private void checkCallbackThread() { if (!callbackQueue.isEmpty()) { getCallbackThread(); } }
/** * Simple constructor. Defined private for singleton. * * @see #getInstance() */ private TimelineEngine() { this.runningTimelines = new HashSet<Timeline>(); this.runningScenarios = new HashSet<TimelineScenario>(); this.callbackQueue = new LinkedBlockingQueue<Runnable>(); this.callbackThread = this.getCallbackThread(); }
/** * Simple constructor. Defined private for singleton. * * @see #getInstance() */ private TimelineEngine() { this.runningTimelines = new HashSet<Timeline>(); this.runningScenarios = new HashSet<TimelineScenario>(); this.callbackQueue = new LinkedBlockingQueue<Runnable>(); this.callbackThread = this.getCallbackThread(); }
/** * Simple constructor. Defined private for singleton. * * @see #getInstance() */ private TimelineEngine() { // this.globalCallbackList = new ArrayList<GlobalTimelineCallback>(); // this.waitingTimelines = new ConcurrentLinkedQueue<Timeline>(); // this.waitingTimelinesMap = new ConcurrentHashMap<Timeline, // List<TimelineOperation>>(); // this.waitingTimelineScenarios = new // ConcurrentLinkedQueue<Runnable>(); // this.waitingTimelineScenariosMap = new // ConcurrentHashMap<TimelineScenario, Runnable>(); this.runningTimelines = new HashSet<Timeline>(); this.runningScenarios = new HashSet<TimelineScenario>(); // this.currLoopId = 0; this.callbackQueue = new LinkedBlockingQueue<Runnable>(); // this.animatorThread = this.getAnimatorThread(); this.callbackThread = this.getCallbackThread(); }