Getting values from JTextField on buttonclick event - swing

I am writing a simple program which takes 3 values from user using 3 JTextField and with 2 buttons, one for Chart and other for Graph.
On Click of any of this button, the values taken from the interface, should be returned to the calling function is the requirement.
(i.e. I am calling View from Controller and taking values from user in view and expecting back in controller)
For this i have used textfield1.getText() function inside:
Button1.addActionListener(new ActionListener() {
//Overriding function over here for getting the data
});
event. and at the end I am retuning the ArrayList of values taken from user.
However the issue, is as soon as the program i starting to run, it's not waiting for the button click but directly returning the ArrayList to the Controller with the default values.
Appreciate any quick help on this..
I am pretty new to listeners and that might be the reason for the issue..

The question lacks some code to really pinpoint the problem, but I am under the impression you think that the call
do A
button.addActionListener( new ActionListener(){
public void actionPerformed( ActionEvent e ){
do C
}
} );
do B
will stop your code execution until the button is pressed. This is incorrect.
In the above snippet, it will do A, then attach the listener to the button, and immediately continue with B. The listener code will only be triggered when the button is pressed. So C is only executed when the button is pressed, which is after B.
There is a tutorial about ActionListeners available on the Oracle site. If you are not familiar with the listener concept as you claim, it might also be helpful to read about the Observer design pattern, which is the design pattern you use when you attach a listener.

Related

JavaFX FXML Parameter passing from Controller A to B and back

I want to create a controller based JavaFX GUI consisting of multiple controllers.
The task I can't accomplish is to pass parameters from one Scene to another AND back.
Or in other words:
The MainController loads SubController's fxml, passes an object to SubController, switches the scene. There shall not be two open windows.
After it's work is done, the SubController shall then switch the scene back to the MainController and pass some object back.
This is where I fail.
This question is very similar to this one but still unanswered. Passing Parameters JavaFX FXML
It was also mentioned in the comments:
"This work when you pass parameter from first controller to second but how to pass parameter from second to first controller,i mean after first.fxml was loaded.
– Xlint Xms Sep 18 '17 at 23:15"
I used the first approach in the top answer of that thread.
Does anyone have a clue how to achieve this without external libs?
There are numerous ways to do this.
Here is one solution, which passes a Consumer to another controller. The other controller can invoke the consumer to accept the result once it has completed its work. The sample is based on the example code from an answer to the question that you linked.
public Stage showCustomerDialog(Customer customer) {
FXMLLoader loader = new FXMLLoader(
getClass().getResource(
"customerDialog.fxml"
)
);
Stage stage = new Stage(StageStyle.DECORATED);
stage.setScene(
new Scene(
(Pane) loader.load()
)
);
Consumer<CustomerInteractionResult> onComplete = result -> {
// update main screen based upon result.
};
CustomerDialogController controller =
loader.<CustomerDialogController>getController();
controller.initData(customer, onComplete);
stage.show();
return stage;
}
...
class CustomerDialogController() {
#FXML private Label customerName;
private Consumer<CustomerInteractionResult> onComplete
void initialize() {}
void initData(Customer customer, Consumer<CustomerInteractionResult> onComplete) {
customerName.setText(customer.getName());
this.onComplete = onComplete;
}
#FXML
void onSomeInteractionLikeCloseDialog(ActionEvent event) {
onComplete.accept(new CustomerInteractionResult(someDataGatheredByDialog));
}
}
Another way to do this is to add a result property to the controller of the dialog screen and interested invokers could listen to or retrieve the result property. A result property is how the in-built JavaFX dialogs work, so you would be essentially imitating some of that functionality.
If you have a lot of this passing back and forth stuff going on, a shared dependency injection model based on something like Gluon Ignite, might assist you.
I've used AfterBurner.fx for dependency injection, which is very slick and powerful as long as you follow the conventions. It's not necessarily an external lib if you just copy the 3 classes into your structure. Although you do need the javax Inject jar, so I guess it is an eternal reference.
Alternately, if you have a central "screen" from which most of your application branches out you could use property binding probably within a singleton pattern. There are some good articles on using singleton in JavaFX, like this one. I did that for a small application that works really great, but defining all of those bindings can get out of hand if there are a lot of properties.
To pass data back, the best approach is probably to fire custom Events, which the parent controller subscribes to with Node::addEventHandler. See How to emit and handle custom events? for context.
In complex cases when the two controllers have no reference to each other, a Event Bus as #jewelsea mentioned is the superior option.
For overall architecture, this Reddit comment provides some good detail: https://www.reddit.com/r/java/comments/7c4vhv/are_there_any_canonical_javafx_design_patterns/dpnsedh/

