I have a problem following from my previous problem. I also have the code SwingUtillities.invokeAndWait
somewhere else in the code base, but when I remove this
Based on the comments, it appears you are not repainting the frame once the actions are completed. If you do not, then the screen will only be updated at what seems to be random times (when another window moves in front, perhaps).
Inside gui.update
, I suggest you make the last line:
myFrame.repaint();
(more or less, depending on your circumstances).
Edit: As it turns out, the actual problem is this loop:
synchronized(performedAction){
while(!hasPerformedAction()){
try {
performedAction.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
setPerformedAction(false);
}
Since there is only one application thread (which happens to be the EDT), the result of hasPerformedAction()
can never change (assuming it's a simple getter). There is no other thread to change the value. Since this infinite loop is on the EDT, the GUI can never be repainted; hence it locks up.
The answer was instead of making the call
new GameInitializer(userName, player, Constants.BLIND_STRUCTURE_FILES.get(blindStructure), handState);
from the EDT, make it execute on a new (non EDT) thread so that later when invokeAndWait
is called it functions as correctly as the thread running that command is not the EDT. The amended code is as follows:
Thread t = new Thread(new Runnable() {
@Override
public void run() {
new GameInitializer(userName, player, Constants.BLIND_STRUCTURE_FILES.get(blindStructure), handState);
}
});
t.start();
invokeAndWait()
is meant to be called from the non-GUI thread. It sends a Runnable
object to the GUI thread where it will be executed.
There's no point in sending a Runnable
object from the GUI-thread to itself. It has the same effect as calling run()
on the Runnable
object directly.
You can check before if your current calling thread is already the event dispatcher:
private void syncExec(final Runnable r) {
try {
if (EventQueue.isDispatchThread()) r.run();
else EventQueue.invokeAndWait(r);
} catch (final Exception e) {
Throws.throwRuntime(e);
}
}
Note that SwingUtilities.invokeAndWait(Runnable)
simply delegates to the EventQueue
.