Trying to Paint GUI using Timer and Multiple Threads - java

For this small program I am attempting to generate a list of squares to be drawn on a panel. Each thread will generate a list and then set the list in the GUI class. In the GUI class I have a swing timer which repaints the panel every 500 milliseconds. Whenever a thread completes their set of squares I want to display it in the GUI. I also want to be sure to overwrite the variable so that the squares from one set do not overlap with another. My program consists of a custom thread class, a main class, a GUI class, and a custom jpanel class. I understand that currently the threads are quite fast, but if they each took different amounts of time, I still am getting data race errors if 2 threads generate a solution at the same time. Is there some sort of waiting function that can occur where a thread will not be able to overwrite until another thread has finished?
import javax.swing.*;
import java.awt.*;
import java.util.concurrent.CopyOnWriteArrayList;
class Custom extends Thread {
private CopyOnWriteArrayList<Point> squarelist = new CopyOnWriteArrayList<>();
private static volatile CopyOnWriteArrayList<CopyOnWriteArrayList<Point>> listoflists = new CopyOnWriteArrayList<>();
private GUI g;
Custom(GUI g) {
this.g = g;
}
private void generate() {
int x = (int) (Math.random() * (600 - 20 + 1) + 20);
int y = (int) (Math.random() * (600 - 20 + 1) + 50);
squarelist.add(new Point(x,y));
}
public void run() {
for (int i = 0; i < 5; i++) {
generate();
}
CopyOnWriteArrayList<Point> copy = new CopyOnWriteArrayList<>(squarelist);
System.out.println("SOLUTION = " + copy.toString());
listoflists.add(copy);
SwingUtilities.invokeLater(() -> {
g.setSquares(new CopyOnWriteArrayList<>(copy));
});
}
}
public class Main {
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
GUI g = new GUI();
g.setVisible(true);
Thread[] threads = new Thread[32];
for (int i = 0; i < threads.length; i++) {
threads[i] = new Custom(g);
threads[i].start();
}
});
}
}
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.concurrent.CopyOnWriteArrayList;
public class GUI extends JFrame implements ActionListener {
private MyPanel m;
GUI() {
initialize();
}
private void initialize() {
this.setLayout(new FlowLayout());
Timer timer = new Timer(500, e -> {
m.setPaint();
m.repaint();
});
int height = 600;
int width = 600;
m = new MyPanel(height, width);
this.setSize(1000,1000);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.add(m);
timer.start();
}
#Override
public void actionPerformed(ActionEvent e) {
}
void setSquares(CopyOnWriteArrayList<Point> squarelist) {
m.setSquares(squarelist);
}
}
import javax.swing.*;
import javax.swing.border.Border;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.concurrent.CopyOnWriteArrayList;
public class MyPanel extends JPanel implements ActionListener {
private boolean paint;
private CopyOnWriteArrayList<Point> squarelist;
MyPanel(int h, int w) {
squarelist = new CopyOnWriteArrayList<>();
paint = false;
this.setPreferredSize(new Dimension(w,h));
this.setBackground(Color.pink);
Border blackline = BorderFactory.createLineBorder(Color.black);
this.setBorder(blackline);
}
#Override
public void actionPerformed (ActionEvent e) {
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
if(paint) {
for(Point p : squarelist) {
g.setColor(Color.BLUE);
g.drawRect((int) p.getX(),(int) p.getY(),20,20);
g.fillRect((int) p.getX(),(int) p.getY(),20,20);
}
}
}
void setPaint() {
paint = true;
}
void setSquares(CopyOnWriteArrayList<Point> squarelist) {
this.squarelist = squarelist;
}
}

Related

Draw shapes with delay

I know there are already hundreds of threads but I just cant understand it..
I have this very simple class thats drawing a grid. I would like to add like a 0.2 second delay after each square. Thread.sleep doesnt work. What is the simplest way?
public Screen() {
repaint();
}
public void paint(Graphics g) {
for(int i = 0; i < 9; i++) {
for(int j = 0; j < 9; j++) {
g.drawRect(50 * i, 50 * j, 50, 50);
//Add delay
}
}
}
The simplest way to achieve delayed drawing is by using a Swing Timer, which is a class that won't block the EDT when executed. This will allow you to create a delay without blocking your UI (and making everything appear at once).
