We have explored quite a few features of Java with the first three
versions of the HelloWeb applet. But until now,
our applet has been rather passive; it has waited patiently for events
to come its way and responded to the whims of the user. Now our
applet is going to take some
initiative--HelloWeb4 will blink! The code for
our latest version is shown below:
import java.applet.Applet;
import java.awt.*;
import java.awt.event.*;
public class HelloWeb4 extends Applet
implements MouseMotionListener, ActionListener, Runnable {
int messageX = 125, messageY = 95;
String theMessage;
Button theButton;
int colorIndex = 0;
static Color[] someColors = {
Color.black, Color.red, Color.green, Color.blue, Color.magenta};
Thread blinkThread;
boolean blinkState;
public void init() {
theMessage = getParameter("message");
theButton = new Button("Change Color");
add(theButton);
addMouseMotionListener(this);
theButton.addActionListener(this);
}
public void paint( Graphics graphics ) {
graphics.setColor( blinkState ? Color.white : currentColor() );
graphics.drawString( theMessage, messageX, messageY );
}
public void mouseDragged( MouseEvent e ) {
messageX = e.getX();
messageY = e.getY();
repaint();
}
public void mouseMoved( MouseEvent e ) { }
public void actionPerformed( ActionEvent e ) {
if ( e.getSource() == theButton ) {
changeColor();
}
}
synchronized private void changeColor() {
if ( ++colorIndex == someColors.length )
colorIndex = 0;
theButton.setForeground( currentColor() );
repaint();
}
synchronized private Color currentColor() {
return someColors[ colorIndex ];
}
public void run() {
while ( true ) {
blinkState = !blinkState;
repaint();
try {
Thread.sleep(500);
} catch (Exception e ) {
// Handle error condition here...
}
}
}
public void start() {
if ( blinkThread == null ) {
blinkThread = new Thread(this);
blinkThread.start();
}
}
public void stop() {
if ( blinkThread != null ) {
blinkThread.stop();
blinkThread = null;
}
}
}If you create HelloWeb4 as you have the other
applets and then run it in a Java-enabled Web browser, you'll
see that the text does in fact blink. Our apologies if you don't
like blinking text--we're not overly fond of it
either--but it does make for a simple, instructive example.
All the changes we've made in HelloWeb4 have
to do with setting up a separate thread of execution to make the text
of our applet blink. Java is a multithreaded
language, which means there can be many threads running at the same
time. A thread is a separate flow of control
within a program. Conceptually, threads are similar to processes,
except that unlike processes, multiple threads share the same address
space, which means that they can share variables and methods (but they
have their own local variables). Threads are also quite lightweight in
comparison to processes, so it's conceivable for a single application
to be running hundreds of threads concurrently.
Multithreading provides a way for an application to handle many different tasks at the same time. It's easy to imagine multiple things going on at the same time in an application like a Web browser. The user could be listening to an audio clip while scrolling an image, and in the background the browser is downloading an image. Multithreading is especially useful in GUI-based applications, as it can improve the interactive performance of these applications.
Unfortunately for us, programming with multiple threads can be quite a headache. The difficulty lies in making sure routines are implemented so they can be run by multiple concurrent threads. If a routine changes the value of a state variable, for example, then only one thread can be executing the routine at a time. Later in this section, we'll examine briefly the issue of coordinating multiple thread's access to shared data. In other languages, synchronization of threads can be an extremely complex and error-prone endeavor. You'll see that Java gives you a few simple tools that help you deal with many of these problems. Java threads can be started, stopped, suspended, and prioritized. Threads are preemptive, so a higher priority thread can interrupt a lower priority thread when vying for processor time. See Chapter 8 for a complete discussion of threads.
The Java run-time system creates and manages a number of threads.
We've already mentioned the AWT thread, which manages
repaint() requests and event processing for
GUI components that belong to the
java.awt package. A Java-enabled Web browser
typically has at least one separate thread of execution it uses to
manage the applets it displays. Until now, our example has done most
of its work from methods of the Applet class, which
means that it has been borrowing time from these threads. Methods like
mouseDragged() and
actionPerformed() are
invoked by the AWT thread and run on its
time. Similarly, our init() method is called by a
thread in the Web browser. This means we are somewhat limited in the
amount of processing we do within these methods. If we
were, for instance, to go into an endless loop in our
init() method, our applet would never appear, as it
would never finish initializing. If we want an applet to perform any
extensive processing, such as animation, a lengthy calculation, or
communication, we should create separate threads for these tasks.
As you might have guessed, threads are created and controlled as
Thread objects. We have added a new instance
variable, blinkThread, to our example to hold the
Thread that handles our blinking activity:
Thread blinkThread;
An instance of the Thread class corresponds to a
single thread. It contains methods to start, control, and stop the
thread's execution. Our basic plan is to create a
Thread object to handle our blinking code. We call
the Thread's start()
method to begin execution. Once the thread starts, it continues to
run until we call the Thread's
stop() method to terminate it.
