check object destroyed and load new scene - object

I am extinguishing fire particles by smoke particles so then I want to check that object is destroyed or not, if object is destroyed then load new scene.
Here is my script,,,,,, Any suggestions ?
using UnityEngine;
using System.Collections;
public class hey : MonoBehaviour {
void Start(){
GetComponent<ParticleSystem> ().emissionRate = 0;
}
void Update(){
if (Input.GetMouseButtonDown (1)) {
GetComponent<ParticleSystem> ().Emit (20);
}
}
void OnParticleCollision(GameObject obj)
{
Destroy (obj, 2.0f);
//here i want to check and then load new scene..
//I try that thing, but failed..nothing happen
if (object.Equals (obj, null)) {
Application.LoadLevel (7);
}
//also this one, but nothing happens
if(gameObject.tag=="fire123"==null){
Application.LoadLevel (7);
}
// also this one too, but failed :-(
void OnDestroy(){
Application.LoadLevel (7); } }

The problem: Destroy(obj, **2.0f**);
Because of the delay the item is not destroyed when the if is evaluated.
So either don't use a delay or make OnParticleCollision a coroutine and use a yield return new waitForSeconds or put the check somewhere else like Update or use OnDestroy in a script on the particle that gets destroyed.

Related

How do I replace Asynctask with RxJava Observer?

I have a test project with Room database. Using Asynctask I can successfully insert an object with some test data into the database. I'm trying to learn RxJava and replace Asynctask with RxJava's observer, but it doesn't work. I have read alot of documentation and watched tutorials, but I don't think I quite get it. Here's the relevant code:
Here I set my Room object with the data from my List:
for(ObjectForArray item: listToDatabase) {
myRoomEntity.setName( item.getName() );
Log.d( "TAG", myRoomEntity.getName() );
}
Then I try to use RxJava Observable to insert data into the database. This was originally and successfully done using Asynctask:
Observable<MyRoomEntity> myRX = Observable
.just(myRoomEntity)
.subscribeOn( Schedulers.io() )
.observeOn( AndroidSchedulers.mainThread() );
myRX.subscribe( new Observer<MyRoomEntity>() {
#Override
public void onSubscribe(Disposable d) {
Log.d("TAG ONSUBSCRIBE", d.toString());
try {
myViewModel.insertDatabase( myRoomEntity );
Log.d( "TAG", "Populating database Success" );
}catch(Error error) {
Log.d( "TAG", error.toString() );
}
}
The OnNext, OnError and OnComplete are empty.
When I run the project it crashes with the error:
Cannot access database on the main thread since it may potentially lock the UI for a long period of time.
I'm obviously using RxJava wrong since the point is to do asynchronous tasks away from the main thread.
i have use RX java in replace of Asyntask as it has been deprecated in android 9
there are multiple replacements that android provides like Executors, threads, Listenable Futures , Coroutines 🔥, so you are looking how to implement this with rxjava and how RX Java java helps your to migrate just add these dependencies first in gradle
implementation "io.reactivex.rxjava2:rxjava:2.2.20"
implementation "io.reactivex.rxjava2:rxandroid:2.1.1"
once you import lets start working with RX java i will let you know where you can put background task, pre execute, on post execute like asynctask
lets start codding with Rx java first , i have comment in the method that will help you to put the code
Observable.fromCallable(new Callable<Boolean>() {
#Override
public Boolean call() throws Exception {
/// here is your background task
return true;
}
}).subscribeOn(Schedulers.io()).observeOn(AndroidSchedulers.mainThread())
.subscribe(new Observer<Boolean>() {
#Override
public void onSubscribe(Disposable d) {
//// pre execute here is my progress dialog
showProgressDialog(getString(R.string.scanning));
}
#Override
public void onNext(Boolean aBoolean) {
//// here is on sucess you can do anystuff here like
if (aBoolean){
/// if its value true you can go ahead with this
}
}
#Override
public void onError(Throwable e) {
/// this helps you to go if there is any error show dialog whatever you wants here
Log.e("error of kind",e.getMessage() );
}
#Override
public void onComplete() {
/// when your task done means post execute
}
});
once its done lets start working with implementation
Observable.fromCallable(new Callable<Boolean>() {
#Override
public Boolean call() throws Exception {
/// here is your background task
uribitmap = getScannedBitmap(original, points);
uri = Utils.getUri(getActivity(), uribitmap);
scanner.onScanFinish(uri);
return true;
}
}).subscribeOn(Schedulers.io()).observeOn(AndroidSchedulers.mainThread())
.subscribe(new Observer<Boolean>() {
#Override
public void onSubscribe(Disposable d) {
//// pre execute here is my progress dialog
showProgressDialog(getString(R.string.scanning));
}
#Override
public void onNext(Boolean aBoolean) {
//// here is on sucess you can do anystuff here like
if (aBoolean){
/// if its value true you can go ahead with this
}
}
#Override
public void onError(Throwable e) {
/// this helps you to go if there is any error show dialog whatever you wants here
Log.e("error of kind",e.getMessage() );
}
#Override
public void onComplete() {
/// when your task done means post execute
uribitmap.recycle();
dismissDialog();
}
});
now i will do this with executors :
/// pre execute you can trigger to progress dialog
showProgressDialog(getString(R.string.scanning));
ExecutorService executors = Executors.newSingleThreadExecutor();
executors.execute(new Runnable() {
#Override
public void run() {
//// do background heavy task here
final Bitmap uribitmap = getScannedBitmap(original, points);
uri = Utils.getUri(getActivity(), uribitmap);
scanner.onScanFinish(uri);
new Handler(Looper.getMainLooper()).post(new Runnable() {
#Override
public void run() {
//// Ui thread work like
uribitmap.recycle();
dismissDialog();
}
});
}
});
You are getting this error because you are trying to insert an Object on the main (UI) thread.
You should do something like this:
Observable.fromCallable(() -> myViewModel.insertDatabase( myRoomEntity ))
.subscribeOn( Schedulers.io() )
.observeOn( AndroidSchedulers.mainThread() );
And then use an Observer to subscribe to the Observable.
Please try restructuring your code like this:
Completable.fromAction(() -> myViewModel.insertDatabase(myRoomEntity))
.subscribeOn(Schedulers.io())
.observeOn(AndroidSchedulers.mainThread())
.subscribe(() -> Log.d("TAG", "Populating database Success"),
throwable -> Log.d("TAG", throwable.toString()))
Considerations:
If your myRoomEntity is not available before this whole construct gets subscribed, make sure you use defer http://reactivex.io/documentation/operators/defer.html
Your subscribe section handlers are operating on "main", that's why you were receiving a crash.
If possible, avoid unnecessary just calls