You'll have a single JPanel that's going to handle the painting in the paintComponent(...) method and not paint(...) as you did in your code above. This JPanel will repaint every Rectangle shape from the Shape API.
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class DelayedDrawing {
private JFrame frame;
private JPanel pane;
private Timer timer;
private int xCoord = 0;
private int yCoord = 0;
private static final int GAP = 10;
private static final int WIDTH_HEIGHT = 10;
private static final int ROWS = 5;
private static final int COLS = 5;
private List<Rectangle> rectangles;
#SuppressWarnings("serial")
private void createAndShowGUI() {
//We create the JFrame
frame = new JFrame(this.getClass().getSimpleName());
//We create a list of Rectangles from the Shape API
rectangles = new ArrayList<>();
createRectangle();
//Creates our JPanel that's going to draw every rectangle
pane = new JPanel() {
//Specifies the size of our JPanel
#Override
public Dimension getPreferredSize() {
return new Dimension(150, 150);
}
//This is where the "magic" happens, it iterates over our list and repaints every single Rectangle in it
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
for (Rectangle r : rectangles) {
System.out.println(r.x + " " + r.y);
g2d.draw(r);
}
}
};
//This starts our Timer
timer = new Timer(200, listener);
timer.setInitialDelay(1000);
timer.start();
//We add everything to the frame
frame.add(pane);
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
//Creates a new Rectangle and adds it to the List
private void createRectangle() {
Rectangle r = new Rectangle(xCoord * WIDTH_HEIGHT + GAP, yCoord * WIDTH_HEIGHT + GAP, WIDTH_HEIGHT, WIDTH_HEIGHT);
rectangles.add(r);
}
//This will be executed everytime the Timer is fired
private ActionListener listener = e -> {
if (xCoord < ROWS) {
if (yCoord < COLS) {
yCoord++;
} else {
yCoord = 0;
xCoord++;
if (xCoord == ROWS) {
timer.stop();
return;
}
}
}
createRectangle();
pane.repaint();
};
public static void main(String[] args) {
SwingUtilities.invokeLater(new DelayedDrawing()::createAndShowGUI);
}
}

How to refresh graphics of a Window class in Java

I'm trying to draw over a vlcj (java binding of the VLC library) panel so that I can play a video and draw over it. And I have encounter some issues. Here is the full base code:
Code-listing 1: AppOverlay.java
package app;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.HeadlessException;
import java.awt.Window;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import com.sun.jna.platform.WindowUtils;
#SuppressWarnings("serial")
public class AppOverlay extends Window implements Runnable {
private final boolean isRunning;
private final int fps;
private BufferedImage graphics;
private BufferedImage img;
private int x, y;
private boolean ltr;
public AppOverlay(Window owner) {
super(owner, WindowUtils.getAlphaCompatibleGraphicsConfiguration());
setBackground(new Color(0,0,0,0));
graphics = new BufferedImage(1280,800, BufferedImage.TYPE_INT_ARGB);
isRunning = true;
img = null;
ltr = true;
fps = 60;
x = 0;
y = 0;
}
#Override
public void run(){
while(isRunning){
try{
Thread.sleep(1000/fps);
} catch(InterruptedException e){
e.printStackTrace();
}
if(ltr) {
if(x < 1280) x++;
else ltr = false;
} else {
if(x < 0) ltr = true;
else x--;
}
repaint();
}
}
public void createAndShowGUI() {
setVisible(true);
Thread thread = new Thread(this);
thread.start();
String path = "Drive:\\path\\to\\image.png";
try {
img = ImageIO.read(new java.io.FileInputStream(path));
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D)g;
Graphics2D gfx = graphics.createGraphics();
gfx.setColor(new Color(255,255,255,0));
gfx.clearRect(0, 0, 1280, 800);
if(img != null) gfx.drawImage(img, x, y, null);
gfx.dispose();
g2d.drawImage(graphics, 0, 0, null);
}
}
Code-listing 2: AppPlayer.java
package app;
import uk.co.caprica.vlcj.player.component.EmbeddedMediaPlayerComponent;
#SuppressWarnings("serial")
public class AppPlayer extends EmbeddedMediaPlayerComponent {
}
Code-listing 3: AppFrame.java
package app;
import java.awt.Dimension;
