Invoke javax.swing.Timer#start() same time,
7u25 is not problem.
Finally I write DIY repaint management class .. :(
import java.awt.event.*;
import java.util.*;
import javax.swing.*;
import javax.swing.Timer;
/**
* EffectTimer
*/
public class EffectTimer {
/**
* All of effect timers in instance of this class.
*/
static class GlobalTimer implements ActionListener {
List<EffectTimer> registeredEffects = new ArrayList<>();
Timer timer = new Timer(16, this);
public void start(final EffectTimer t) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
internalStart(t);
}
});
}
void internalStart(EffectTimer t) {
int initialDelay = Math.max(0, (int) (t.getEffectStartTime() - System.currentTimeMillis()));
if(timer.getInitialDelay() >= initialDelay) {
timer.setInitialDelay(initialDelay);
}
if(!registeredEffects.contains(t)) {
registeredEffects.add(t);
if(registeredEffects.size() == 1) {
timer.start();
}
}
}
void stop(final EffectTimer t) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
registeredEffects.remove(t);
checkStop();
}
});
}
@Override
public void actionPerformed(ActionEvent e) {
long now = e.getWhen();
Iterator<EffectTimer> iter = registeredEffects.iterator();
while(iter.hasNext()) {
EffectTimer t = iter.next();
long elapsedMs = now - t.getEffectStartTime();
if(elapsedMs > 0) {
float p = elapsedMs / (float)t.getEffectLengthMs();
if(p >= 1.0f) {
iter.remove();
t.stop();
} else {
if(t.isReversed()) {
p = 1.0f - p;
}
t.progressChanged(p);
}
}
}
checkStop();
}
void checkStop() {
if(registeredEffects.isEmpty()) {
timer.stop();
}
}
public int getRunningTimerCount() {
return registeredEffects.size();
}
public void stopAll() {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
registeredEffects.clear();
checkStop();
}
});
}
}
static final GlobalTimer GTIMER = new GlobalTimer();
int effectLengthMs = -1;
long effectStartMs = -1;
float progress = 0.0f;
boolean reversed = true;
public long getEffectStartTime() {
return effectStartMs;
}
public int getEffectLengthMs() {
return effectLengthMs;
}
public void start(int lengthMs) {
start(lengthMs, System.currentTimeMillis());
}
public void start(int lengthMs, long startMs) {
effectLengthMs = lengthMs;
effectStartMs = startMs;
reversed = false;
progress = 0.0f;
GTIMER.start(this);
}
public boolean isReversed() {
return reversed;
}
public void reverse(final int lengthMs) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
internalReverse(lengthMs);
}
});
}
void internalReverse(int lengthMs) {
reversed = !reversed;
effectLengthMs = lengthMs;
int adjust = reversed ? (int)(lengthMs * (1.0f - progress)) : (int)(lengthMs * progress);
effectStartMs = System.currentTimeMillis() - adjust;
GTIMER.start(this);
}
final public void progressChanged(float p) {
progress = p;
run(p);
}
/**
* 0.0f to 1.0f effect progress.
* <code>Float.compare(progress, 1.0f) >= 0</code> to end progress.
*/
protected void run(float p) {}
public void stop() {
progress = reversed ? 0.0f : 1.0f;
GTIMER.stop(this);
}
public boolean isRunning() {
return 0.0f < progress && progress < 1.0f;
}
public float getProgress() {
return progress;
}
public static int getRunningTimerCount() {
return GTIMER.getRunningTimerCount();
}
public static void stopAll() {
GTIMER.stopAll();
}
}
Several issues arise in your example:
Swing GUI objects should be constructed and manipulated only on the event dispatch thread.
All Swing Timer instances share a common thread, which is being saturated.
Depending on the goal, some alternatives are possible:
Use a single Timer
instance, and select some fraction for update at a proportionally higher rate. The example below randomly selects N
of the components and updates them every 100 ms.
Use TexturePaint
, as shown here.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.Random;
import javax.swing.*;
/** @see https://stackoverflow.com/a/18936444/230513 */
public class BlinkenLights {
private static final int S = 24;
private static final int N = 10;
private static final Random r = new Random();
private static final List<MyComponent> list = new ArrayList<MyComponent>();
private static final class MyComponent extends JComponent {
public MyComponent() {
this.setOpaque(true);
}
@Override
public Dimension getPreferredSize() {
return new Dimension(S, S);
}
@Override
protected void paintComponent(Graphics g) {
g.setColor(Color.getHSBColor(r.nextFloat() / 6, 1, 1));
g.fillRect(0, 0, getWidth(), getHeight());
}
}
private static JPanel createPanel() {
final JPanel p = new JPanel();
p.setLayout(new GridLayout(N, N));
for (int i = 0; i < N * N; i++) {
MyComponent c = new MyComponent();
p.add(c);
list.add(c);
}
Timer t = new Timer(1000 / N, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
Collections.shuffle(list, r);
for (int i = 0; i < N; i++) {
list.get(i).repaint();
}
}
});
t.start();
return p;
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(createPanel());
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
});
}
}