Why does my RotateTransition throw errors after it runs for the first time?

Warning: This is my first time using threads and my first time trying out an animation. Please bear with me.
I want to rotate an ImageView. I set up a thread for it:
public class ThreadAnimation extends Thread
{
private ImageView iv;
private RotateTransition rt;
public ThreadAnimation(ImageView iv)
{
this.iv = iv;
}
#Override
public void run()
{
while (true)
{
RotateTransition r = new RotateTransition();
r.setToAngle(360);
r.setCycleCount(1);
r.setDuration(Duration.millis(300));
r.setNode(iv);
r.play();
try
{
sleep(100);
} catch (InterruptedException e)
{
return;
}
}
}
}
I call this inside my controller class, upon pressing a Button.
animation.setOnAction(new EventHandler<ActionEvent>()
{
#Override
public void handle (ActionEvent abschicken)
{
ThreadAnimation thread = null; //ANIMATION PIZZA
if (thread == null)
{
thread = new ThreadAnimation(olivenview);
thread.start();
}
}
});
My ImageView olivenview will rotate just like I wanted it to. However it takes quite a long time until it seems to stop (I can see it because the button triggering it still looks triggered for a while) and when I go ahead to press it a second time afterwards, I get a nonstop error stream with a lot of null pointer exceptions. I am very clueless, can anyone help me out? Is this due to my Thread Setup or does the problem lie somewhere else (in code that I didn't post here)?
I believe you do not need threads for this. Notice the .play() method returns immediately and the animation will run in the background.
That being said, try this.
...
//Create your rotation
final RotateTransition r = new RotateTransition();
r.setToAngle(360);
r.setCycleCount(1);
r.setDuration(Duration.millis(300));
r.setNode(iv);
//When the button is pressed play the rotation. Try experimenting with .playFromStart() instead of .play()
button.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent action) {
r.play();
}
});
...
On an other note I recommend switching to java 8 so that you can use lambda expressions instead of the anonymous class!