import javax.swing.JFrame;
#SuppressWarnings("serial")
public class AppFrame extends JFrame {
private AppPlayer appPlayer;
private AppOverlay overlay;
public AppFrame(){
super();
}
public void createAndShowGUI() {
appPlayer = new AppPlayer();
appPlayer.setPreferredSize(new Dimension(1280,800));
getContentPane().add(appPlayer);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setTitle("App");
setVisible(true);
pack();
overlay = new AppOverlay(this);
appPlayer.mediaPlayer().overlay().set(overlay);
appPlayer.mediaPlayer().overlay().enable(true);
overlay.createAndShowGUI();
}
}
Code-listing 4: Main.java
package main;
import javax.swing.SwingUtilities;
import app.AppFrame;
public class Main {
public static void main(String[] args) {
final AppFrame app = new AppFrame();
SwingUtilities.invokeLater( new Runnable() {
#Override
public void run() {
app.createAndShowGUI();
}
});
}
}
with that and the vlcj-4 library you should be able to test my code yourself. My issue is that the Overlay (AppOverlay class that extends the Window class) doesn't display or refresh the animation unless I deselect the window (I click on another window or on the desktop or the OS toolbar) so that the window (application) is inactive then select the window (the application) again. It will only load one frame and that's it. I have to deselect and reselect the window again for it to load another frame (this is only the case for the Overlay i.e. if I play a video in the AppPlayer class the video will be playing just fine.
What I want is to be able to draw some animated graphics on the overlay. I know that with the JPanel class there is the paintComponent() method but the Window class doesn't have that method (only the paint() and repaint() methods are available).
What should I do to fix this?
EDIT:
I tried adding a JPanel on which I draw instead of drawing directly on the AppOverlay
Code-listing 5: AppPanel.java
package app;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
public class AppPanel extends JPanel implements Runnable {
private int x, y;
private boolean ltr;
public AppPanel() {
x = 0;
y = 0;
ltr = true;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(new Color(0,0,0,0));
g.clearRect(0, 0, 1280, 800);
g.setColor(Color.RED);
g.fillRect(x, y, 100, 100);
}
#Override
public void run() {
while(true){
try{
Thread.sleep(1000/60);
} catch(InterruptedException e){
e.printStackTrace();
}
if(ltr) {
if(x < 1280) x++;
else ltr = false;
} else {
if(x < 0) ltr = true;
else x--;
}
repaint();
}
}
}
then adding it to the AppOverlay.
Code-listing 6: AppOverlay.java with partial modification
public class AppOverlay extends Window implements Runnable {
//previous field declaration above ...
AppPanel panel;
AppPlayer player = null;
public AppOverlay(Window owner) {
//previous constructor instructions above...
panel = new AppPanel();
add(panel);
}
public void createAndShowGUI(AppPlayer player) {
setVisible(true);
/*
Thread thread = new Thread(this);
thread.start();
String path = "Drive:\\path\\to\\image.png";
try {
img = ImageIO.read(new java.io.FileInputStream(path));
} catch (IOException e) {
e.printStackTrace();
}
*/
Thread panelThread = new Thread(panel);
panelThread.start();
}
}
Doing this will display the graphics of the JPanel and animate them as needed.
If you know a way to make the JPanel background transparent (so that we can see through it) while still letting it display its graphics. That would solve the issue for sure.
I played around a bit with your example and came up with something working, but I wouldn't call it a nice solution.
The main issue seems to be that there is no way to tell the overlay to refresh (or I just have not found it). Just repainting the overlay does not update it on screen, so the workaround I used is to hide and show it again.
For the timeing of the update interval I used a javax.swing.Timer.
(In a real version you probably want to start and stop the timer via the MediaPlayerEventListener).
As a side effect the repaint method is called and the x coordinate is adjusted to move the image around the screen.
