpot(TM) Client VM (build 14.0-b16, mixed mode, sharing)
    I reassociate program with: C:\Program Files\Java\jre1.6.007\bin\javaw.exe_
    same thing.. nothing
    Thank you very much for your time :D_
    PS. My computer has been newly reformatted so needing another reformat I'm sure is not the solution.

    Thank you very much for your replies Taggert_77 & swmtgoet_x :D
    Taggert77_: I have never used NetBeans. I only installed it in the bundle as I had read on another post that somehow installing the bundle magically helped another user with the same problem (he didn't know why it worked after that either).
    Before XP SP3 I was able to execute .jar file through cmd prompt. Now I am not.
    This file is executable, grab it and you will see. Here is a screen shot (program in front is FlashFXP, behind is the cmd prompt and what should happen):http://www.freeimagehosting.net/uploads/53273b4ddf.jpg
    swmtgoetx_: I only did the other cmd's to try to make it spit out something, anything lol :D
    The proper cmd is simply: java -jar soht-client-0.6.2.jar
    I did give your cmd a try, and it produced nothing :( (just like the other correct cmds)
    java -client -jar soht-client-0.6.2.jar soht.properties
    Thank you again...the mystery remains
    PS. If you do a search for this you'll find an amazing amount of XP SP3 users with the same problem and no solution posted that I could find except one chap that did the unistall install order that I did above).

  • I start running a java program and when i switch users the sound doesnt work

    When I start running a java program or leave a game running and i switch users the sound doesnt work. I have been searching around the web and nobody seems to have an answer. This just recently started to happen. Please if anyone has any ideas that would be much appreciated and the problem is my computer its almost brand new. And my computer is completely up to date.

    Sony Mobile team has a separate community which can be found here.
    If my post answers your question, please click on "Accept as Solution"

  • Java apps have started running very slowly since last update.  Anyone else experiencing any problems.

    There is an java app that I have run for years without any problem  Within the last few days it started running very slowly.  I went to the Apple store and ran the same app and experienced exactly the same problem 
    Yesterday I tried running this app on a Windows based machine and it ran perfectly. 
    I was all set to download the latest java when I saw that Apple supplied the java version on the MAC.
    I have run sotware updates and get results that all software is uptodate.
    Any suggestions?

    There are many people who have posted about persistent  export failures since the update. A search will uncover a number of threads just within the past month. There doesn't seem to be a pattern to these problems – and if there is common fix, I haven't heard about it.
    However, the update hasn't been a problem for me – nor presumably has it been for the majority of users.
    Russ 

  • Stopping a thread from running

    Hai
         I am new to java. It would be helpful for me if someone helps me out in doing this.
         Actually in my program ,I should
    i. Find out whether a particular file exists in the given directory or not.
    ii. If the file doesn't exist, my program should wait for certain timeframe and check for the same file again.
    iii. If the program cannot find the required file within the timeout specified, my application should exit.
         I have done (i) and (ii) using threads. But in the case of (iii), I came to know that stop() method is depricated.
         I am providing my code for a better understanding. Could you please let me know, what would be the best way to stop the thread from running after the timeout is reached in my program?
    Thanx in advance
    import java.io.File;
    public class Fileexists implements Runnable
    static Thread t;
    public static void main(String[] args)
         System.out.println("creation of object");     
         FileExists test = new FileExists();
         t = new Thread(test);
         t.start();
    // run method
    public void run()
         File f = new File("searchfile.txt");
         boolean b = f.exists();
    System.out.println();
    if(b == false)
    System.out.println("Required file doesnot exists");
    try
         t.sleep(20000);
    catch (InterruptedException e)
         // TODO Auto-generated catch block
         e.printStackTrace();
              t.run();
    else
    System.out.println("Required file found");
    } // end of run()
    } // end of FileExists class

    Actually your use of threads is a difference which makes no difference. The JVM starts an initial thread and runs your main(), at the end of which you start a thread and return. So you've just replaced one thread with another. There's no parallel processing.
    The t.run() at the end of your run() method won't work. A particular Thread object can only run once. It will give you an IllegalStateException.
    I can't see how multi-threading will help you with this task at all, all you need is a simple loop with a Thread.sleep in it.
    If you really want to use a separate thread or Timer to implement a timeout (as an exercise) then use Thread.interrupt() to wind up a thread. The looping thread should test with Thread.interrupted() in it's loop condition, if it's in sleep() when interrupted an InterruptedException will be thrown which you should catch and allow to break the loop and let the thread terminate.
    So your loop structure looks like:
    try {
    while(!Thread.interrupted()) {
        ...  do your test
        Thread.sleep(.....);
      System.out.println("Thread terminated by detecting interrupted");
      } catch(InterruptedException ex)  {
         System.out.println("Thread interrupted from sleep");
    You can get the Thread for the main thread simply by storing Thread.currentThread() in a Thread reference.
    I'd suggest using a java.util.Timer to launch your time-out and leave the loop on the main thread started by the JVM.