Observer won't run update in JavaFX GUI

I read much about the JavaFX GUI Model, Plattform->RunLater and Threads, but I still do not figure out how to get this right. I had a JavaFX GUI which on a button click executed a process and updated a Progress Bar and Label. This was running well with Threading and Platform, but I had to Change this to an Observer Model.
I invoke a Progress Tracker in a Singleton Model, which gets updated by the class executing the process and is Observable. I implemented an Observer as well which should update the two UI Elements.
GUI Controller with Button Event
private void createKeyPressed(ActionEvent event) {
// Make Progressbar visible
pbKeyProgress.visibleProperty().set(true);
if (!Check.keyFileExistant() || cbKeyOverwrite.selectedProperty().get()) {
ProgressTracker.getTracker().addObserver(new ProgressObserver(pbKeyProgress, lblKeyProgress));
Creator.createKey(cbKeyLength.getValue());
} else {
}
}
Progress Observer
public class ProgressObserver implements Observer {
private final ProgressBar progressBar;
private final Label statusLabel;
public ProgressObserver(ProgressBar progressBar, Label statusLabel) {
this.progressBar = progressBar;
this.statusLabel = statusLabel;
}
#Override
public void update(Observable o, Object o1) {
Platform.runLater(() -> {
System.out.println("Tracker set to "+ProgressTracker.getProgress() + " " + ProgressTracker.getStatus());
progressBar.setProgress(ProgressTracker.getProgress());
statusLabel.setText(ProgressTracker.getStatus());
});
}
}
Progress Tracker
public synchronized void setTracker(int currentStep, String currentStatus) {
checkInstance();
instance.step = currentStep;
instance.status = currentStatus;
instance.notifyObservers();
System.out.println(instance.countObservers());
}
Creator
public static void createKey(String length) {
Task<Void> task;
task = new Task<Void>() {
#Override
public Void call() throws Exception {
initTracker(0,"Start");
doStuff();
ProgressTracker.getTracker().setTracker(1,"First");
doStuff();
ProgressTracker.getTracker().setTracker(2,"Second");
// and so on
return null;
}
};
new Thread(task)
.start();
}
The Print within the ProgressTracker gets executed. However, if I add a print within the update of the Observer nothing will be printed. If I check within the Progresstracker, the Observer Count is 1.
Why does the Observer not get notified or execute anything, even if the Notify is called? Did I get the Threading and Execution Modell wrong?
The Progress Bar and the Label will also stay on their initial values.
Don't reinvent the wheel. The JavaFX Properties Pattern is a ready-made implementation of the Observable pattern: there is no need to implement it yourself. Additionally, Task already defines methods for updating various properties, which can be called from any thread but will schedule the actual updates on the FX Application Thread. See updateProgress() and updateMessage(), for example.
So you can do, for example:
public static Task<Void> createKey(String length) {
Task<Void> task;
task = new Task<Void>() {
final int totalSteps = ... ;
#Override
public Void call() throws Exception {
updateProgress(0, totalSteps);
updateMessage("Start");
doStuff();
updateProgress(1, totalSteps);
updateMessage("First");
doStuff();
updateProgress(2, totalSteps);
updateMessage("Second");
// and so on
return null;
}
};
new Thread(task)
.start();
return task ;
}
and
private void createKeyPressed(ActionEvent event) {
// Make Progressbar visible
pbKeyProgress.visibleProperty().set(true);
if (!Check.keyFileExistant() || cbKeyOverwrite.selectedProperty().get()) {
Task<Void> task = Creator.createKey(cbKeyLength.getValue());
pbKeyProgress.progressProperty().bind(task.progressProperty());
lblKeyProgress.textProperty().bind(task.messageProperty());
} else {
}
}

