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Thread: thread/timer/sound interaction

  1. #1
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    Default thread/timer/sound interaction

    Good morning !
    I m new to Java ,but I believe this question about thread organisation in my program ..Can you please help me to optimize it ?
    Program has to do count time and show it on display and at the same time play appropriate sound (frequency of sound is taken from array freq[]
    .When i m trying to run program it produced appropriate sounds ,but timer slows down and count time with delays up to 10 seconds ...
    What should i do ?
    Thank you very much
    Edward
    Here is code
    import java.util.Locale;
    import java.io.IOException;
    import java.io.ObjectInputStream;
    import javax.sound.sampled.*;
    import java.text.*;
    import java.text.DateFormat;
    import java.util.Calendar;
    import java.applet.*;
    import java.awt.*;
    import java.util.*;
    import java.text.SimpleDateFormat;


    public class clock extends Applet implements Runnable{
    Thread t,t1;
    public static float SAMPLE_RATE = 8000f;
    public int rem60(int a){
    int k = (a% 60);

    k=60-Math.abs(k);

    return k;
    }
    public static void sound60(double hz, int msecs, double vol)
    throws LineUnavailableException {

    if (hz <= 0)
    throw new IllegalArgumentException("Frequency <= 0 hz");

    if (msecs <= 0)
    throw new IllegalArgumentException("Duration <= 0 msecs");

    if (vol > 1.0 || vol < 0.0)
    throw new IllegalArgumentException("Volume out of range 0.0 - 1.0");

    byte[] buf = new byte[(int)SAMPLE_RATE * msecs / 1000];

    for (int i=0; i<buf.length; i++) {
    double angle = i / (SAMPLE_RATE / hz) * 2.0 * Math.PI;
    buf[i] = (byte)(Math.sin(angle) * 127.0 * vol);
    }

    // shape the front and back 10ms of the wave form
    for (int i=0; i < SAMPLE_RATE / 100.0 && i < buf.length / 2; i++) {
    buf[i] = (byte)(buf[i] * i / (SAMPLE_RATE / 100.0));
    buf[buf.length-1-i] =
    (byte)(buf[buf.length-1-i] * i / (SAMPLE_RATE / 100.0));
    }

    AudioFormat af = new AudioFormat(SAMPLE_RATE,8,1,true,false);
    SourceDataLine sdl = AudioSystem.getSourceDataLine(af);
    sdl.open(af);
    sdl.start();
    sdl.write(buf,0,buf.length);
    sdl.drain();
    sdl.close();
    }
    public void start(){
    t = new Thread(this);
    t.start();
    }
    public void run(){
    t1 = Thread.currentThread();
    while(t1 == t){
    repaint();
    try{
    t1.sleep(1000);
    }
    catch(InterruptedException e){}
    }
    }
    public void paint(Graphics g){



    double[] ff={400,500,600};

    Calendar cal = new GregorianCalendar();
    Calendar cal0 = new GregorianCalendar();
    cal0.set(2013, 1, 13, 23, 56,04);



    int difDay =cal.get(Calendar.DAY_OF_YEAR)-cal0.get(Calendar.DAY_OF_YEAR);
    int difHour=cal.get(Calendar.HOUR_OF_DAY)-cal0.get(Calendar.HOUR_OF_DAY);
    int difMin=cal.get(Calendar.MINUTE)-cal0.get(Calendar.MINUTE);
    int difSec=cal.get(Calendar.SECOND)-cal0.get(Calendar.SECOND);

    int Day60= this.rem60(difDay);
    int Hour60= this.rem60(difHour);
    int Min60= this.rem60(difMin);
    int Sec60= 60-this.rem60(difSec);

    String DD = String.valueOf(Day60);
    String DH = String.valueOf(Hour60);
    String DM = String.valueOf(Min60);
    String DS = String.valueOf(Sec60);




    String day = String.valueOf(cal.get(Calendar.DAY_OF_YEAR));
    String hour = String.valueOf(cal.get(Calendar.HOUR));
    String minute = String.valueOf(cal.get(Calendar.MINUTE));
    String second = String.valueOf(cal.get(Calendar.SECOND));


