Re: Thread Help required maybe...

From:
Knute Johnson <nospam@rabbitbrush.frazmtn.com>
Newsgroups:
comp.lang.java.help
Date:
Thu, 07 Feb 2008 15:42:19 -0800
Message-ID:
<47ab9758$0$27883$b9f67a60@news.newsdemon.com>
TheBigPJ wrote:

Im looking for advice on the best way to keep my screen program
updating every second as well as being able to cope with mouse and
keyboard input.

I keep looking at threads, and see that I could implement my main
ServerSide class.

Am I correct in thinking that the following main and run method below
would run at the same time? Run is just their to allow it to branch
out,

public class HelloRunnable implements Runnable {

    public void run() {
        System.out.println("Hello from a thread!");
    }

    public static void main(String args[]) {
        (new Thread(new HelloRunnable())).start();
    }

}

I was either going to go for threads or a game-loop idea, any advice?

Thanks,
Peter W James
Second Year MEng Computer Science Student
--------------------------------------------------------------------

My Code so far:

import javax.swing.*;

public class ServerSide extends JFrame
{
    Thread myUpdater;
    private TheScreen theScreen;

    public ServerSide()
    {
        theScreen = new TheScreen();

    }

    public void showScreen()
    {
        JPanel content = new JPanel();

        content.add(theScreen);
        setContentPane(content);
        pack();
        setVisible(true);
    }

    static public void main(String[] args) {
        Boolean finished = false;

        ServerSide test = new ServerSide();
        test.showScreen();
        // myUpdater.delay(1000);
    }
}

import java.awt.*;
import javax.swing.*;
//import java.awt.Graphics;
//import java.awt.Graphics2D;

public class TheScreen extends JPanel
{
    private Robot robot;

    public TheScreen()
    {
        try{
            robot = new Robot();
        } catch (AWTException e)
        {
            e.printStackTrace();
        }

        setPreferredSize(new Dimension(300,200));
    }

    public void paintComponent(Graphics g){
        super.paintComponent(g);
        paintComponent((Graphics2D) g);
        }

    public void paintComponent(Graphics2D g){
        g.drawImage(robot.createScreenCapture(new
Rectangle(0,0,1400,1050)).getScaledInstance(300,200,Image.SCALE_SMOOTH),
0,0,new JPanel());
    }

}


If you have a recurring event is is probably easier to use a timer. If
you have code that you want to run simultaneously with other code then
use threads. For example, animation or data acquisition is an example
of when you would use a timer. Reading/writing a file in the background
is an example of when it would be easier to use a thread.

--

Knute Johnson
email s/nospam/knute/

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