repainting multiple JPanel from a single "control" panel

so i'm trying to set up an application where i have multiple panels inside a jframe. lets say 3 of them are purely for display purposes, and one of them is for control purposes. i'm using a borderLayout but i don't think the layout should really affect things here.
my problem is this: i want the repainting of the three display panels to be under the control of buttons in the control panel, and i want them to all execute in sync whenever a button on the control panel is pressed. to do this, i set up this little method :
public void update(){
while(ButtonIsOn){
a.repaint();
b.repaint()
c.repaint();
System.out.println("a,b, and c should have repainted");
}
}
where a,b, and c are all display panels and i want a,b,and c to all repaint continously until i press the button again. the problem is, when i execute the loop, the message prints in an infinite loop, but none of the panels do anything, ie, none of them repaint.
i've been reading up on the event dispatch thread and swing multithreading, but nothing i've found so far has really solved my problem. could someone give me the gist of what i'm doing wrong here, or even better, some sample code that handles the situation i'm describing? thanks...
The java.util.concurrent package provides very powerful tools for concurrent programing.
In the code below, I make use of a ReentrantLock (which works much like the Java synchronized keyword, ensuring mutually exclusive access by multiple threads to a single block of code). The other great thing which ReentrantLock provides are Conditions, which allow Threads to wait for a particular event before continuing.
Here, RepaintManager simply loops, calling repaint() on the JPanel. However, when toggleRepaintMode() is called, it blocks, waiting on the modeChanged Condition until toggleRepaintMode() is called again.
You should be able to run the following code right out of the box. Pressing the JButton toggle repainting of the JPanel (which you can see working by the System.out.println statements).
In general, I'd highly recommend getting familiar with the capabilities that java.util.concurrent offers. There's lots of very powerful stuff there. There's a good tutorial at http://docs.oracle.com/javase/tutorial/essential/concurrency/
import java.awt.Component;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Collection;
import java.util.Collections;
import java.util.concurrent.locks.Condition;
import java.util.concurrent.locks.ReentrantLock;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class RepaintTest {
public static void main(String[] args) {
JFrame frame = new JFrame();
JPanel panel = new JPanel()
{
#Override
public void paintComponent( Graphics g )
{
super.paintComponent( g );
// print something when the JPanel repaints
// so that we know things are working
System.out.println( "repainting" );
}
};
frame.add( panel );
final JButton button = new JButton("Button");
panel.add(button);
// create and start an instance of our custom
// RepaintThread, defined below
final RepaintThread thread = new RepaintThread( Collections.singletonList( panel ) );
thread.start();
// add an ActionListener to the JButton
// which turns on and off the RepaintThread
button.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
thread.toggleRepaintMode();
}
});
frame.setSize( 300, 300 );
frame.setVisible( true );
}
public static class RepaintThread extends Thread
{
ReentrantLock lock;
Condition modeChanged;
boolean repaintMode;
Collection<? extends Component> list;
public RepaintThread( Collection<? extends Component> list )
{
this.lock = new ReentrantLock( );
this.modeChanged = this.lock.newCondition();
this.repaintMode = false;
this.list = list;
}
#Override
public void run( )
{
while( true )
{
lock.lock();
try
{
// if repaintMode is false, wait until
// Condition.signal( ) is called
while ( !repaintMode )
try { modeChanged.await(); } catch (InterruptedException e) { }
}
finally
{
lock.unlock();
}
// call repaint on all the Components
// we're not on the event dispatch thread, but
// repaint() is safe to call from any thread
for ( Component c : list ) c.repaint();
// wait a bit
try { Thread.sleep( 50 ); } catch (InterruptedException e) { }
}
}
public void toggleRepaintMode( )
{
lock.lock();
try
{
// update the repaint mode and notify anyone
// awaiting on the Condition that repaintMode has changed
this.repaintMode = !this.repaintMode;
this.modeChanged.signalAll();
}
finally
{
lock.unlock();
}
}
}
}
jComponent.getTopLevelAncestor().repaint();
You could use SwingWorker for this. SwingWorker was designed to perform long running tasks in the background without blocking the event dispatcher thread. So, you need to extend SwingWorker and implement certain methods that will make sense to you. Note that all long running action should happen in the doInBackground() method, and the Swing UI elements should be updated only on the done() method.
So here is an example :
class JPanelTask extends SwingWorker<String, Object>{
JPanel panel = null;
Color bg = null;
public JPanelTask(JPanel panel){
this.panel = panel;
}
#Override
protected String doInBackground() throws Exception {
//loooong running computation.
return "COMPLETE";
}
#Override
protected void done() {
panel.repaint();
}
}
Now, in your "control" button's action performed event, you could do the following :
controlButton.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
JPanelTask task1 = new JPanelTask(panel1);
task1.execute();
JPanelTask task2 = new JPanelTask(panel2);
task2.execute();
//so on..
}
});
Another way is using javax.swing.Timer. Timer helps you to fire a change to your ui elements in a timely fasthion.This may not be the most appropriate solution. But it gets the work done too.
Again you should be careful about updating UI elements in right places.