  • ThreadPoolExecutor and using priority to determine what threads will run

    Hello,
    I am fairly new to Java, so I apologize if there is an obvious answer.
    The ThreadPoolExecutor is a great class for thread management. What I would like to do is have a priority scheme that would determine what thread should be run next. For example, let's say I have 100 threads and a limit of 20 threads. Each thread that is executed should have a mechanism to indicate a priority. When a thread becomes available in the pool, the priority value should be checked to determine which thread to run. This would allow me to get important tasks completed quickly. Right now it appears that there is a FIFO order to threads. I tried wrapping the runnable object in a Thread, but that didn't seem to have an effect.
    I am using a Fixed thread Pool:
          loThreadPoolExecutor = (ThreadPoolExecutor) Executors.newFixedThreadPool(MAXTHREADS); (MAXTHREADS=20)I have tried creating a PriorityBlockingQueue with a comparator that compares the thread priority, but nothing seems to work.
      public Constructor() {
    loThreadPoolExecutor = new ThreadPoolExecutor(MAXTHREADS,MAXTHREADS*2,0,TimeUnit.SECONDS,new PriorityBlockingQueue(11,new PrvComparator()));
        private class PrvComparator implements Comparator  {
              public int compare(Object o1, Object o2) {
                   // TODO Auto-generated method stub
                   Thread t1 = (Thread) o1;
                   Thread t2 = (Thread) o2;
                   System.out.println("P1="+t1.getPriority()+ " P2="+t2.getPriority());
                   if (t1.getPriority()<t2.getPriority()) return -1;
                   if (t1.getPriority()>t2.getPriority()) return 1;
                   else return 0;
                   //PriorityBlockingQueue
              }I would appreciate any help.

    What are you trying to prioritize? The order on which tasks come off the work queue, or the order in which they get completed?
    Doing the first is simple but restricted. Your tasks are Comparable and define their own priority and you use a PriorityBlockingQueue. But you are restricted to using the execute() method with Runnable's that are Comparable. submit() will wrap the task in a FutureTask that isn't Comparable and so will cause a ClassCastException.
    Doing the second is difficult. Even if your threads have different priorities then don't queue for tasks in priority order, so the thread priority when taking a task is irrelevant. You could change the thread priority based on the priority of the task once it starts executing. But Thread priorities are only a hint to the scheduler that you think Thread A is more important than Thread B. On some platforms priorities will have little observable effects - whereas on other it can be drastic if you use priorities that are too high or too low. The mapping from Java priority to OS thread priority is platform specific. See for example http://java.sun.com/javase/6/docs/technotes/guides/vm/thread-priorities.html

  • Thread start() method problem

    I have a program server-client program that have a lot thread but
    when I called thread.start() method it doesn't return run() method.
    even so my input-output codes is running ( my client program can send data to server program )
    Please help me

    yasinmalli wrote:
    start() method doesn't call run() method of thread when I debug row to rowIt does, but the debugger will only ever follow the flow of the current thread and therefore not step into the run method. Set a breakpoint at the very beginning of your run() method and then step over the start() method, you'll see that the new thread will break exactly at that breakpoint just after start() was executed.

  • Return of thread starting new method

    hi,
    I have an application that runs a thread pool, each thread builds up a linklist. what I need to know is that I Need to get this linklist only when the thread is done and pass it to another method in another object where all of these linklists are kept.
    How do I do this, I dont have a huge knowledge on threads :(
    I believe I can add this new objective ( to keep all the linklists ) to be run in the same thread pool as well or should I make a new seperate thread to run it.
    Other thing is I believe I can synchronize that method so it waits until one link list is finished, but is this an efficient way I mean the threads in my thread pool changes fast, so is it ok to make the method synchronized. I mean does that decrease the performance, say each thread takes about 1 sec to finish...
    Thank you.

    thanks
    each thread is for obtaining information from network
    stream which takes up time. one thread handles one
    IP. If I use only 1 thread It takes a hell of a long
    time.. I said 1 sec for 1 thread as just a measure
    but practically it takes more than that ...Okay. I just wanted to make sure you had a good reason to use multiple threads, rather than thinking that multithreading a CPU-intensive operation would magically make it go faster.
    I'll try the join method, the main thread which
    starts the thread pool execution waits until
    everything is done.That can work, depending on your requirements. If you want the main thread to stop and do nothing until ALL the other threads are done, that's fine. But if you want something to happen as soon as each thread finishes, join is not a good way to go.
    so is it OK if I run the linklist
    processing method in the mainthread's stack or shall
    I use a thread in the thread pool for that..I don't understand enough about what you're trying to do to answer that.

Maybe you are looking for