AS3: How to dispatch function from class to mainframe

This might be a silly question. But how can I call a function (to execute) from a class to the timeline.
For example, I have the class "Test" and I want to execute the function "Next" on the timline (which it is only a function to show next slide).
Hope you understand what I'm trying to do.
Thank you!
The best practice for communication (in this scenario!) is to use Events.
The timeline create the object of your class Test and registers an
event listener.
The object of your class Test dispatch an Event.
The function that the timeline registered for that Event will be executed.
Please take a look at this question that wants to send additional information to the main timeline. In your case, you do not need a custom Event, because you do not want to send any information along. You only want to communicate the occurrence of the event. You can put that information into the type of the event. an example for a dispatch could look like this:
dispatchEvent(new Event("next"));
Creating a custom class allows you to put that String literal that describes the type into a constant, which prevents errors caused by accidentally misspelling the type. That might be a reason to create a custom Event class anyway, even only for the sake of a place to put those constants.
dispatchEvent(new PresentationEvent(PresentationEvent.NEXT));
Again, this would do the same as the previous line. this is also covered in the other question and the answer to it. Please take a look.

Spark Window close function, stage becomes null

I have a Spark Window that I use as a popup window in front of my main application. I prefer this method to the PopUp Manager. However, I run into a strange error when calling the windows close() method. In the closing event handler, I have a function which does the following
public function closeHandler(event:Event):void {
this.owner.removeChild(this);
}
The window's owner is WindowedSystemManager, but at some point during the removeChild phase, the stage becomes null, and Flex throws an error trying to close the nativeWindow because it cannot find a reference to it. Two things fix this,
Instead of calling window.close(), call window.nativeWindow.close();
Do not call this.owner.removeChild(this) in the closing handler.
I'm trying to understand what is going on, does anybody have any idea??

flex 4 - why dispatchEvent triggering creationComplete recursively

I have a custom component called shopView which is an MXML skinnable component. I have a controller class called ShopController which takes care of showing this component in popup, updating info shown in the component etc.
Now, I wanted to maniupate some of the subcomponents of this ShopView after it has been created from the controller after the ShopView is created (creationComplete() event)
So, I have attached an event listener which intern does some initialization process
creationComplete="init(event)"
the init() function
private function init(event:FlexEvent):void{
event.stopImmediatePropagation();
initMenus();
initSlots();
dispatchEvent(event);
}
Attached another creation complete event from the controller class
_shop.addEventListener(FlexEvent.CREATION_COMPLETE,onShopCreated);
*_shop is the instance of ShopView*
Now, if you see the init() function, there I am stopping the event propagation, doing some initialization process and after that I am dispatching the event (for the shop controller do the rest of the job)
Now, this is crashing the app because the crationComplete event of the ShopView is recursively called. I was thinking the dispatchEvent will propagate to the other listerners but seems like it is propagating back to the same component.
I have fixed it by removing the e.stopImmediatePropagation() and dispatchEvent(event) lines from the init() function. But I want to know why it is happening like this?
Is it a known issue for the mxml/flex components? OR it is expected behavior?
Update: I am not doing same in .as as I said below. Got answer, basically its my stupidity :)
because I have not seen this behavior when I write .as classes where I
stopevent propagation and dispatch the event based on business logic.
Thanks in advance.
This is expected behavior.
When you redispatch an existing event dispatchEvent automatically clones it (since you can't dispatch the same event twice.) This clears any propagation-related flags.
May I ask why you want to redispatch CREATION_COMPLETE in this situation anyway? Both handlers will function just fine without the two lines you removed.