    Font font = new Font("Serif", Font.BOLD, 12);
    g.setFont(font);

    g.drawString("hour "+ hour + "minute :" + minute + "second :" + second, 14, 30);
    g.drawString("Day 60 :"+DD,14,50);
    g.drawString("Hour 60 : "+DH,14,70);
    g.drawString("Minutes 60 :"+DM,14,90);
    g.drawString("Secundes 60 :"+DS,14,110);



    try {
    double[] freq = {440, 469.86, 495.0,501.75, 528.64, 556.88, 594.39, 626.48, 660,704.79, 742.5, 792.86, 835.31//1
    ,469.86, 501.75, 528.6,564.52,594.67, 634.73, 669, 704.79,752.63,792.89,846.67,892.01 //2
    ,495,528.6,594.73,626.48,668.68, 704.79, 742.50, 792.89, 835.31, 891.97,939.73,//3
    528.64 ,564.52,594.73,635.15,669.07,714.13,752.7,792.97,8 46.79,892.09,952.59,1003.6,//4
    556.88,594.67,626.48,669.07,704.79,752.27,792.89,8 35.31,892.01,939.73,1057.19,//5
    594.39, 634.73, 668.68,714.13,752.27,802.94,846.3,891.58,952.09,10 03.03,1071.06,1128.4,//6
    626.48,669.0,704.79,752.7,792.89,846.3,892.01,939. 73,1003.51,1057.19,1113.75,1189.29,1252.97,//7
    660,704.79,742.5,792.97,835.31,891.58,939.73,990,1 057.19,1113.75,1189.29,1252.97,//8

    704.79,752.63,792.89,846.79,892.01,952.09,1003.51, 1057.19,1128.95,1189.34,1270.01,1338,//9
    742.5,792.89,835.31,892.09,939.73,1003.46,1057.19, 113.75,1189.34,1252.97,1337.95,1409.59,//10
    792.86,846.67,891.97,952.59,1003.46,1071.06,1128.9 ,1189.29,1270.01,1337.95,1428.7,1505.19,//11
    835.31,892.01,939.73,1003.6,1057.19,1128.4,1189.34 ,1252.97,1338.01,1409.59,1505.19,1585.79//12

    };

    for(int i=1; i<55; i++){
    this.sound60(freq[i],100,0.5);//day



    }

    } catch (LineUnavailableException e) {
    e.printStackTrace();
    }



    }
    }


  2. #2
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    Default Re: thread/timer/sound interaction

    Please edit your post and wrap your code with code tags:
    [code=java]
    <YOUR CODE HERE>
    [/code]
    to get highlighting and preserve formatting.

    but timer slows down and count time with delays up to 10 seconds
    Where do you use the TImer class? I don't see it in the posted code.
    If you don't understand my answer, don't ignore it, ask a question.

  3. #3
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    Default Re: thread/timer/sound interaction

    I do not use timer class .By timer i mean displaying current time on the screen ,which is slow down .To get time i m using calendar

  4. #4
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    Default Re: thread/timer/sound interaction

    How long does it take the loop at the end of the paint() method to execute? No changes will be made to the GUI while it is executing.
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: thread/timer/sound interaction

    Thank you very much
    Can you please tell me how do i change code?

  6. #6
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    Default Re: thread/timer/sound interaction

    How long does it take the loop at the end of the paint() method to execute? No changes will be made to the GUI while it is executing.

    how do i change code?
    How do you want the code's execution changed? You need to decide what the code is to do, before you can make changes to the code.
    If you don't understand my answer, don't ignore it, ask a question.

  7. #7
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    Default Re: thread/timer/sound interaction

    I want code to show time on display without delay and at the same time play sound using this.sound60(freq[i],100,0.5) without any delay and interference with showing time .Thank you very much

  8. #8
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    Default Re: thread/timer/sound interaction

    You still have not answered this question:
    How long does it take the loop at the end of the paint() method to execute?
    That will be the minimum time between updates to the GUI.
    If you don't understand my answer, don't ignore it, ask a question.

  9. #9
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    Default Re: thread/timer/sound interaction

    How can i measure this time ?

  10. #10
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    Default Re: thread/timer/sound interaction

    Use the System class's current time method before and after the loop and take the difference.
    If you don't understand my answer, don't ignore it, ask a question.

  11. #11
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    Default Re: thread/timer/sound interaction

    I have placed 4 currenttimein milliseconds
    System.out.println("time 1 "+System.currentTimeMillis());
    g.drawString("hour "+ hour + "minute :" + minute + "second :" + second, 14, 30);
    System.out.println("time 2 "+System.currentTimeMillis());
    then another one(3) after declaring array/before for cycle
    and last one(4) after for cycle


    there are results
    time 1 1367607840678
    time 2 1367607840687
    time 3 1367607840687
    time 4 1367607840893
    time 4 1367607841064

  12. #12
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    Default Re: thread/timer/sound interaction

    Now can you do the arithmetic to compute how loop it took for the loop to execute?
    time for loop to execute = end loop time - start loop time

    This is the loop I am talking about:
     
    for(int i=1; i<55; i++){
      this.sound60(freq[i],100,0.5);//day
    }
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: thread/timer/sound interaction

    then its
    time 3 1367607840687
    time 4 1367607840893

  14. #14
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    Default Re: thread/timer/sound interaction

    You computer is MUCH faster than mine. Mine takes 19 seconds to execute that loop.
    The time4 - time3 is 0.2 seconds

    How can that be?


