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MASON is a fast discrete-event multiagent simulation library core in Java, designed to be the foundation for large custom-purpose Java simulations, and also to provide more than enough functionality for many lightweight simulation needs. MASON contains both a model library and an optional suite of visualization tools in 2D and 3D.

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/*
  Copyright 2008 by Sean Luke and George Mason University
  Licensed under the Academic Free License version 3.0
  See the file "LICENSE" for more information
*/

package sim.display;
import javax.swing.*;
import java.awt.event.*;
import javax.swing.event.*;
import sim.engine.*;
import java.awt.*;
import java.text.*;
import java.util.*;
import ec.util.*;
import java.io.*;
import sim.util.*;
import sim.util.gui.*;
import sim.portrayal.*;
import java.lang.ref.*;
import java.lang.reflect.*;

/*
  SimpleController is a Controller with no GUI.  It implements all of the Controller interface,
  plus it has the same pressPlay/pressStop/etc. methods as Console.  But it is not a JFrame and
  displays nothing.  No extra features are provided: no thread priorities, no step intervals,
  etc.  SimpleController is reasonable to use if you're creating (for example) a game 
  and want to control the entire GUI yourself.

  

Though you can register JFrames with SimpleController, there is no way for the user to show or hide them like he can in Console. This means that you should override the JFrames' close box behaviors to handle their closing yourself (perhaps to disable it).

Similarly, SimpleController cannot store inspectors in a nice list like Console can. Instead if inspectors are registered, they are either not displayed at all or are immediately displayed as separate windows (the equivalent of "Detatched" inspectors in the Console). SimpleController's behavior here is determined by a parameter in its constructor.