In the simplified example below (use your main to run it), I moved a red rectangle with the x coordinate instead of some unknown image.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.HeadlessException;
import java.awt.Window;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.Timer;
import com.sun.jna.platform.WindowUtils;
import uk.co.caprica.vlcj.player.component.EmbeddedMediaPlayerComponent;
import uk.co.caprica.vlcj.player.embedded.OverlayApi;
public class AppFrame extends JFrame {
private static final long serialVersionUID = -1569823648323129877L;
public class Overlay extends Window {
private static final long serialVersionUID = 8337750467830040964L;
private int x, y;
private boolean ltr = true;
public Overlay(Window owner) throws HeadlessException {
super(owner, WindowUtils.getAlphaCompatibleGraphicsConfiguration());
setBackground(new Color(0,0,0,0));
}
#Override
public void paint(Graphics g) {
super.paint(g);
if (ltr) {
if (x < 1180)
x += 1;
else
ltr = false;
} else {
if (x < 0)
ltr = true;
else
x -= 1;
}
g.setColor(Color.RED);
g.fillRect(x, y, 100, 100);
String s = Integer.toString(x);
g.setColor(Color.WHITE);
g.drawChars(s.toCharArray(), 0, s.length(), x+10, y+50);
}
}
private EmbeddedMediaPlayerComponent appPlayer;
public void createAndShowGUI() {
appPlayer = new EmbeddedMediaPlayerComponent();
appPlayer.setPreferredSize(new Dimension(1280, 800));
getContentPane().add(appPlayer);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setTitle("App");
setVisible(true);
pack();
Overlay overlay = new Overlay(this);
OverlayApi api = appPlayer.mediaPlayer().overlay();
api.set(overlay);
api.enable(true);
//appPlayer.mediaPlayer().media().play(" ... ");
Timer timer = new Timer(0, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
api.enable(false);
api.enable(true);
}
});
timer.setRepeats(true);
timer.setDelay(200);
timer.start();
}
}
If that is an option for you, it might be far easier to use an animated gif instead. At least that is working on its own (no need for the Timer).
Update:
As you figured out using a JPanel seems to work better.
Just use setOpaque(false) to make it transparent.
Here an adjusted example.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.HeadlessException;
import java.awt.Window;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import uk.co.caprica.vlcj.player.component.EmbeddedMediaPlayerComponent;
import uk.co.caprica.vlcj.player.embedded.OverlayApi;
public class AppFrame2 extends JFrame {
private static final long serialVersionUID = -1569823648323129877L;
public class OverlayPanel extends JPanel {
private static final long serialVersionUID = 8070414617530302145L;
private int x, y;
private boolean ltr = true;
public OverlayPanel() {
this.setOpaque(false);
}
#Override
public void paint(Graphics g) {
super.paint(g);
if (ltr) {
if (x < 1180)
x += 1;
else
ltr = false;
} else {
if (x < 0)
ltr = true;
else
x -= 1;
}
g.setColor(Color.RED);
g.fillRect(x, y, 100, 100);
String s = Integer.toString(x);
g.setColor(Color.WHITE);
g.drawChars(s.toCharArray(), 0, s.length(), x+10, y+50);
}
}
public class Overlay extends Window {
private static final long serialVersionUID = 8337750467830040964L;
OverlayPanel panel;
public Overlay(Window owner) throws HeadlessException {
super(owner);
setBackground(new Color(0,0,0,0));
panel = new OverlayPanel();
this.add(panel);
}
}
private EmbeddedMediaPlayerComponent appPlayer;
public void createAndShowGUI() {
appPlayer = new EmbeddedMediaPlayerComponent();
appPlayer.setPreferredSize(new Dimension(1280, 800));
getContentPane().add(appPlayer);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setTitle("App");
setVisible(true);
pack();
Overlay overlay = new Overlay(this);
OverlayApi api = appPlayer.mediaPlayer().overlay();
api.set(overlay);
api.enable(true);
//appPlayer.mediaPlayer().media().play(" ... ");
Timer timer = new Timer(0, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
overlay.panel.repaint();
}
});
timer.setRepeats(true);
timer.setDelay(17);
timer.start();
}
}
You have already done the bulk of the work. Simply repaint the frame every time you draw over it by calling app.repaint();
You can use the following methods from JComponent: ( http://download.oracle.com/javase/6/docs/api/javax/swing/JComponent.html )
void repaint(long tm, int x, int y, int width, int height)
//**Adds the specified region to the dirty region list if the component is showing.*//
void repaint(Rectangle r)
/**Adds the specified region to the dirty region list if the component is showing.*//
You can call those before redraw()

Repainting-Thread doesn't repaint Inner-Class JPanel

I want to make a little rain program in swing, but for some reason I cannot repaint the panel from another class. I tried using an inner class for the panel this time, but it doesn't seem to work with repainting it from another class/thread. Does someone know why?