    Can you post the code showing where time 3 and time 4 are printed?

    My times:
    Before t=1367601975250
    After t=1367601993590
    Before t=1367601993596
    After t=1367602010747
    Before t=1367602010770
    After t=1367602027937
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: thread/timer/sound interaction

    System.out.println("time 3 "+System.currentTimeMillis());

    for(int i=1; i<55; i++){
    this.sound60(freq[i],100,0.5);//day

    System.out.println("time 4 "+System.currentTimeMillis());

    }
    // System.out.println("time 5 "+System.currentTimeMillis());
    } catch (LineUnavailableException e) {
    e.printStackTrace();
    }

  16. #16
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    Default Re: thread/timer/sound interaction

    time 5 is the important one.
    What are the times at time3 and time 5?

    Time 4 should print 54 times. What was the last value printed? Compare it to time 3
    If you don't understand my answer, don't ignore it, ask a question.

  17. #17
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    Default Re: thread/timer/sound interaction

    System.out.println("time 1 "+System.currentTimeMillis());

    for(int i=1; i<55; i++){
    System.out.println("time 2 "+System.currentTimeMillis());
    this.sound60(freq[i],100,0.5);//day

    System.out.println("time 3 "+System.currentTimeMillis());

    }
    System.out.println("time 4 "+System.currentTimeMillis());
    } catch (LineUnavailableException e) {
    e.printStackTrace();
    __________________________________________________ ____________
    time 1 1367612820625
    time 2 1367612820626
    time 3 1367612820941
    time 2 1367612820941
    time 3 1367612821161
    time 2 1367612821161
    time 3 1367612821379
    time 2 1367612821379
    time 3 1367612821599
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    __________________________________________________ ________________________
    All other println didnt produce any output
    I also noticed that field that showing seconds on display do it with increment 13 seconds ;Earlier it did it with increment 1 second

  18. #18
    Super Moderator Norm's Avatar
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    Default Re: thread/timer/sound interaction

    All other println didnt produce any output
    The only two print outs that are important were time 3 (just before the loop) and time 5 (just after the loop) from post#15
    The rest are not needed. Not need to post times inside the loop.

    What is the time used to excute the loop between time3 and time5?
    The time spent executing in the loop is keeping the GUI from updating.

    When posting code be sure to wrap the code with code tags:
    [code=java]
    <YOUR CODE HERE>
    [/code]
    to get highlighting and preserve formatting.


    I just saw the new locations for the printlns in post#17.
    The printlns inside of the loop are not needed. Just the one before the loop and the one after the loop.

    How long was spent executing the loop? <<<<< Do some math and post an answer to that question.
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: thread/timer/sound interaction

    Difference between time before loop and time after loop is 13301 (obtained using system.currenttimemillis() )
    Thank you very much
    Edward

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    Default Re: thread/timer/sound interaction

    You should NOT run loops that take 13 seconds to complete in the paint() method.
    What is the loop supposed to do? It should be moved outside the paint() method to another thread where its execution will not slow down the execution of the paint() method.
    I assume you want the paint() method to be executed every 1 second by the calls to repaint() in the loop in the run() method.
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: thread/timer/sound interaction

    Yes that was initial intention : run 2 independent threads
    One for paint ( exec every 1 second )
    Another thread for loop .
    Can I please ask you to add to this program outline of second thread where i can put loop ?
    Thank you so very much
    Edward

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    Default Re: thread/timer/sound interaction

    The paint() method is called by the jvm on the its EDT thread in response to a call to repaint()
    You do not need a separate thread for executing paint().
    Can the existing run() method call the sound method in addition to calling the repaint() method?
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: thread/timer/sound interaction

    Yes run() can call sound .How can i do it ?

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    Default Re: thread/timer/sound interaction

    How can i do it ?
    Are you asking how to call the sound method from the run method?
    Calling one method from another method is a very common thing to do. Your code has many examples of that.
    Please explain what problems you are having.
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: thread/timer/sound interaction

    when i m trying to call this piece from run() i m getting same problem timer increment on 13 seconds
    Where exactly i have to place it ?

    try {

    for(int i=1; i<=55; i++){
    this.sound60(freq[i],100,0.5);//day
    }

    } catch (LineUnavailableException e) { e.printStackTrace();}

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