But Java doesn't allow pointers to methods, so how do we tell the
thread which method to run? Well, the Thread
object is rather picky; it always expects to execute a method called
run() to perform the action of the thread. The
run() method can, however, with a little
persuasion, be located in any class we desire.
We specify the location of the run() method in
one of two ways. First, the Thread class itself
has a method called run(). One way to execute some
Java code in a separate thread is to subclass
Thread and override its run()
method to do our bidding. In this case, we simply create an instance
of this subclass and call its start() method.
It's not always desirable or possible to create a subclass of
Thread to contain our
run() method. In this case, we need to
tell the Thread which object contains the
run() method it should execute. The
Thread class has a constructor that takes
an object reference as its argument. If we create a
Thread object using this constructor and
call its start() method, the
Thread executes the
run() method of the target object, rather
than its own. In order to accomplish this, Java needs to have a
guarantee that the object we are passing it does indeed contain a
compatible run() method. We already
know how to make such a guarantee: we use an interface. Java provides
an interface named Runnable that must be
implemented by any class that wants to become a
Thread.
The second technique we described for creating a
Thread object involved passing an object
that implements the Runnable interface to
the Thread constructor.
The
Runnable interface specifies that the object
contains a run() method that takes no arguments and
returns no value. This method is called automatically when the system
needs to start the thread.
Sticking with our technique for implementing our applet in a single
class, we have opted to add the run() method for
blinkThread to our HelloWeb4
class. This means that HelloWeb4 needs to
implement the Runnable interface. We indicate that
the class implements the interface in our class declaration:
public class HelloWeb4 extends Applet
implements MouseMotionListener, ActionListener, Runnable {...}At compile time, the Java compiler checks to make sure we abide
by this statement. We have carried through by adding an appropriate
run() method to our applet. Our
run() method has the task of changing the color of
our text a couple of times a second. It's a very short routine, but
We're going to delay looking at it until we tie up some loose ends
in dealing with the Thread itself.
Now that we know how to create a Thread to execute
our applet's run() method, we need to figure
out where to do it. The start() and
stop() methods of the Applet
class are similar to init(). The
start() method is called when an applet is first
displayed. If the user then leaves the Web document or scrolls the
applet off the screen, the stop() method is
invoked. If the user subsequently returns, the
start() method is called again, and so on. Unlike
init(), start() and
stop() can be called repeatedly during the lifetime
of an applet.
The start() and stop() methods
of the Applet class have absolutely nothing to do
with the Thread object, except that they are a good
place for an applet to start and stop a thread. An applet is
responsible for managing the threads that it creates. It would be
considered rude for an applet to continue such tasks as animation,
making noise, or performing extensive calculations long after it's no
longer visible on the screen. It's common practice, therefore, to
start a thread when an applet becomes visible and stop it when the
applet is no longer visible.
Here's the start() method from
HelloWeb4:
public void start() {
if ( blinkThread == null ) {
blinkThread = new Thread(this);
blinkThread.start();
}
} The method first checks to see if an object is assigned to
blinkThread; recall that an uninitialized instance
variable has a default value of null. If not, the
method creates a new instance of Thread, passing
the target object that contains the run() method to
the constructor. Since HelloWeb4 contains our
run() method, we pass the special variable
this to the constructor to let the thread know
where to find the run() method it should run.
this always refers to our object. Finally, after
creating the new Thread, we call its
start() method to begin execution.
Our stop() method takes the complementary position:
public void stop() {
if ( blinkThread != null ) {
blinkThread.stop();
blinkThread = null;
}
} This method checks to see if blinkThread is empty.
If not, it calls the thread's stop()
method to terminate its execution. By setting the value of
blinkThread back to null, we
have eliminated all references to the thread object we created in the
start() method, so the garbage collector can
dispose of the object.
Our run() method does its job by setting the value
of the variable blinkState. We have added
blinkState, a boolean value, to
represent whether we are currently blinking on or off:
boolean blinkState;
The setColor() line of our
paint() method has been modified slightly to handle
blinking. The call to setColor() now draws the
text in white when blinkState is
true:
gc.setColor( blinkState ? Color.white : currentColor() );
Here we are being somewhat terse and using the C-like ternary operator
to return one of two alternate color values based on the value of
blinkState.
Finally, we come to the run() method itself:
public void run() {
while ( true ) {
blinkState = !blinkState;
repaint();
try {
Thread.sleep(500);
}
catch (InterruptedException e ) {
}
}
} At its outermost level, run() uses an infinite
while loop. This means the method will run
continuously until the thread is terminated by a call to the
controlling Thread object's
stop() method.
