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/*
 * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
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 *
 * - Redistribution of source code must retain the above copyright
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 * Neither the name of Sun Microsystems, Inc. or the names of
 * contributors may be used to endorse or promote products derived
 * from this software without specific prior written permission.
 *
 * This software is provided "AS IS," without a warranty of any
 * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
 * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
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 * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
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package org.scijava.java3d.audioengines;

/*
 * Audio Engine Thread
 */


/**
 * The Thread Class extended for Audio Device engines that must process
 * calls dynamically, in 'real-time" to asynchronously change engine
 * parameters.
 *
 * 

* NOTE: this class is probably not needed for those Audio Device implementations * that handle all dynamic parameters in the low-level audio library. */ public class AudioEngineThread extends Thread { // Debug print flag static final protected boolean debugFlag = false; protected void debugPrint(String message) { if (debugFlag) System.out.println(message); } /** * The classification types. */ protected static final int WORK_THREAD = 0x01; protected static final int UPDATE_THREAD = 0x02; /** * This runMonitor action puts the thread into an initial wait state */ protected static final int WAIT = 0; /** * This runMonitor action notifies MasterControl that this thread * has completed and wait. */ protected static final int NOTIFY_AND_WAIT = 1; /** * This runMonitor action tells the thread to run N number of * iterations. */ protected static final int RUN = 2; /** * This runMonitor action tells the thread to stop running */ protected static final int STOP = 3; /** * This indicates that this thread has been activated by MC */ protected boolean active = false; /** * This indicates that this thread is alive and running */ protected boolean running = true; /** * This indicates that this thread is ready */ protected boolean started = false; /** * The time values passed into this thread */ protected long referenceTime; /** * Use to assign threadOpts WAIT_ALL_THREADS */ protected long lastWaitTimestamp = 0; /** * The type of this thread. It is one of the above constants. */ protected int type; /** * The classification of this thread. It is one of the above constants. */ protected int classification = WORK_THREAD; /** * The arguments passed in for this thread */ protected Object[] args = null; /** * Flag to indicate that user initiate a thread stop */ protected boolean userStop = false; /** * Flag to indicate that this thread is waiting to be notify */ protected boolean waiting = false; /** * Some variables used to name threads correctly */ protected static int numInstances = 0; protected int instanceNum = -1; /** * This constructor simply assigns the given id. */ public AudioEngineThread(ThreadGroup t, String threadName) { super(t, threadName); if (debugFlag) debugPrint("AudioEngineThread.constructor("+threadName +")"); } synchronized int newInstanceNum() { return (++numInstances); } int getInstanceNum() { if (instanceNum == -1) instanceNum = newInstanceNum(); return instanceNum; } /** * This method is defined by all slave threads to implement * one iteration of work. */ synchronized public void doWork() { if (debugFlag) debugPrint("AudioEngineThread.doWork()"); } /** * This initializes this thread. Once this method returns, the thread is * ready to do work. */ public void initialize() { if (debugFlag) debugPrint("AudioEngineThread.initialize()"); this.start(); while (!started) { try { Thread.currentThread().sleep(1, 0); } catch (InterruptedException e) { } } } /** * This causes the threads run method to exit. */ public void finish() { while (!waiting) { try { Thread.sleep(10); } catch (InterruptedException e) {} } runMonitor(STOP, 0,null); } /* * This thread controls the syncing of all the canvases attached to * this view. */ @Override public void run() { if (debugFlag) debugPrint("AudioEngineThread.run"); runMonitor(WAIT, 0, null); while (running) { doWork(); runMonitor(WAIT, 0, null); } // resource clean up shutdown(); } synchronized public void runMonitor(int action, long referenceTime, Object[] args){ switch (action) { case WAIT: if (debugFlag) debugPrint("AudioEngineThread.runMonitor(WAIT)"); try { started = true; waiting = true; wait(); } catch (InterruptedException e) { System.err.println(e); } waiting = false; break; case RUN: if (debugFlag) debugPrint("AudioEngineThread.runMonitor(RUN)"); this.referenceTime = referenceTime; this.args = args; notify(); break; case STOP: if (debugFlag) debugPrint("AudioEngineThread.runMonitor(STOP)"); running = false; notify(); break; } } public void shutdown() { } // default resource clean up method public void cleanup() { active = false; running = true; started = true; lastWaitTimestamp = 0; classification = WORK_THREAD; args = null; userStop = false; referenceTime = 0; } }





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