For the Console, the standard way to start up a model is to construct the Console and then make it visible and leave it at that. For SimpleController instead the standard way to start up a model is to construct the SimpleController and call the pressPlay method. */ public class SimpleController implements Controller { /** Our simulation */ GUIState simulation; public GUIState getSimulation() { return simulation; } static { // Use Quaqua if it exists try { System.setProperty( "Quaqua.TabbedPane.design","auto" ); // UI Manager Properties docs differ System.setProperty( "Quaqua.visualMargin","1,1,1,1" ); UIManager.put("Panel.opaque", Boolean.TRUE); UIManager.setLookAndFeel((String)(Class.forName("ch.randelshofer.quaqua.QuaquaManager", true, Thread.currentThread().getContextClassLoader()). getMethod("getLookAndFeelClassName",(Class[])null).invoke(null,(Object[])null))); } catch (Exception e) { /* e.printStackTrace(); */ } // just in case we throw a RuntimeException here try // now we try to set certain properties if the security permits it { // macOS X 1.4.1 java doesn't show the grow box. We try to force it here. System.setProperty("apple.awt.showGrowBox", "true"); // if we're on a mac, we should move the menu bar to the top // System.setProperty("com.apple.macos.useScreenMenuBar", "true"); // nah, confuses people when switching windows // if we're on a mac, let's make the tabs smaller // System.setProperty("com.apple.macos.smallTabs", "true"); // nah, looks dorky... } catch (Exception e) { } // just in case we throw a RuntimeException here } /** Random number generator seed */ long randomSeed = 0; // it'll change public SimpleController(final GUIState simulation) { this(simulation, true); randomSeed = simulation.state.seed(); } boolean displayInspectors; public SimpleController(final GUIState simulation, boolean displayInspectors) { this.displayInspectors = displayInspectors; this.simulation = simulation; // Fire up the simulation displays invokeInSwing(new Runnable() { public void run() { simulation.init(SimpleController.this); } }); // Add us to the Console's Controllers list Console.allControllers.put(this,this); } /** If I'm already in the Swing dispatch thread, just run this. Otherwise call SwingUtilities.invokeAndWait on it. */ void invokeInSwing(Runnable runnable) { if (SwingUtilities.isEventDispatchThread()) runnable.run(); else try { SwingUtilities.invokeAndWait(runnable); } catch (InterruptedException e) { } catch (InvocationTargetException e) { } } /** The thread that actually goes through the steps */ Thread playThread; /** A general lock used by a number of short methods which need to "synchronize on the play thread" even if it's changing to another thread. To do this, we use this official 'play thread lock' */ final Object playThreadLock = new Object(); /** Whether the thread should stop. Don't play with this. */ boolean threadShouldStop = false; /** Returns whether or not a flag has been raised to ask the underlying play thread to stop. */ boolean getThreadShouldStop() { synchronized (playThreadLock) { return threadShouldStop; } } /** Sets or clears the flag indicating whether or not the underlying play thread should stop. */ void setThreadShouldStop(final boolean stop) { synchronized (playThreadLock) { threadShouldStop = stop; } } /** The play thread is presently stopped. */ public static final int PS_STOPPED = 0; /** The play thread is presently playing. */ public static final int PS_PLAYING = 1; /** The play thread is presently paused. */ public static final int PS_PAUSED = 2; /** The current state of the simulation: playing, stopped, or paused. Don't play with this.*/ int playState = PS_STOPPED; /** Sets whether or not the current thread is playing, stopped, or paused. An internal method only. */ void setPlayState(int state) { synchronized (playThreadLock) { playState = state; } } /** Gets whether or not the current thread is PS_PLAYING, PS_STOPPED, or PS_PAUSED. */ public int getPlayState() { synchronized (playThreadLock) { return playState; } } /** Starts the simulation. Called internally by methods when a simulation is fired up. Basically various custodial methods. Removes the existing inspectors, sets the random number generator, calls start() on the GUIState (and thus the model underneath), and sets up the global model inspector. */ void startSimulation() { removeAllInspectors(true); // clear inspectors simulation.state.setSeed(randomSeed); // reseed the generator. Do this BEFORE calling start() so it gets properly primed simulation.start(); } /////////////////////// UTILITY FUNCTIONS /** Private internal flag which indicates if the program is already in the process of quitting. */ boolean isClosing = false; /** Private lock to avoid synchronizing on myself. */ final Object isClosingLock = new Object(); /** Closes the Controller and shuts down the simulation. Quits the program only if other simulations are not running in the same program. Called when the user clicks on the close button of the Console, or during a program-wide doQuit() process. Can also be called programmatically. */ public void doClose() { synchronized(isClosingLock) // closing can cause quitting, which in turn can cause closing... { if (isClosing) return; // already in progress... else isClosing = true; } pressStop(); // stop threads simulation.quit(); // clean up simulation Console.allControllers.remove(this); // remove us from the Console's controllers list if (Console.allControllers.size() == 0) Console.doQuit(); // we run doQuit on the console to quit gracefully, as it maintains all the controller lists } /** @deprecated renamed to setIncrementSeedOnStop */ public void setIncrementSeedOnPlay(boolean val) { setIncrementSeedOnStop(val); } /** @deprecated renamed to getIncrementSeedOnStop */ public boolean getIncrementSeedOnPlay() { return getIncrementSeedOnStop(); } boolean incrementSeedOnStop = true; public void setIncrementSeedOnStop(boolean