Java check a specific condition after a thread terminates












0















I have the following code



    PlayerMove move;
Thread t = new Thread(new Timer());
t.start();
move = this.currentPlayer.GetPlayerMove();


how I can check if the move variable is null after the thread t terminates?










share|improve this question


















  • 1





    It is unclear what you are asking for. Do you want to know how to check if the thread ended? Do you want to know how to write a loop and wait for that method to return a null result?

    – GhostCat
    Nov 20 '18 at 10:53











  • if currentPlayer.GetPlayerMove() doesn't return null until after the thread ended then move might never be null unless the thread executes so fast that it will end right before GetPlayerMove() is called. Besides that, you'd need to know when the thread has finished and there are a number of ways to do that (e.g. use a Future, join the threads etc.) - what exactly are you trying to achieve?

    – Thomas
    Nov 20 '18 at 10:53













  • @GhostCat I want to know if the move var is null or not after the timer thread ends.

    – E.Omar
    Nov 20 '18 at 10:57











  • Are you maybe trying to give the player the opportunity to move for a given time?

    – daniu
    Nov 20 '18 at 11:00











  • @Thomas Thanks for your response . What i want to achieve is giving a player a limited time to make a move and if he/she doesn't i wanna stop the game.

    – E.Omar
    Nov 20 '18 at 11:03
















0















I have the following code



    PlayerMove move;
Thread t = new Thread(new Timer());
t.start();
move = this.currentPlayer.GetPlayerMove();


how I can check if the move variable is null after the thread t terminates?










share|improve this question


















  • 1





    It is unclear what you are asking for. Do you want to know how to check if the thread ended? Do you want to know how to write a loop and wait for that method to return a null result?

    – GhostCat
    Nov 20 '18 at 10:53











  • if currentPlayer.GetPlayerMove() doesn't return null until after the thread ended then move might never be null unless the thread executes so fast that it will end right before GetPlayerMove() is called. Besides that, you'd need to know when the thread has finished and there are a number of ways to do that (e.g. use a Future, join the threads etc.) - what exactly are you trying to achieve?

    – Thomas
    Nov 20 '18 at 10:53













  • @GhostCat I want to know if the move var is null or not after the timer thread ends.

    – E.Omar
    Nov 20 '18 at 10:57











  • Are you maybe trying to give the player the opportunity to move for a given time?

    – daniu
    Nov 20 '18 at 11:00











  • @Thomas Thanks for your response . What i want to achieve is giving a player a limited time to make a move and if he/she doesn't i wanna stop the game.

    – E.Omar
    Nov 20 '18 at 11:03














0












0








0


1






I have the following code



    PlayerMove move;
Thread t = new Thread(new Timer());
t.start();
move = this.currentPlayer.GetPlayerMove();


how I can check if the move variable is null after the thread t terminates?










share|improve this question














I have the following code



    PlayerMove move;
Thread t = new Thread(new Timer());
t.start();
move = this.currentPlayer.GetPlayerMove();


how I can check if the move variable is null after the thread t terminates?







java multithreading






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 20 '18 at 10:50









E.OmarE.Omar

1




1








  • 1





    It is unclear what you are asking for. Do you want to know how to check if the thread ended? Do you want to know how to write a loop and wait for that method to return a null result?

    – GhostCat
    Nov 20 '18 at 10:53











  • if currentPlayer.GetPlayerMove() doesn't return null until after the thread ended then move might never be null unless the thread executes so fast that it will end right before GetPlayerMove() is called. Besides that, you'd need to know when the thread has finished and there are a number of ways to do that (e.g. use a Future, join the threads etc.) - what exactly are you trying to achieve?

    – Thomas
    Nov 20 '18 at 10:53













  • @GhostCat I want to know if the move var is null or not after the timer thread ends.

    – E.Omar
    Nov 20 '18 at 10:57











  • Are you maybe trying to give the player the opportunity to move for a given time?