sscce:
import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
public class UI extends JFrame {
public static void main(String[] args) {
UI myProgram = new UI();
myProgram.setVisible(true);
}
public UI() {
this.setSize(new Dimension(500,300));
this.setBackground(Color.WHITE);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
UserPanel p = new UserPanel(this);
}
public class UserPanel extends JPanel implements ActionListener {
private Timer time = new Timer(1, this);
private UI myFrame;
public UserPanel(UI myFrame) {
this.myFrame = myFrame;
this.setSize(myFrame.getSize());
time.start();
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("painting");
g.setColor(Color.BLACK);
g.fillRect(this.getWidth()/2, this.getHeight()/2, 50,50);
}
}
}
UI Class (with inner class JPanel):
package Rain;
import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.JFrame;
public class UI extends JFrame {
public UI() {
this.setSize(new Dimension(500,300));
this.setBackground(Color.WHITE);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
UserPanel p = new UserPanel(this);
}
private class UserPanel extends JPanel implements ActionListener {
private Timer time = new Timer(1, this);
private UI myFrame;
private ArrayList<Raindrop> rain = new ArrayList<Raindrop>();
private static final int AMOUNT = 50;
private Random rand = new Random();
public UserPanel(UI myFrame) {
this.myFrame = myFrame;
this.setSize(myFrame.getSize());
for(int i = 0; i < AMOUNT; i++) {
createRain();
}
new Painter(this);
time.start();
}
public void createRain() {
float distance = rand.nextFloat() * 90 + 10;
int x = rand.nextInt(this.getWidth());
int y = 100;
rain.add(new Raindrop(distance,x,y));
}
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("tick");
for(Raindrop r : rain) {
r.fall();
}
}
public void paintComponent(Graphics g) {
System.out.println("painting");
g.setColor(this.getBackground());
g.fillRect(0,0,this.getWidth(),this.getHeight());
for(Raindrop r : rain) {
r.draw(g);
}
}
}
}
Painter:
package Rain;
import javax.swing.JPanel;
public class Painter extends Thread {
private JPanel p;
public Painter(JPanel p) {
this.p = p;
this.start();
}
public void run() {
while(true) {
System.out.println("trying to paint..");
p.repaint();
}
}
}
Console Output:
trying to paint..
tick
trying to paint..
tick
...
Expected Output:
trying to paint..
painting
tick
trying to paint..
...
The thread does work but it never calls the paintComponent(Graphics g) function in the panel
All Swing applications must run on their own thread, called EDT. (Hopefully, you start your application by calling SwingUtilities#invokelater method). So, repainting a component outside of Event Dispatch Thread is really bad bad (bad) idea. Instead of creating new Thread, repaint the component inside javax.swing.Timer's action listener since it will run in EDT.
