限制 javafx gui 更新 [英] Throttling javafx gui updates
问题描述
我在随机时间以高频率接收数据对象,并且需要使用这些更新 JavaFX GUI.但是,我不想用大量的可运行对象填充 javafx 事件队列(我使用 Platform.RunLater).
I receive data objects at random times at a high frequency, and need to update the JavaFX GUI with these. However, I don't want to fill the javafx event queue with a very large number of runnables (I use Platform.RunLater).
我一直在思考如何最好地实现节流算法.
I have been thinking of how to best implement a throttling algorithm.
- 是否最好有一个单独的 GUIUpdater 线程来检查例如新对象的阻塞队列,然后休眠 30 毫秒,然后再次检查,无限循环?在那种情况下,阻塞队列是最佳数据结构吗?请注意,我只需要最新的数据对象,blockingQueue 是一个 FIFO 队列,我似乎无法只选择最新的条目.
- 或者 - 如果 nanoTime-startTime > 30 毫秒,那么简单地使用 Platform.RunLater 更新 GUI 会更好吗?在这种情况下,我不需要单独的线程来执行 Platform.RunLater 调用.但是 - 如果在 30 毫秒后收到更新,然后一段时间内没有收到更新,则上次更新将不会显示在 GUI 中.
有关如何以简短、有效的方式为 JavaFX Platform.RunLater GUI 更新设计节流算法的任何建议?
Any suggestions on how to design a throttling algorithm for JavaFX Platform.RunLater GUI updates in a short, efficient way?
推荐答案
这是Task
类,用于实现 updateMessage(...)
方法,以及其他类似的方法.它提供了一个很好的、健壮的解决方案来避免 FX 应用程序线程泛滥:
This is the idiom used in the Task
class for implementing the updateMessage(...)
method, and other similar methods. It provides a nice, robust solution to avoid flooding the FX Application Thread:
import java.util.concurrent.atomic.AtomicLong;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class ThrottlingCounter extends Application {
@Override
public void start(Stage primaryStage) {
final AtomicLong counter = new AtomicLong(-1);
final Label label = new Label();
final Thread countThread = new Thread(new Runnable() {
@Override
public void run() {
long count = 0 ;
while (true) {
count++ ;
if (counter.getAndSet(count) == -1) {
updateUI(counter, label);
}
}
}
});
countThread.setDaemon(true);
countThread.start();
VBox root = new VBox();
root.getChildren().add(label);
root.setPadding(new Insets(5));
root.setAlignment(Pos.CENTER);
Scene scene = new Scene(root, 150, 100);
primaryStage.setScene(scene);
primaryStage.show();
}
private void updateUI(final AtomicLong counter,
final Label label) {
Platform.runLater(new Runnable() {
@Override
public void run() {
final String msg = String.format("Count: %,d", counter.getAndSet(-1));
label.setText(msg);
}
});
}
public static void main(String[] args) {
launch(args);
}
}
AtomicLong
保存用于更新标签的当前值.计数不断增加并更新 AtomicLong
,但仅在当前值为 -1 时才安排对 Platform.runLater(...)
的调用.Platform.runLater(...)
使用来自 AtomicLong
的当前值更新 Label
并翻转 AtomicLong
> 回到 -1,表示它已准备好进行新的更新.
The AtomicLong
holds the current value to be used to update the Label. The count continually increments and updates the AtomicLong
, but only schedules a call to Platform.runLater(...)
if it's current value is -1. The Platform.runLater(...)
updates the Label
with the current value from the AtomicLong
and flips the AtomicLong
back to -1, indicating that it's ready for a new update.
这里的效果是在 FX 应用程序线程准备好处理它们时安排对 Platform.runLater(...)
的新调用.没有可能需要调整的硬编码时间间隔.
The effect here is to schedule new calls to Platform.runLater(...)
whenever the FX Application Thread is ready to handle them. There's no hard-coded time interval which could need tuning.
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