    – daniu
    Nov 20 '18 at 11:00











  • @Thomas Thanks for your response . What i want to achieve is giving a player a limited time to make a move and if he/she doesn't i wanna stop the game.

    – E.Omar
    Nov 20 '18 at 11:03














  • 1





    It is unclear what you are asking for. Do you want to know how to check if the thread ended? Do you want to know how to write a loop and wait for that method to return a null result?

    – GhostCat
    Nov 20 '18 at 10:53











  • if currentPlayer.GetPlayerMove() doesn't return null until after the thread ended then move might never be null unless the thread executes so fast that it will end right before GetPlayerMove() is called. Besides that, you'd need to know when the thread has finished and there are a number of ways to do that (e.g. use a Future, join the threads etc.) - what exactly are you trying to achieve?

    – Thomas
    Nov 20 '18 at 10:53













  • @GhostCat I want to know if the move var is null or not after the timer thread ends.

    – E.Omar
    Nov 20 '18 at 10:57











  • Are you maybe trying to give the player the opportunity to move for a given time?

    – daniu
    Nov 20 '18 at 11:00











  • @Thomas Thanks for your response . What i want to achieve is giving a player a limited time to make a move and if he/she doesn't i wanna stop the game.

    – E.Omar
    Nov 20 '18 at 11:03








1




1





It is unclear what you are asking for. Do you want to know how to check if the thread ended? Do you want to know how to write a loop and wait for that method to return a null result?

– GhostCat
Nov 20 '18 at 10:53





It is unclear what you are asking for. Do you want to know how to check if the thread ended? Do you want to know how to write a loop and wait for that method to return a null result?

– GhostCat
Nov 20 '18 at 10:53













if currentPlayer.GetPlayerMove() doesn't return null until after the thread ended then move might never be null unless the thread executes so fast that it will end right before GetPlayerMove() is called. Besides that, you'd need to know when the thread has finished and there are a number of ways to do that (e.g. use a Future, join the threads etc.) - what exactly are you trying to achieve?

– Thomas
Nov 20 '18 at 10:53







if currentPlayer.GetPlayerMove() doesn't return null until after the thread ended then move might never be null unless the thread executes so fast that it will end right before GetPlayerMove() is called. Besides that, you'd need to know when the thread has finished and there are a number of ways to do that (e.g. use a Future, join the threads etc.) - what exactly are you trying to achieve?

– Thomas
Nov 20 '18 at 10:53















@GhostCat I want to know if the move var is null or not after the timer thread ends.

– E.Omar
Nov 20 '18 at 10:57





@GhostCat I want to know if the move var is null or not after the timer thread ends.

– E.Omar
Nov 20 '18 at 10:57













Are you maybe trying to give the player the opportunity to move for a given time?

– daniu
Nov 20 '18 at 11:00





Are you maybe trying to give the player the opportunity to move for a given time?

– daniu
Nov 20 '18 at 11:00













@Thomas Thanks for your response . What i want to achieve is giving a player a limited time to make a move and if he/she doesn't i wanna stop the game.

– E.Omar
Nov 20 '18 at 11:03





@Thomas Thanks for your response . What i want to achieve is giving a player a limited time to make a move and if he/she doesn't i wanna stop the game.

– E.Omar
Nov 20 '18 at 11:03












1 Answer
1






active

oldest

votes


















1














My guess is what you want is something like this:



CompletableFuture<PlayerMove> moveFuture = supplyAsync(currentPlayer::getPlayerMove);

try {
PlayerMove move = moveFuture.get(limit, TimeUnit.MILLISECONDS);
// player moved
} catch (TimeoutException e) {
// player did not move
}


CompletableFuture is an interface representing a result that gets calculated in a separate thread (in this case, a call to currentPlayer.getPlayerMove()). You can retrieve the result by calling get() which will wait forever or (as in this case), for a specified period of time. If that timeout has elapsed, a TimeoutException is thrown.






share|improve this answer


























  • Can you explain this solution please?

