Java3D starts several system threads and doesn't set the isDaemon flag on them. When I dispose the (only) JFrame of my application it won't terminate because these threads are still running.
Calling System.exit() seems to be the only way to terminate the application. (Or killing it from outside, of course).
As I don't like to call System.exit() I have tried the following (but without success):
I am close to giving up and make that call to System.exit(), but I still don't like it. Do you know a better way?
Using return to end current method If you just want to exit from current method, you can use return statement. return statement stops the execution of current method and return it to calling method. It is a reserved keyword which compiler already knows.
The main alternative is Runtime. getRuntime(). halt(0) , described as "Forcibly terminates the currently running Java virtual machine". This does not call shutdown hooks or exit finalizers, it just exits.
Exit a Java Method using Returnexit() method in java is the simplest way to terminate the program in abnormal conditions. There is one more way to exit the java program using return keyword. return keyword completes execution of the method when used and returns the value from the function.
The java. lang. System. exit() method exits current program by terminating running Java virtual machine.
One possible solution is to call the Java3dThread.finish()
method on the Java3D threads. The drawback is that one has to bypass java access rules to call this method, as it is package-private. This code did the trick for me:
public void dispose() {
virtualUniverse.removeAllLocales();
try {
// give the Java3D threads the chance to terminate peacefully.
Thread.sleep(250);
} catch (final InterruptedException e) {
Thread.currentThread().interrupt();
}
// and now handle the threads that didn't take the hint
finishJava3dThreads();
}
private static void finishJava3dThreads() {
final Class<?> rendererClass;
final Method finishMethod;
try {
rendererClass = Class.forName("javax.media.j3d.J3dThread");
finishMethod = rendererClass.getDeclaredMethod("finish");
finishMethod.setAccessible(true);
} catch (ClassNotFoundException | NoSuchMethodException | SecurityException e) {
throw new RuntimeException(e);
}
final ThreadGroup[] groups = new ThreadGroup[10];
final int count = Thread.currentThread().getThreadGroup().getParent().enumerate(groups);
for (int i = 0; i < count; i++) {
final ThreadGroup threadGroup = groups[i];
if ("Java3D".equals(threadGroup.getName())) {
threadGroup.setDaemon(true);
final Thread[] threads = new Thread[threadGroup.activeCount()];
final int threadCount = threadGroup.enumerate(threads);
for (int j = 0; j < threadCount; j++) {
final Thread thread = threads[j];
if (rendererClass.isInstance(thread)) {
try {
finishMethod.invoke(thread);
} catch (IllegalAccessException | InvocationTargetException e) {
throw new RuntimeException(e);
}
}
}
Thread.yield();
threadGroup.interrupt();
}
}
}
Where virtualUniverse is the instance of the VirtualUniverse created earlier in the application.
Now I call this dispose()
method to terminate Java3D when terminating the application:
addWindowListener(new WindowAdapter() {
@Override
public void windowClosed(final WindowEvent e) {
plater.dispose();
}
});
Where plater
is the instance containing the dispose()
method from above.
Everything else just disposes the main JFrame:
actions.put(EXIT_ACTION, new AbstractAction(EXIT_ACTION) {
@Override
public void actionPerformed(final ActionEvent e) {
dispose();
}
});
and the default close operation is also set to DISPOSE_ON_CLOSE
:
setDefaultCloseOperation(WindowConstants.DISPOSE_ON_CLOSE);
Not sure if this is the best option, though. (I still prefer it over the System.exit()
call, but using reflection in this way is somewhat fragile.)
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With