Source Code Cross Referenced for J3dThread.java in  » 6.0-JDK-Modules » java-3d » javax » media » j3d » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » 6.0 JDK Modules » java 3d » javax.media.j3d 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * $RCSfile: J3dThread.java,v $
003:         *
004:         * Copyright 1998-2008 Sun Microsystems, Inc.  All Rights Reserved.
005:         * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
006:         *
007:         * This code is free software; you can redistribute it and/or modify it
008:         * under the terms of the GNU General Public License version 2 only, as
009:         * published by the Free Software Foundation.  Sun designates this
010:         * particular file as subject to the "Classpath" exception as provided
011:         * by Sun in the LICENSE file that accompanied this code.
012:         *
013:         * This code is distributed in the hope that it will be useful, but WITHOUT
014:         * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
015:         * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
016:         * version 2 for more details (a copy is included in the LICENSE file that
017:         * accompanied this code).
018:         *
019:         * You should have received a copy of the GNU General Public License version
020:         * 2 along with this work; if not, write to the Free Software Foundation,
021:         * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
022:         *
023:         * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
024:         * CA 95054 USA or visit www.sun.com if you need additional information or
025:         * have any questions.
026:         *
027:         * $Revision: 1.6 $
028:         * $Date: 2008/02/28 20:17:25 $
029:         * $State: Exp $
030:         */
031:
032:        package javax.media.j3d;
033:
034:        /**
035:         * The J3dThread is the super class of all slave threads in Java 3D.  It implements
036:         * all of the common flow control constructs.
037:         */
038:
039:        abstract class J3dThread extends Thread {
040:            /**
041:             * These are the thread types that a message may affect
042:             */
043:            static final int BEHAVIOR_SCHEDULER = 0x01;
044:            static final int SOUND_SCHEDULER = 0x02;
045:            static final int INPUT_DEVICE_SCHEDULER = 0x04;
046:            static final int RENDER_THREAD = 0x10;
047:            //  static final int COLLISION_THREAD       		= 0x20;
048:            static final int UPDATE_GEOMETRY = 0x40;
049:            static final int UPDATE_RENDER = 0x80;
050:            static final int UPDATE_BEHAVIOR = 0x100;
051:            static final int UPDATE_SOUND = 0x200;
052:            static final int UPDATE_RENDERING_ATTRIBUTES = 0x400;
053:            static final int UPDATE_RENDERING_ENVIRONMENT = 0x1000;
054:            static final int UPDATE_TRANSFORM = 0x2000;
055:
056:            /**
057:             * The classification types.  
058:             */
059:            static final int WORK_THREAD = 0x01;
060:            static final int UPDATE_THREAD = 0x02;
061:
062:            /**
063:             * This runMonitor action puts the thread into an initial wait state
064:             */
065:            static final int WAIT = 0;
066:
067:            /**
068:             * This runMonitor action notifies MasterControl that this thread 
069:             * has completed and wait.
070:             */
071:            static final int NOTIFY_AND_WAIT = 1;
072:
073:            /**
074:             * This is used by Canvas3D Renderer to notify user thread
075:             * that swap is completed.
076:             */
077:            static final int NOTIFY = 2;
078:
079:            /**
080:             * This runMonitor action tells the thread to run N number of 
081:             * iterations.
082:             */
083:            static final int RUN = 2;
084:
085:            /**
086:             * This runMonitor action tells the thread to stop running
087:             */
088:            static final int STOP = 3;
089:
090:            /**
091:             * This indicates that this thread has been activated by MC
092:             */
093:            boolean active = false;
094:
095:            /**
096:             * This indicates that this thread is alive and running
097:             */
098:            private volatile boolean running = true;
099:
100:            /**
101:             * This flag is set by the RUN action of runMonitor to indicate that the
102:             * waiting thread has work to do.
103:             */
104:            private volatile boolean ready = false;
105:
106:            /**
107:             * The thread data for this thread
108:             */
109:            private J3dThreadData[] data = null;
110:
111:            /**
112:             * This indicates that this thread is started and able to accept work
113:             */
114:            private volatile boolean started = false;
115:
116:            /**
117:             * The time values passed into this thread
118:             */
119:            long referenceTime;
120:
121:            /**
122:             * Use to assign threadOpts WAIT_ALL_THREADS
123:             */
124:            long lastWaitTimestamp = 0;
125:
126:            /**
127:             * The type of this thread.  It is one of the above constants.
128:             */
129:            int type;
130:
131:            /**
132:             * The classification of this thread.  It is one of the above constants.
133:             */
134:            int classification = WORK_THREAD;
135:
136:            /**
137:             * The arguments passed in for this thread
138:             */
139:            Object[] args = null;
140:
141:            /**
142:             * Flag to indicate that user initiate a thread stop
143:             */
144:            volatile boolean userStop = false;
145:
146:            /**
147:             * Flag to indicate that this thread is waiting to be notify
148:             */
149:            private volatile boolean waiting = false;
150:
151:            /**
152:             * Some variables used to name threads correctly
153:             */
154:            private static int numInstances = 0;
155:            private int instanceNum = -1;
156:
157:            private synchronized int newInstanceNum() {
158:                return (++numInstances);
159:            }
160:
161:            int getInstanceNum() {
162:                if (instanceNum == -1)
163:                    instanceNum = newInstanceNum();
164:                return instanceNum;
165:            }
166:
167:            /**
168:             * This method is defined by all slave threads to implement
169:             * one iteration of work.
