How to force pixels to hit the screen?

Mike Hearn mike at
Tue May 20 18:17:49 UTC 2014

I'd like to create my main stage, show some splash widgets, then begin the
slower process of hauling the data and rest of the main UI into memory.
Unfortunately when I do this most of the startup time has the stage being
empty, instead of showing the splash. Introducing some artificial delays
makes it reliably appear, but of course I don't want to slow down startup.

My guess is that the app initialisation work is starving the render thread,
so the pixels for the splash don't hit the screen quickly enough. I tried
using an AnimationTimer to wait for a few pulses, but it didn't work. Ditto
for plain old runLater.

If anyone has ideas, it'd be appreciated.

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