import javafx.application.Application; import javafx.application.Platform; import javafx.stage.Screen; import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.scene.control.ComboBox; import javafx.scene.layout.BorderPane; import javafx.scene.layout.HBox; import javafx.geometry.Pos; import javafx.scene.canvas.Canvas; import javafx.scene.canvas.GraphicsContext; import javafx.scene.paint.Color; /** * This demo program uses several threads to compute an image "in the background". * It is a modification of the BackgroundComputationDemo, which used only one thread. * * As rows of pixels in the image are computed, they are copied to the * screen. (The image is a small piece of the famous Mandelbrot set, which * is used just because it takes some time to compute. There is no need * to understand what the image means.) The user starts the computation by * clicking a "Start" button. A pop-up menu allows the user to select the * number of threads to be used. The specified number of threads is created * and each thread is assigned a region in the image. The threads are run * at lower priority, which will make sure that the GUI thread will get a * chance to run to repaint the display as necessary. */ public class MultiprocessingDemo1 extends Application { public static void main(String[] args) { launch(args); } //--------------------------------------------------------------------- private Runner[] workers; // the threads that compute the image private volatile boolean running; // used to signal the thread to abort private volatile int threadsRunning; // how many threads are still running? private Button startButton; // button the user can click to start or abort the thread private ComboBox threadCountSelect; // for specifying the number of threads to be used private Canvas canvas; // the canvas where the image is displayed private GraphicsContext g; // the graphics context for drawing on the canvas private Color[] palette; // the color palette, containing the colors of the spectrum int width, height; // the size of the canvas /** * Set up the GUI and event handling. The canvas will be 1200-by-1000 pixels, * if that fits comfortably on the screen; otherwise, size will be reduced to fit. * This method also makes the color palette, containing colors in spectral order. */ public void start(Stage stage) { palette = new Color[256]; for (int i = 0; i < 256; i++) palette[i] = Color.hsb(360*(i/256.0), 1, 1); int screenWidth = (int)Screen.getPrimary().getVisualBounds().getWidth(); int screenHeight = (int)Screen.getPrimary().getVisualBounds().getHeight(); width = Math.min(1200,screenWidth - 50); height = Math.min(1000, screenHeight - 120); canvas = new Canvas(width,height); g = canvas.getGraphicsContext2D(); g.setFill(Color.LIGHTGRAY); g.fillRect(0,0,width,height); startButton = new Button("Start!"); startButton.setOnAction( e -> doStartOrStop() ); threadCountSelect = new ComboBox(); threadCountSelect.setEditable(false); threadCountSelect.getItems().add("Use 1 thread."); threadCountSelect.getItems().add("Use 2 threads."); threadCountSelect.getItems().add("Use 3 threads."); threadCountSelect.getItems().add("Use 4 threads."); threadCountSelect.getItems().add("Use 5 threads."); threadCountSelect.getItems().add("Use 6 threads."); threadCountSelect.getItems().add("Use 7 threads."); threadCountSelect.getItems().add("Use 8 threads."); threadCountSelect.getSelectionModel().select(1); HBox bottom = new HBox(8,startButton,threadCountSelect); bottom.setStyle("-fx-padding: 6px; -fx-border-color:black; -fx-border-width: 2px 0 0 0"); bottom.setAlignment(Pos.CENTER); BorderPane root = new BorderPane(canvas); root.setBottom(bottom); root.setStyle("-fx-border-color:black; -fx-border-width: 2px"); Scene scene = new Scene(root); stage.setScene(scene); stage.setTitle("Multiprocessing Demo 1"); stage.setResizable(false); stage.show(); } /** * This method is called from the computation threads when one row of pixels needs * to be added to the image. * @param rowNumber the row of pixels whose colors are to be set * @param colorArray an array of colors, one for each pixel */ private void drawOneRow( int rowNumber, Color[] colorArray ) { for (int i = 0; i < width; i++) { // Color an individual pixel by filling in a 1-by-1 pixel // rectangle. Not the most efficient way to do this, but // good enough for this demo. g.setFill(colorArray[i]); g.fillRect(i,rowNumber,1,1); } } /** * This method is called when the