Working with threads in blackberry

I am using threads in blackberry to perform web service calls. I want to get notified as soon as the call gets a response back. I was using
Handlers
in android. I didnt find anything similar in blackberry.
Here is the code I am using to run the thread
class PrimeRun implements Runnable {
long minPrime;
PrimeRun(long minPrime) {
this.minPrime = minPrime;
}
public void run() {
// compute primes larger than minPrime
. . .
}
}
How can I get a notification after the thread finished running?
How can I do this in blackberry?
Thanks
Added more Information : Thanks for your reply. Its really
informative. Let me explain a bit more on my issue. I have a
webservice call which is running on a thread. As soon as I get the
reply back from server I want to execute the next function(next call
to server) which is based on the response from the previous call.So I need to wait until I get a response back. Also
at them same time I need to show a activity indicator on screen. I was
using handler for this in android. I am looking for something similar
on blackberry.
So your question essentially is this
One thread does the job while the other thread waits for completion
The first thread completes the job and "notifies" the second thread.
This is a simple producer consumer problem. Here is the code how you can solve this.
class JobResult
{
boolean done = false;
}
JobResult result = new JobResult();
class Worker extends Thread
{
JobResult _result;
public Worker( JobResult result )
{
_result = result
}
public void run()
{
// Do some very long job
synchronized( _result )
{
// modify result
_result.done = true;
_result.notify();
}
}
}
public class Waiter extends Thread
{
JobResult _result;
public Waiter( JobResult result )
{
_result = result;
}
public void run()
{
synchroinzed( _result ){
while(! _result.done)
{
this.wait();
}
}
// Wait is over. You can do something now.
}
}
As I got the Zach's question - he asks how to execute some code that involves UI changes (something like showing an info popup or closing the progress popup) upon a background thread completion. On Android a Handler created on the UI thread is often used for that purpose.
In BB you can use another way which is similar to Swing on desktop Java. When you need some code to be executed on the UI thread you wrap it in a Runnable and pass to one of the following methods:
// Puts runnable object into this application's event queue,
// and waits until it is processed.
Application.invokeAndWait(Runnable runnable)
// Puts runnable object into this application's event queue.
Application.invokeLater(Runnable runnable)
// Puts runnable object into this application's event queue
// for repeated execution.
Application.invokeLater(Runnable runnable, long time, boolean repeat)
So the behaviour of the above calls is similar to what Handler.post(Runnable r) (and the like) does.
Note, you can always get a handle to your Application instance by a static call Application.getApplication().
So in the end of a background thread it is safe to do something like this:
Application.getApplication().invokeLater(new Runnable() {
public void run() {
progressScreen.close();
Dialog.alert("I am finished!");
}
});
It is similar to Android's:
handler.post(new Runnable() {
public void run() {
progressScreen.dismiss();
showDialog(DIALOG_TASK_FINISHED_ID);
}
});
Android has a much rich multi threading primitives. But you can achieve the same even in Blackberry with equal elegance. The solution I provide below is essentially the same as previous, but with a minor change. Waiter thread can be replaced with built-in utility to perform painting on UI thread using UiApplicaiton's invokeLater method. You don't actually need to "notify" anyone but just update the UI once a particular task is completed. Check the docs for more info.
Anyway, you can model your code along the lines:
class ProgressScreen extends FullScreen
{
LabelField _label;
public void start()
{
}
public void setMessage( final String message )
{
UiApplication.getApplication(
UiApplication.invokeLater(
new Runnable() {
_label.setText( message );
}
)
);
}
public void dismiss()
{
this.close();
}
}
interface WebserviceTask
{
int STATUS_CONDITIONS_NOT_SATISFIED = -3;
int STATUS_NET_ERR = -2;
int STATUS_FAILURE = -1;
int STATUS_SUCCESS = 0;
public int invoke();
}
public class Updater extends Thread
{
final int NUM_TASKS = 10;
WebServiceTask tasks[] = new WebServiceTask[ NUM_TASKS ];
WebServiceTask tasks[0] = new WebServiceTask(){
public int invoke()
{
int retCode = 0;
// invoke a particular web service
return STATUS_SUCCESS;
}
}
public void run()
{
ProgressScreen progress = new ProgressScreen();
progress.start();
for( int i=0; i < NUM_TASKS; i++ )
{
int retcode;
WebServiceTask t = tasks[i];
retcode = t.invoke();
String mesg;
switch( retcode )
{
case STATUS_SUCCESS: { mesg ="Task successfully completed!";} break;
case STATUS_NET_ERR: { mesg ="Could not connect to network";} break;
}
progress.setMessage(message);
}
progress.dismiss();
}
}
Note that I have provided only the stubs to give you an idea how you may accomplish. Let us know how it goes.

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