I am just starting to learn multithreading. My second exercise was to put 20 balls on the screen. Each one is moved using a different thread. On the surface I was surprised what little computer resources the 20 threads used. My machine is dedicating 3 percent of its CPU to the bouncing balls app.
I have some nice and smooth animation too. Every frame update causes the whole screen to be repainted. Right now I am using the basic Thread class to start up and Runnable. My main thread, which I assume is the event dispatch thread, updates the GUI on a timer (which happens to have its own thread).
Next I should try a whole lot more threads. Or I could make the graphics more intense. I need to figure out where the performance bottleneck is, if any.
Netstat - I have been researching info on a utility called netstat. There is surprisingly not much said about it, other than the multiple options that it support. N...
1 week ago