val) { incrementSeedOnStop = val; } public boolean getIncrementSeedOnStop() { return incrementSeedOnStop; } /////////////////////// PLAY/STOP/PAUSE BUTTON FUNCTIONS /** Called when the user presses the stop button. You can call this as well to simulate the same. */ public synchronized void pressStop() { if (getPlayState() != PS_STOPPED) { killPlayThread(); simulation.finish(); stopAllInspectors(true); // stop the inspectors, letting them flush themselves out setPlayState(PS_STOPPED); // increment the random number seed if the user had said to do so if (getIncrementSeedOnStop()) { randomSeed = (int)(randomSeed + 1); // 32 bits only } } } /** Called when the user presses the pause button. You can call this as well to simulate the same. Keep in mind that pause is a toggle. */ public synchronized void pressPause() { pressPause(true); } // presses the pause button. If the simulation is presently stopped, and // shouldStartSimulationIfStopped is true (the default), then the simulation // is started and put into a paused state. The only situation where you'd not // want to do this is if you're loading a simulation from a stopped state (see // doOpen() ). // synchronized void pressPause(boolean shouldStartSimulationIfStopped) { if (getPlayState() == PS_PLAYING) // pause { killPlayThread(); setPlayState(PS_PAUSED); refresh(); // update displays even if they're skipping } else if (getPlayState() == PS_PAUSED) // unpause { spawnPlayThread(); setPlayState(PS_PLAYING); } else if (getPlayState() == PS_STOPPED) // start stepping { // Be careful adding to here -- we should just optionally start // the simulation and then set the various icons and change the // play state. Additional stuff should be done only with consideration // and examination of how it's used in doOpen()... -- Sean if (shouldStartSimulationIfStopped) startSimulation(); setPlayState(PS_PAUSED); refresh(); // update displays even if they're skipping } } /** Called when the user presses the play button. You can call this as well to simulate the same. Keep in mind that play will change to step if pause is down. */ public synchronized void pressPlay() { if (getPlayState() == PS_STOPPED) { // set up states startSimulation(); spawnPlayThread(); setPlayState(PS_PLAYING); } else if (getPlayState() == PS_PAUSED) // step N times { // at this point we KNOW the play thread doesn't exist if (!simulation.step()) pressStop(); refresh(); // update displays even if they're skipping } } /////////////////////// METHODS FOR MANIPULATING THE PLAY THREAD /////////////////////// These are the most complex to think about methods in Console. They go through /////////////////////// the elaborate dance of spawning or killing the underlying play thread. /////////////////////// Handling an underlying thread which paints and updates lots of widgets despite /////////////////////// the fact that Swing on top prefers to handle everything through the even thread, /////////////////////// AND Java3D does its own weird thread handling underneath -- well, it can get /////////////////////// pretty complex. /** Interrupts the play thread and asks it to die. Spin-waits until it dies, repeatedly interrupting it. */ // synchronized so that if I do a doChangeCode(...) and it checks to see that the playThread is // null, then does its stuff, the playThread WILL be null even after the check. synchronized void killPlayThread() { // request that the play thread die setThreadShouldStop(true); // join the thread. try { if (playThread != null) { // we need to do a spin-wait interrupt, then join; rather than // a single interrupt followed by a join, because it's possible // that the play thread could test if it's interrupted, see that // it's not, then we interrupt it, and THEN the play thread goes // into its blocking situation. This is extremely unlikely but // theoretically possible. So we repeatedly interrupt the thread // even in this situation until it gets a clue. do { try { // grab lock on schedule so interruption can't // occur within movie-making (which causes JMF to freak out) // I hope this doesn't mess up things. Looks like it shouldn't // (the function of interrupt() here is to release invokeAndWait, // and at that point nothing's blocked on the schedule) synchronized(simulation.state.schedule) { playThread.interrupt(); } } catch (SecurityException ex) { } // some stupid browsers -- *cough* IE -- don't like interrupts playThread.join(50); } while(playThread.isAlive()); playThread = null; } } catch (InterruptedException e) { System.err.println("WARNING: This should never happen: " + e); } } /** Used to block until a repaint is handled -- see spawnPlayThread() below */ Runnable blocker = new Runnable() { public void run() { // intentionally do nothing } }; /** Spawns a new play thread. The code below actually contains the anonymous subclass that iterates the play thread itself. That's why it's so long.*/ // synchronized so that if I do a doChangeCode(...) and it checks to see that the playThread is // null, then does its stuff, the playThread WILL be null even after the check. synchronized void spawnPlayThread() { setThreadShouldStop(false); // start the playing thread Runnable run = new Runnable() { public void run() { try { // we begin by doing a blocker on the swing event loop. This gives any // existing repaints a chance to do their thing. See comments below as to // why such a thing is necessary if (!Thread.currentThread().isInterrupted() && !getThreadShouldStop()) try // it's possible we could be interrupted in-between here (see killPlayThread) { // important here that we're not synchronized on schedule -- because // killPlayThread blocks on schedule before interrupting for JMF bug SwingUtilities.invokeAndWait(blocker); } catch (InterruptedException e) { try { Thread.currentThread().interrupt(); } catch (SecurityException ex) { } // some stupid browsers -- *cough* IE -- don't like interrupts } catch (java.lang.reflect.InvocationTargetException e) { System.err.println("This should never happen: " + e); } catch (Exception e) { e.printStackTrace(); } // name the current thread simulation.state.nameThread(); // start the main loop boolean result = true; while (true) { // check to see if we are being asked to quit if (getThreadShouldStop()) break; result = simulation.step(); // Some steps (notably 2D displays and the timer) call repaint() // to update themselves. We need to try to guarantee that this repaint() // actually gets fulfilled and not bundled up with other repaints // isssued by the same display. We do that by blocking on the event // loop here, giving them a chance to redraw themselves without our // thread running. Issuing an invokeAndWait also has the effect of flushing // out and forcing all current repaints and events; so since we're blocked // waiting, we want to make sure that no events get called which then try // to call us! if (!Thread.currentThread().isInterrupted() && !getThreadShouldStop()) try // it's possible we could be interrupted in-between here (see killPlayThread) { // important here that we're not synchronized on schedule -- because // killPlayThread blocks on schedule before interrupting for JMF bug SwingUtilities.invokeAndWait(blocker); } catch (InterruptedException e) { try { Thread.currentThread().interrupt(); } catch (SecurityException ex) { } // some stupid browsers -- *cough* IE -- don't like interrupts } catch (java.lang.reflect.InvocationTargetException e) { System.err.println("This should never happen" + e); } catch (Exception e) { e.printStackTrace(); } // let's check if we're supposed to quit BEFORE we do any sleeping... if (!result || getThreadShouldStop()) break; // We include this code in case the reason we dropped out was that we // actually ran OUT of simulation time. So we "press stop" to reset the // buttons and call finish(). Note that this will only happen if the // system actually ISN'T in a PS_STOPPED state yet -- so that should prevent // us from calling finish() twice accidentally if the user just so happens // to press top at exactly the right time. I think! if (!result) SwingUtilities.invokeLater(new Runnable() { public void run() { try { pressStop(); } catch (Exception e) { System.err.println("This should never happen: " + e); } // On X Windows, if we close the window during an invokeLater, we get a spurious exception } }); } } catch(Exception e) {e.printStackTrace();} } }; playThread = new Thread(run); playThread.start(); } Vector frameList = new Vector(); /////////////////////// METHODS FOR IMPLEMENTING THE CONTROLLER INTERFACE /** Simulations can call this to add a frame to be listed in the "Display list" of the console */ public synchronized boolean registerFrame(JFrame frame) { frameList.add(frame); return true; } /** Simulations can call this to remove a frame from the "Display list" of the console */ public synchronized boolean unregisterFrame(JFrame frame) { frameList.removeElement(frame); return true; } /** Simulations can call this to clear out the "Display list" of the console */ public synchronized boolean unregisterAllFrames() { frameList.removeAllElements(); return true; } /** @deprecated */ public synchronized void doChangeCode(Runnable r) { if (playThread != null) { killPlayThread(); r.run(); spawnPlayThread(); } else r.run(); } // we presume this isn't being called from the model thread. public void refresh() { // updates the displays. final Enumeration e = frameList.elements(); while(e.hasMoreElements()) ((JFrame)(e.nextElement())).getContentPane().repaint(); // updates the inspectors Iterator i = allInspectors.keySet().iterator(); while(i.hasNext()) { Inspector c = (Inspector)(i.next()); if (c!=null) // this is a WeakHashMap, so the keys can be null if garbage collected { if (c.isVolatile()) { c.updateInspector(); c.repaint(); } } } } /////////////////////// METHODS FOR HANDLING INSPECTORS // Inspectors may be in one of two places: // 1. Stored by the Console in its Inspectors panel // 2. Detatched, and stored in a JFrame that should be closed when the inspector is told to go away // // When the Console stores inspectors in the first case, it places them in the vectors // inspectorNames, inspectorStoppables, and inspectorToolbars below. In both cases, // the inspectors are stored in the WeakHashMap allInspectors. The map is weak so that if // the JFrame is closed, the inspector can go away and save some memory perhaps. Note that // not only is the inspector stored weakly, but so is the Stoppable responsible for stopping // it. Thus if no one else is holding onto the Stoppable, it might get GCed. This is ordinarily // not an issue because the JFrame itself is typically holding onto the Stoppable (to call it when // the JFrame's close button is pressed). But in unusual cases you want to make sure that // it's held onto. // I dislike Vectors, but JList uses them, so go figure... /** Holds the Stoppable objects for each inspector presently in the inspectorSwitcher. */ Vector inspectorStoppables = new Vector(); /** Weakly maps inspectors to their stoppables for all inspectors that might possibly be around. Cleaned out when the user presses play. As inspectors are closed or eliminated, they may disappear from this WeakHashMap and be garbage collected. */ WeakHashMap allInspectors = new WeakHashMap(); /** Adds new inspectors to the Console's list, given the provided inspectors, their portrayals, and appropriate names for them. These bags must match in size, else an exception will be thrown. */ public void setInspectors(final Bag inspectors, final Bag names) { if (!displayInspectors) return; // clear out old inspectors removeAllInspectors(false); // check for sizes if (inspectors.numObjs != names.numObjs) throw new RuntimeException("Number of inspectors and names do not match"); // schedule the inspectors and add them for(int x=0;x





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