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import javafx.application.Application;
import javafx.application.Platform;
import javafx.stage.Screen;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.geometry.Pos;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;

/**
 * This demo program uses a thread to compute an image "in the background".
 * As rows of pixels in the image are computed, they are copied to the
 * screen.  (The image is a small piece of the famous Mandelbrot set, which
 * is used just because it takes some time to compute.  There is no need
 * to understand what the image means.)  The user starts the computation by
 * clicking a "Start" button.  A separate thread is created and is run at
 * a lower priority, which will make sure that the GUI thread will get a
 * chance to run to repaint the display as necessary.  All changes to the
 * GUI from the animation thread are made by calling Platform.runLater().
 */
public class BackgroundComputationDemo extends Application {

    public static void main(String[] args) {
        launch(args);
    }
    //-----------------------------------------------------------------------------

    private Runner runner;  // the thread that computes the image

    private volatile boolean running;  // used to signal the thread to abort

    private Button startButton; // button the user can click to start or abort the thread

    private Canvas canvas;      // the canvas where the image is displayed
    private GraphicsContext g;  // the graphics context for drawing on the canvas
    
    private Color[] palette;    // The color palette, containing the colors of the spectrum

    int width, height;          // the size of the canvas

    
    /**
     * Set up the GUI and event handling.  The canvas will be 1200-by-1000 pixels,
     * if that fits comfortably on the screen; otherwise, size will be reduced to fit.
     * This method also makes the color palette, containing colors in spectral order.
     */
    public void start(Stage stage) {
        
        palette = new Color[256];
        for (int i = 0; i &lt; 256; i++)
            palette[i] = Color.hsb(360*(i/256.0), 1, 1);
        
        int screenWidth = (int)Screen.getPrimary().getVisualBounds().getWidth();
        int screenHeight = (int)Screen.getPrimary().getVisualBounds().getHeight();
        width = Math.min(1200,screenWidth - 50);
        height = Math.min(1000, screenHeight - 120);
        
        canvas = new Canvas(width,height);
        g = canvas.getGraphicsContext2D();
        g.setFill(Color.LIGHTGRAY);
        g.fillRect(0,0,width,height);
        startButton = new Button("Start!");
        startButton.setOnAction( e -&gt; doStartOrStop() );
        HBox bottom = new HBox(startButton);
        bottom.setStyle("-fx-padding: 6px; -fx-border-color:black; -fx-border-width: 2px 0 0 0");
        bottom.setAlignment(Pos.CENTER);
        BorderPane root = new BorderPane(canvas);
        root.setBottom(bottom);
        root.setStyle("-fx-border-color:black; -fx-border-width: 2px");
        Scene scene = new Scene(root);
        stage.setScene(scene);
        stage.setTitle("Demo: Background Computation in a Thread");
        stage.setResizable(false);
        stage.show();
    }
    
    
    /**
     * This method is called from the animation thread when one row of pixels needs
     * to be added to the image.
     * @param rowNumber the row of pixels whose colors are to be set
     * @param colorArray an array of colors, one for each pixel
     */
    private void drawOneRow( int rowNumber, Color[] colorArray ) {
        for (int i = 0; i &lt; width; i++) {
               // Color an individual pixel by filling in a 1-by-1 pixel
               // rectangle.  Not the most efficient way to do this, but
               // good enough for this demo.
            g.setFill(colorArray[i]);
            g.fillRect(i,rowNumber,1,1);
        }
    }


    /**
     * This method is called when the user clicks the Start button,
     * If no thread is running, it creates and starts a new thread and
     * sets the signaling variable, running, to true.  Note that
     * the thread is responsible for changing the text on the button.
     * Note that the priority of the thread is set to be one less
     * than the priority of the thread that calls this method, that
     * is of the JavaFX application thread.  This means that the application
     * thread is run in preference to the computation thread.  When there is an
     * event to be handled, such as updating the display or reacting to a
     * button click, the event-handling thread should wake up immediately
     * to handle the event.
     */
    private void doStartOrStop() {
        if (running == false) { // create a thread and start it.
            startButton.setDisable(true);  // will be reenabled by the thread.
            g.setFill(Color.LIGHTGRAY);
            g.fillRect(0,0,width,height);
            runner = new Runner();
            try {
                runner.setPriority( Thread.currentThread().getPriority() - 1 );
            }
            catch (Exception e) {
            }
            running = true;  // Set the signal before starting the thread!
            runner.start();
        }
        else {  // stop the thread
            startButton.setDisable(true);  // will be reenabled by the thread.
            running = false;
            runner = null;
        }
    }


    /**
     * This class defines the thread that does the computation.  The
     * run method computes the image one pixel at a time.  After computing
     * the colors for each row of pixels, the colors are copied into the
     * image, and the part of the display that shows that row is repainted.
     * All modifications to the GUI are made using Platform.runLater().
     * (Since the thread runs in the background, at lower priority than
     * the event-handling thread, the event-handling thread wakes up
     * immediately to repaint the display.)
     */
    private class Runner extends Thread {
        double xmin, xmax, ymin, ymax;
        int maxIterations;
        Runner() {
            xmin = -1.6744096740931858;
            xmax = -1.674409674093473;
            ymin = 4.716540768697223E-5;
            ymax = 4.716540790246652E-5;
            maxIterations = 10000;
        }
        public void run() {
            try {
                Platform.runLater( () -&gt; startButton.setDisable(false) );
                Platform.runLater( () -&gt; startButton.setText("Abort!") );
                double x, y;
                double dx, dy;
                dx = (xmax-xmin)/(width-1);
                dy = (ymax-ymin)/(height-1);
                for (int row = 0; row &lt; height; row++) {  // Compute one row of pixels.
                    final Color[] rgb = new Color[width];
                    y = ymax - dy*row;
                    for (int col = 0; col &lt; width; col++) {
                        x = xmin + dx*col;
                        int count = 0;
                        double xx = x;
                        double yy = y;
                        while (count &lt; maxIterations &amp;&amp; (xx*xx + yy*yy) &lt; 4) {
                            count++;
                            double newxx = xx*xx - yy*yy + x;
                            yy = 2*xx*yy + y;
                            xx = newxx; 
                        }
                        if (count == maxIterations)
                            rgb[col] = Color.BLACK;
                        else
                            rgb[col] = palette[count%palette.length];
                        if (! running) {  // Check for the signal to abort the computation.
                            return;
                        }
                    }
                    final int rowNum = row; // Need a final variable for the lambda expression
                    Platform.runLater( () -&gt; drawOneRow(rowNum,rgb) );
                }
            }
            finally {
                 // Make sure the state is correct after the thread ends for any reason.
                Platform.runLater( () -&gt; startButton.setText("Start Again") );
                Platform.runLater( () -&gt; startButton.setDisable(false) );
                running = false;
                runner = null;
            }
        }
    }

}
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