170:             */
171:            abstract void doWork(long referenceTime);
172:
173:            /**
174:             * This constructor simply assigns the given id.
175:             */
176:            J3dThread(ThreadGroup t) {
177:                super (t, "");
178:            }
179:
180:            /**
181:             * This returns the thread data for this thread.
182:             */
183:            synchronized J3dThreadData getThreadData(View v, Canvas3D c) {
184:                J3dThreadData threadData;
185:                int i, j;
186:                J3dThreadData[] newData;
187:
188:                if (type != RENDER_THREAD) { // Regular Thread
189:                    if (data == null) {
190:                        data = new J3dThreadData[1];
191:                        data[0] = new J3dThreadData();
192:                        data[0].thread = this ;
193:                        data[0].threadType = type;
194:                        data[0].view = null;
195:                        data[0].canvas = null;
196:                    }
197:                    threadData = data[0];
198:                } else { // Render thread
199:
200:                    // Note: each renderer has multiple thread data mappings
201:                    //       for its render and swap threads
202:
203:                    if (data == null) {
204:                        data = new J3dThreadData[1];
205:                        data[0] = new J3dThreadData();
206:                        data[0].thread = this ;
207:                        data[0].threadType = type;
208:                        data[0].view = v;
209:                        data[0].canvas = c;
210:                        data[0].threadArgs = new Object[4];
211:                        threadData = data[0];
212:                    } else {
213:                        for (i = 0; i < data.length; i++) {
214:                            if (data[i].view == v && data[i].canvas == c) {
215:                                break;
216:                            }
217:                        }
218:                        if (i == data.length) {
219:                            newData = new J3dThreadData[data.length + 1];
220:                            for (j = 0; j < data.length; j++) {
221:                                newData[j] = data[j];
222:                            }
223:                            data = newData;
224:                            data[j] = new J3dThreadData();
225:                            data[j].thread = this ;
226:                            data[j].threadType = type;
227:                            data[j].view = v;
228:                            data[j].canvas = c;
229:                            data[j].threadArgs = new Object[4];
230:                            threadData = data[j];
231:                        } else {
232:                            threadData = data[i];
233:                            Object args[] = (Object[]) threadData.threadArgs;
234:                            args[0] = null;
235:                            args[1] = null;
236:                            args[2] = null;
237:                            args[3] = null;
238:                        }
239:                    }
240:
241:                }
242:
243:                return (threadData);
244:            }
245:
246:            /**
247:             * This initializes this thread.  Once this method returns, the thread is
248:             * able to accept work.
249:             */
250:            void initialize() {
251:                this .start();
252:                while (!started) {
253:                    MasterControl.threadYield();
254:                }
255:            }
256:
257:            /** 
258:             * This causes the threads run method to exit.
259:             */
260:            void finish() {
261:                // NOTE: This spin loop is probably not necessary.
262:                while (!waiting) {
263:                    MasterControl.threadYield();
264:                }
265:                runMonitor(STOP, 0, null);
266:            }
267:
268:            /**
269:             * This thread controls the syncing of all the canvases attached to
270:             * this view.
271:             */
272:            public void run() {
273:                runMonitor(WAIT, 0, null);
274:                while (running) {
275:                    doWork(referenceTime);
276:                    runMonitor(NOTIFY_AND_WAIT, 0, null);
277:                }
278:                // resource clean up
279:                shutdown();
280:            }
281:
282:            synchronized void runMonitor(int action, long referenceTime,
283:                    Object[] args) {
284:                switch (action) {
285:                case WAIT:
286:                    started = true;
287:                    // Issue 279 - loop until ready
288:                    while (!ready && running) {
289:                        waiting = true;
290:                        try {
291:                            wait();
292:                        } catch (InterruptedException e) {
293:                            System.err.println(e);
294:                        }
295:                        waiting = false;
296:                    }
297:                    ready = false;
298:                    break;
299:
300:                case NOTIFY_AND_WAIT:
301:                    VirtualUniverse.mc.runMonitor(MasterControl.THREAD_DONE,
302:                            null, null, null, this );
303:                    // Issue 279 - loop until ready
304:                    while (!ready && running) {
305:                        waiting = true;
306:                        try {
307:                            wait();
308:                        } catch (InterruptedException e) {
309:                            System.err.println(e);
310:                        }
311:                        waiting = false;
312:                    }
313:                    ready = false;
314:                    break;
315:
316:                case RUN:
317:                    this .referenceTime = referenceTime;
318:                    this .args = args;
319:                    ready = true;
320:                    if (waiting) {
321:                        notify();
322:                    }
323:                    break;
324:
325:                case STOP:
326:                    running = false;
327:                    if (waiting) {
328:                        notify();
329:                    }
330:                    break;
331:                }
332:            }
333:
334:            void cleanupView() {
335:                // renderer will reconstruct threadData next time
336:                // in getThreadData
337:                data = null;
338:            }
339:
340:            // default resource clean up method
341:            void shutdown() {
342:            }
343:
344:            void cleanup() {
345:                active = false;
346:                running = true;
347:                ready = false;
348:                data = null;
349:                started = true;
350:                lastWaitTimestamp = 0;
351:                classification = WORK_THREAD;
352:                args = null;
353:                userStop = false;
354:                referenceTime = 0;
355:
356:            }
357:
358:        }
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