The body of the loop does three things on each pass:
Flips the value of blinkState to its opposite
value using the not operator, !.
Calls repaint() so that our
paint() method can have an opportunity to redraw
the text in accordance with blinkState.
Uses a try/catch statement to trap for an error
in our call to the sleep() method of the
Thread class. sleep() is a
static method of the Thread class. The method can
be invoked from anywhere and has the effect of putting the current
thread to sleep for the specified number of milliseconds. The effect
here is to give us approximately two blinks per second.
The try/catch statement in Java is used to handle
special conditions called exceptions. An
exception is a message that is sent, normally in response to an error,
during the execution of a statement or a method. When an exceptional
condition arises, an object is created that contains information about
the particular problem or condition. Exceptions act somewhat like
events. Java stops execution at the place where the exception
occurred, and the exception object is said to be
thrown by that section of code. Like events, an
exception must be delivered somewhere and handled. The section of
code that receives the exception object is said to
catch the exception. An exception causes the
execution of the instigating section of code to abruptly stop and
transfers control to the code that receives the exception object.
The try/catch construct allows you to catch
exceptions for a section of code. If an exception is caused by a
statement inside of a try clause, Java attempts to
deliver the exception to the appropriate catch
clause. A catch clause looks like a method
declaration with one argument and no return type. If Java finds a
catch clause with an argument type that matches the
type of the exception, that catch clause is
invoked. A try clause can have multiple
catch clauses with different argument types; Java
chooses the appropriate one in a way that is analogous to the
selection of overloaded methods.
If there is no try/catch clause surrounding the
code, or a matching catch clause is not found, the
exception is thrown up the call stack to the calling method. If the
exception is not caught there, it's thrown up another level, and so
on until the exception is handled. This provides a very flexible
error-handling mechanism, so that exceptions in deeply nested calls
can bubble up to the surface of the call stack for handling. As a
programmer, you need to know what exceptions a particular statement
can generate, so methods in Java are required to declare the
exceptions they can throw. If a method doesn't handle an
exception itself, it must specify that it can throw that exception, so
that the calling method knows that it may have to handle it. See
Chapter 4, for a complete discussion of exceptions
and the try/catch clause.
So, why do we need a try/catch clause around our
sleep() call? What kind of exception can
Thread's sleep() method
throw and why do we care about it, when we don't seem to check
for exceptions anywhere else? Under some circumstances,
Thread's sleep() method
can throw an InterruptedException, indicating that
it was interrupted by another thread. Since the
run() method specified in the
Runnable interface doesn't declare it can
throw an InterruptedException, we must catch it
ourselves, or the compiler will complain. The
try/catch statement in our example has an empty
catch clause, which means that it handles the
exception by ignoring it. In this case, our thread's
functionality is so simple it doesn't matter if it's
interrupted. All of the other methods we have used either handle
their own exceptions or throw only general-purpose exceptions that are
assumed to be possible everywhere and don't need to be explicitly
declared.
At any given time, there can be a number of threads running in the Java interpreter. Unless we explicitly coordinate them, these threads will be executing methods without any regard for what the other threads are doing. Problems can arise when these methods share the same data. If one method is changing the value of some variables at the same time that another method is reading these variables, it's possible that the reading thread might catch things in the middle and get some variables with old values and some with new. Depending on the application, this situation could cause a critical error.
In our HelloWeb examples, both our
paint() and mouseDragged() methods
access the messageX and messageY
variables. Without knowing the implementation of our particular Java
environment, we have to assume that these methods could conceivably be
called by different threads and run concurrently.
paint() could be called while
mouseDragged() is in the midst of updating
messageX and messageY. At that
point, the data is in an inconsistent state and if
paint() gets lucky, it could get the new x value
with the old y value. Fortunately, in this case, we probably would
not even notice if this were to happen in our application. We did,
however, see another case, in our changeColor() and
currentColor() methods, where there is the
potential for a more serious "out of bounds" error to
occur.
The synchronized modifier tells Java to acquire a
lock for the class that contains the method
before executing that method. Only one method can have the lock on a
class at any given time, which means that only one synchronized method
in that class can be running at a time. This allows a method to alter
data and leave it in a consistent state before a concurrently running
method is allowed to access it. When the method is done, it releases
the lock on the class.
Unlike synchronization in other languages, the
synchronized keyword in Java provides locking at
the language level. This means there is no way that you can
forget to unlock a class. Even if the method throws an exception or
the thread is terminated, Java will release the lock. This feature
makes programming with threads in Java much easier than in other
languages. See Chapter 8 for more details on
coordinating threads and shared data.
Whew! Now it's time to say goodbye to
HelloWeb. We hope that you have developed a feel
for the major features of the Java language, and that this will help
you as you go on to explore the details of programming with Java.