user clicks the button. If * no computation is currently running, it starts as many new * threads as the user has specified, and assigns a different part * of the image to each thread. The threads are run at lower * priority than the event-handling thread, in order to keep the * GUI responsive. If a computation is in progress when this * method is called, running is set to false as a signal to stop * all of the threads. */ private void doStartOrStop() { if (running) { startButton.setDisable(true); // will be re-enabled when all threads have stopped // (prevent user from trying to stop threads that are already stopping) running = false; // signal the threads to stop } else { startButton.setText("Abort"); // change name while computation is in progress threadCountSelect.setDisable(true); // will be re-enabled when all threads finish g.setFill(Color.LIGHTGRAY); // fill canvas with gray g.fillRect(0,0,width,height); int threadCount = threadCountSelect.getSelectionModel().getSelectedIndex() + 1; workers = new Runner[threadCount]; int rowsPerThread; // How many rows of pixels should each thread compute? rowsPerThread = height / threadCount; running = true; // Set the signal before starting the threads! threadsRunning = threadCount; // Records how many of the threads are still running for (int i = 0; i < threadCount; i++) { int startRow; // first row computed by thread number i int endRow; // last row computed by thread number i // Create and start a thread to compute the rows of the image from // startRow to endRow. Note that we have to make sure that // the endRow for the last thread is the bottom row of the image. startRow = rowsPerThread*i; if (i == threadCount-1) endRow = height-1; else endRow = rowsPerThread*(i+1) - 1; workers[i] = new Runner(startRow, endRow); try { workers[i].setPriority( Thread.currentThread().getPriority() - 1 ); } catch (Exception e) { } workers[i].start(); } } } /** * This method is called by each thread when it terminates. We keep track * of the number of threads that have terminated, so that when they have * all finished, we can put the program into the correct state, such as * changing the name of the button to "Start Again" and re-enabling the * pop-up menu. */ synchronized private void threadFinished() { threadsRunning--; if (threadsRunning == 0) { // all threads have finished Platform.runLater( () -> { // Make sure state is correct when threads end. startButton.setText("Start Again"); startButton.setDisable(false); threadCountSelect.setDisable(false); }); running = false; // Make sure running is false after the thread ends. workers = null; } } /** * This class defines the thread that does the computation. The * run method computes the image one pixel at a time. After computing * the colors for each row of pixels, the colors are copied into the * image, and the part of the display that shows that row is repainted. * All modifications to the GUI are made using Platform.runLater(). * (Since the thread runs in the background, at lower priority than * the event-handling thread, the event-handling thread wakes up * immediately to repaint the display.) */ private class Runner extends Thread { double xmin, xmax, ymin, ymax; int maxIterations; int startRow, endRow; Runner(int startRow, int endRow) { this.startRow = startRow; this.endRow = endRow; xmin = -1.6744096740931858; xmax = -1.674409674093473; ymin = 4.716540768697223E-5; ymax = 4.716540790246652E-5; maxIterations = 10000; } public void run() { try { Platform.runLater( () -> startButton.setDisable(false) ); Platform.runLater( () -> startButton.setText("Abort!") ); double x, y; double dx, dy; dx = (xmax-xmin)/(width-1); dy = (ymax-ymin)/(height-1); for (int row = startRow; row <= endRow; row++) { // Compute one row of pixels. final Color[] rgb = new Color[width]; y = ymax - dy*row; for (int col = 0; col < width; col++) { x = xmin + dx*col; int count = 0; double xx = x; double yy = y; while (count < maxIterations && (xx*xx + yy*yy) < 4) { count++; double newxx = xx*xx - yy*yy + x; yy = 2*xx*yy + y; xx = newxx; } if (count == maxIterations) rgb[col] = Color.BLACK; else rgb[col] = palette[count%palette.length]; if (! running) { // Check for the signal to abort the computation. return; } } final int rowNum = row; Platform.runLater( () -> drawOneRow(rowNum,rgb) ); } } finally { threadFinished(); // Make sure this is called when the thread finishes for any reason. } } } } // end MultiprocessingDemo1