Peter,

I'm glad that you were able to solve this problem. I'm going to copy
this message to the OpenJUMP Developer's mailing list in case other
programmers would be interested.

In the future, it is best to send programming questions about OpenJUMP
there, instead of to this users list.

Landon

On Thu, May 22, 2008 at 12:38 AM, peterdn1 <[EMAIL PROTECTED]> wrote:
>
> That's twice today, Got it:
> ThreadQueue.Listener listener = new ThreadQueue.Listener() {
>            public void allRunningThreadsFinished() {
>                System.out.println("Done"+System.currentTimeMillis());
>            }
>        };
> renderingManager.getDefaultRendererThreadQueue().add(listener)
>
> On May 22, 12:23 am, peterdn1 <[EMAIL PROTECTED]> wrote:
>> I have written the following code to detect when all painting is done,
>> this method frequently lag behind when the painting is visually
>> completed.  Very infrequency renderingThreads.getRunningThreads ()
>> never returns 0, (the reason for the reinitialize)
>>
>> Is there a better/faster/cleaner way to determine when painting has
>> completed? Callback perhaps?
>>
>> Thanks,
>> Peter
>>
>> protected LayerViewPanel layerViewPanel;
>>
>> int maxWaitTime = 60000;
>> int sleepTime = 100;
>> RenderingManager renderingManager =
>> layerViewPanel.getRenderingManager();
>> renderingManager.renderAll();
>> ThreadQueue renderingThreads =
>> renderingManager.getDefaultRendererThreadQueue();
>> long start = System.currentTimeMillis();
>> long waitTime = 0L;
>> while (renderingThreads.getRunningThreads ()>0 && !(waitTime >
>> maxWaitTime)){
>>   waitTime = System.currentTimeMillis()-start;
>>   try{Thread.sleep(sleepTime);}catch(Exception e)
>> {e.printStackTrace();}
>> if(waitTime>maxWaitTime){reinitialize();}
>>
>> }
>

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