    – E.Omar
    Nov 20 '18 at 11:20











  • @E.Omar Added an explanation to the answer.

    – daniu
    Nov 20 '18 at 11:47











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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









1














My guess is what you want is something like this:



CompletableFuture<PlayerMove> moveFuture = supplyAsync(currentPlayer::getPlayerMove);

try {
PlayerMove move = moveFuture.get(limit, TimeUnit.MILLISECONDS);
// player moved
} catch (TimeoutException e) {
// player did not move
}


CompletableFuture is an interface representing a result that gets calculated in a separate thread (in this case, a call to currentPlayer.getPlayerMove()). You can retrieve the result by calling get() which will wait forever or (as in this case), for a specified period of time. If that timeout has elapsed, a TimeoutException is thrown.






share|improve this answer


























  • Can you explain this solution please?

    – E.Omar
    Nov 20 '18 at 11:20











  • @E.Omar Added an explanation to the answer.

    – daniu
    Nov 20 '18 at 11:47
















1














My guess is what you want is something like this:



CompletableFuture<PlayerMove> moveFuture = supplyAsync(currentPlayer::getPlayerMove);

try {
PlayerMove move = moveFuture.get(limit, TimeUnit.MILLISECONDS);
// player moved
} catch (TimeoutException e) {
// player did not move
}


CompletableFuture is an interface representing a result that gets calculated in a separate thread (in this case, a call to currentPlayer.getPlayerMove()). You can retrieve the result by calling get() which will wait forever or (as in this case), for a specified period of time. If that timeout has elapsed, a TimeoutException is thrown.






share|improve this answer


























  • Can you explain this solution please?

    – E.Omar
    Nov 20 '18 at 11:20











  • @E.Omar Added an explanation to the answer.

    – daniu
    Nov 20 '18 at 11:47














1












1








1







My guess is what you want is something like this:



CompletableFuture<PlayerMove> moveFuture = supplyAsync(currentPlayer::getPlayerMove);

try {
PlayerMove move = moveFuture.get(limit, TimeUnit.MILLISECONDS);
// player moved
} catch (TimeoutException e) {
// player did not move
}


CompletableFuture is an interface representing a result that gets calculated in a separate thread (in this case, a call to currentPlayer.getPlayerMove()). You can retrieve the result by calling get() which will wait forever or (as in this case), for a specified period of time. If that timeout has elapsed, a TimeoutException is thrown.






share|improve this answer















My guess is what you want is something like this:



CompletableFuture<PlayerMove> moveFuture = supplyAsync(currentPlayer::getPlayerMove);

try {
PlayerMove move = moveFuture.get(limit, TimeUnit.MILLISECONDS);
// player moved
} catch (TimeoutException e) {
// player did not move
}


CompletableFuture is an interface representing a result that gets calculated in a separate thread (in this case, a call to currentPlayer.getPlayerMove()). You can retrieve the result by calling get() which will wait forever or (as in this case), for a specified period of time. If that timeout has elapsed, a TimeoutException is thrown.







share|improve this answer














share|improve this answer



share|improve this answer








edited Nov 20 '18 at 11:47

























answered Nov 20 '18 at 11:03









daniudaniu

7,45021635




7,45021635













  • Can you explain this solution please?

    – E.Omar
    Nov 20 '18 at 11:20











  • @E.Omar Added an explanation to the answer.

    – daniu
    Nov 20 '18 at 11:47



















  • Can you explain this solution please?

    – E.Omar
    Nov 20 '18 at 11:20











  • @E.Omar Added an explanation to the answer.

    – daniu
    Nov 20 '18 at 11:47

















Can you explain this solution please?

– E.Omar
Nov 20 '18 at 11:20





Can you explain this solution please?

– E.Omar
Nov 20 '18 at 11:20













@E.Omar Added an explanation to the answer.

– daniu
Nov 20 '18 at 11:47





@E.Omar Added an explanation to the answer.

– daniu
Nov 20 '18 at 11:47


















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