Responding to an Event that May Have Already Occurred

I'm debating two approaches to a pretty typical problem: Knowing when an event occurs or responding to it immediately if it already HAS occurred.
In approach one, a user of MyLoader1 adds an event listener which will be fired immediately if the loader is already complete.
class MyLoader1 extends EventDispatcher
{
private var _isComplete:Boolean = false;
public override function addEventListener(type:String, listener:Function, useCapture:Boolean=false, priority:int=0, useWeakReference:Boolean=false):void
{
super.addEventListener(type, listener, useCapture, priority, useWeakReference);
// if the operation is already complete, immediately notify listeners
if(_isComplete)
{
dispatchEvent(new Event(Event.COMPLETE));
}
}
}
class Application1()
{
function main():void
{
new MyLoader1().addEventListener(Event.COMPLETE, onComplete);
}
}
In approach 2, a user of MyLoader2 must first check the completion status of MyLoader2 before deciding whether to proceed or add a listener, which is fired later.
class MyLoader2 extends EventDispatcher
{
private var _isComplete:Boolean = false;
public function get isComplete():void
{
return _isComplete;
}
}
class Application2()
{
function main():void
{
var loader:MyLoader2 = new MyLoader2();
if(loader.isComplete)
{
// passing null just to simplify the example
onComplete(null);
}
else
{
loader.addEventListener(Event.COMPLETE, onComplete);
}
}
}
What advantages/disadvantages are there to each approach? Is there a design pattern out there that I could/should be using for this situation?
I'm leaning towards the first because it requires less knowledge of the Loader class and less code to leverage it. It could potentially create unwanted side effects when there are multiple listeners though, because the event will fire once for each time a listener is added.
The second method is understandable and easier to debug, but requires more up front work and seems to break encapsulation of the Loader.
I like your first approach better. I don't think that dispatching one event for each listener added is a problem, though; in fact, that's the very idea behind the event mechanism. If you have N objects that want to be notified whenever FooEvent occurs, you have to dispatch the event for each one whenever this event takes place.
Having said that, I wouldn't dispatch the event in the addEventListener method; I think that's the unwanted side effect, really. It goes against anyone's reasonable expectations. Adding a listener should not cause the event to fire. It should just register a listener. You should check whether the data is already loaded in your load function and dispatch the event there if the data is available (because at that point your load operation completed; not when you added the listener).
Another thing: I understand that you want to dispatch immediately if possible. But this has a problem, that can be serious and lead to annoying and not so obvious bugs. If you dispatch immediately you basically have 2 interfaces: one asynchronous and one synchronous. It's possible to handle this correctly in the calling code, but it requires more work and it's quite error prone, especially if you have chained events somewhere (I've made the error of having this kind of async/sync loader and I learned this the hard way).
It's much simpler and it makes almost no difference to delay the dispatching of the event in case the data is available right away. Just a tiny delay to make the code that handles the event run asynchronously (setTimeout(dispatchComplete,10) will do it), in a different stack frame that the code that called the loader. You'll save yourself some troubles and make your calling code simpler, which I think is what you're after.
Though slightly off topic, I would suggest you give signals a try. It depends on what kind of events you are using (ie. Mouse Events would still require the as3 Event so for some instances it might be a bit of extra work), but I've found signals a lot cleaner to implement, and for custom events, it is my preferred choice.
using a signals I usually set up one static var that acts as the main controller. I find this is better than the interconnected chain of Event Listeners and Dispatchers. You could have all the commands driving your app/game/website going through this one funnel.
The reason I'm bringing this up is that if you go this route, you essentially have a listener before you have the event. So if an object is created after the event has taken place, you could have it poll for whether an event occoured, and the addOnce() function is good for loaders and other events that are expected to happen once only. So while this does not answer your question, I hope it adds to the confusion :)
there's a link here to give you an idea of how it works
http://johnlindquist.com/2010/01/21/as3-signals-tutorial/