In this JMeter article author is showing some examples with Thread class. He executes some specific methods for this class like: getName(), getId(). But there are no links to documentation for it.
Can someone please share a link to documentation where i can find about Thread class methods?
Google doesn't helped. The closest thing is https://jmeter.apache.org/api/org/apache/jmeter/threads/JMeterThread.html, but this isn't a class that I'm looking for (it doesn't has methods getName(), getId())
This is java's Thread class, JMeter is written in (pure) Java
A thread is a thread of execution in a program. The Java Virtual Machine allows an application to have multiple threads of execution running concurrently.
Check out these links
https://docs.oracle.com/javase/8/docs/api/java/lang/Thread.html
for example
https://www.geeksforgeeks.org/java-lang-thread-class-java/
Related
i created this list on JSR223 PreProcessor. I access to this list by all the threads but the problem is that it is not synchronized
props.put("listOfTasks", new ArrayList());
someone has any idea how to do it ? thank you
props itself is Properties which inherits from HashTable which is synchronized by nature. More information: Top 8 JMeter Java Classes You Should Be Using with Groovy
What do you store there it's totally up to you, ArrayList per se is not synchronized so you might want to use CopyOnWriteArrayList or call Collections.synchronizedList() function
It's quite hard to give a piece of advice without either seeing your code or background information like what you're trying to achieve, the safest solution from JMeter perspective is working with your list under Critical Section Controller scope, it will allow to avoid any race conditions
I am in need to load files, scenes and play animations in threads..
Tried loading files via www in Android...
how to do other stuff via threads?
But how come a game engine doesn't allow us to create threads?
or my understanding is wrong?
how can one create threads in UNITY3D?
You can use threads in Unity but the engine is not thread safe. Usually you run detached threads (from the Unity UI) to do long running processes and check on results (you cannot interact with Unity from the working thread).
The common approach is to use a class which represents a threading job which will be initialized by the Unity main thread. Then you start a worker thread on a function of that class and let it do it's job (Coroutines run on the Unity main thread so are not real threads. Best article on Coroutines is here)
Here's an example of the approach described above (see accepted answer):
http://answers.unity3d.com/questions/357033/unity3d-and-c-coroutines-vs-threading.html
You might also want to try a UnityGems package that achieves the same effect but provides convenience (such as closure support). See this page
HTH.
Best!
From my own personal experience with Unity, you cannot create/run a separate thread unless the thread doesn't use any of Unity's api. So that means no gameObjects or things of similar nature.I've successfully done it myself for my own pathfinding so I know it is possible. Good Luck! I hope this helps.
A commonly used approarch in Unity3D is to use Coroutines.
IEnumerator DoSth()
{
...
yield retrun ... ;
}
To call/Consume the coroutine:
StartCoroutine(DoSth()); // OK
StartCoroutine("DoSth"); // Also fine
StopCoroutine("DoSth"); // You can stop it as well
Is there a way to find out the thread information of the method which AOP intercepts, using some sort of around advice? E.g if my around advice is intercepting a login method, is there a way to obtain the information of the thread which is actually running the login method through classes like joinpointcut etc.? Thanks in advance.
use:
Thread.currentThread();
The static method java.lang.Thread.currentThread() returns a reference to the currently executing thread object.
how can i achieve multithreading in adobe air desktop for Linux?
my UI is sometimes unresponsive because of heavy computations (client/server sockets, sql updates and inserts).
I want to have a thread processing these computation in the background and in Real-Time (UI should not be interrupted with modals/dialogs saying "loading")
can a native process helps this kind of situation? i was googling for hours and i found this so-called "green threads" but it doesn't help me...
does native process actually creates a new thread?
NOTE : this is for linux
sorry for my english..
In your case I would give a try to Workers http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/system/Worker.html
I would recommend that you use your main app for UI display and move all "heavy" work (webservice calls, parsers, utility classes) you have implemented so far in en external worker.
A nice tutorial you can find here http://gotoandlearn.com/play.php?id=162
Good luck
just look here https://code.google.com/p/async-threading/.
AsyncThreading is an actionscript library to facilitate threading in Flex and Air applications.It is very simple, just extends AbstractAsyncThread class and implements IAsyncThreadResponder interface, or implement a class extending the IAsyncThreadResponder interface, you can do what you need.
But be carefull when you send a message to another thread, I suggest you get instance of your class but not to receive a message from it.
I have a worker thread in a class that is owned by a ChildView. (I intend to move this to the Doc eventually.) When the worker thread completes a task I want all the views to be updated. How can I make a call to tell the Doc to issue an UpdateAllViews()? Or is there a better approach?
Thank you.
Added by OP: I am looking for a simple solution. The App is running on a single user, single CPU computer and does not need network (or Internet) access. There is nothing to cause a deadlock.
I think I would like to have the worker thread post (or send) a message to cause the views to update.
Everything I read about threading seems way more complicated than what I need - and, yes, I understand that all those precautions are necessary for applications that are running in multiprocessor, multiuser, client-server systems, etc. But none of those apply in my situation.
I am just stuck at getting the right combination of getting the window handle, posting the message and responding to the message in the right functions and classes to compile and function at all.
UpdateAllViews is not thread-safe, so you need to marshal the call to the main thread.
I suggest you to signal a manual-reset event to mark your thread's completion and check the event's status in a WM_TIMER handler.
suggested reading:
First Aid for the Thread-Impaired:
Using Multiple Threads with MFC
More First Aid for the Thread
Impaired: Cool Ways to Take Advantage
of Multithreading