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("tick");
for(Raindrop r : rain) {
r.fall();
}
repaint(); //repaint in EDT
}
Also, when you #Override paintComponent method, always start by calling super.paintComponent(g);
public void paintComponent(Graphics g) {
super.paintComponent(g);//let component get painted normally
System.out.println("painting");
g.setColor(this.getBackground());
g.fillRect(0,0,this.getWidth(),this.getHeight());
for(Raindrop r : rain) {
r.draw(g);
}
}
UPDATE after your SSCCE
In order a component to get painted, it must have a parent. You UserPanel p = new UserPanel(this); but you never add it to the frame:
UserPanel p = new UserPanel(this);
getContentPane().setLayout(new BorderLayout());
getContentPane().add(p);
The complete SSCCE:
public class UI extends JFrame {
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> { //Run in EDT
UI myProgram = new UI();
myProgram.setVisible(true);
});
}
public UI() {
super("title");//call super for frame
this.setSize(new Dimension(500, 300));
this.setBackground(Color.WHITE);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
UserPanel p = new UserPanel(this);
//Use border layout to make p fit the whole frame
getContentPane().setLayout(new BorderLayout());
getContentPane().add(p, BorderLayout.CENTER);
}
public class UserPanel extends JPanel implements ActionListener {
private Timer time = new Timer(1, this);
private UI myFrame;
public UserPanel(UI myFrame) {
this.myFrame = myFrame;
this.setSize(myFrame.getSize());
time.start();
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("painting");
g.setColor(Color.BLACK);
g.fillRect(this.getWidth() / 2, this.getHeight() / 2, 50, 50);
}
}
}
Don't ignore the SwingUtilities.invokeLater.

i can't see circle moving

While using Swing in java, I am trying to move a circle slowly from a starting position to an end position when clicking a button. However, I can't see the circle moving. It just moves from start to end in an instant.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class MyApp {
private int x = 10;
private int y = 10;
private JFrame f;
private MyDraw m;
private JButton b;
public void go() {
f = new JFrame("Moving circle");
b = new JButton("click me to move circle");
m = new MyDraw();
f.add(BorderLayout.SOUTH, b);
f.add(BorderLayout.CENTER, m);
f.setSize(500, 500);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
b.addActionListener(new Bute());
}
public static void main(String[] args) {
MyApp m = new MyApp();
m.go();
}
private class Bute implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
for (int i = 0; i < 150; i++) {
++x;
++y;
m.repaint();
Thread.sleep(50);
}
}
}
private class MyDraw extends JPanel {
#Override
public void paintComponent(Graphics g) {
g.setColor(Color.white);
g.fillRect(0, 0, 500, 500);
g.setColor(Color.red);
g.fillOval(x, y, 40, 40);
}
}
}
I think the problem is with the action listener because when I'm doing it without using button it is working. Any suggestions?
As Andrew Thompson said, calling Thread.sleep() without defining a second thread freezes everything, so the solution is to define and run another thread like so:
class Bute implements ActionListener, Runnable {
//let class implement Runnable interface
Thread t; // define 2nd thread
public void actionPerformed(ActionEvent e) {
t = new Thread(this); //start a new thread
t.start();
}
#Override //override our thread's run() method to do what we want
public void run() { //this is after some java-internal init stuff called by start()
//b.setEnabled(false);
for (int i = 0; i < 150; i++) {
x++;
y++;
m.repaint();
try {
Thread.sleep(50); //let the 2nd thread sleep
} catch (InterruptedException iEx) {
iEx.printStackTrace();
}
}
//b.setEnabled(true);
}
}
The only problem with this solution is that pressing the button multiple times will speed up the circle, but this can be fixed by making the button unclickable during the animation via b.setEnabled(true/false). Not the best solution but it works.
As said in the comments and another answer, don't block the EDT. Thead.sleep(...) will block it, so you have two options:
Create and manage your own (new) thread.
Use a Swing Timer
In this answer I'll be using a Swing Timer, since it's easier to use. I also changed the paintComponent method to use the Shape API and change the button text to start and stop accordingly as well as reusing the same ActionListener for the button and the timer:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class MovingCircle {
private JFrame frame;
private CustomCircle circle;
private Timer timer;
private JButton button;
public static void main(String[] args) {
SwingUtilities.invokeLater(new MovingCircle()::createAndShowGui);
}
private void createAndShowGui() {
frame = new JFrame(this.getClass().getSimpleName());
circle = new CustomCircle(Color.RED);
timer = new Timer(100, listener);
button = new JButton("Start");
button.addActionListener(listener);
circle.setBackground(Color.WHITE);
frame.add(circle);
frame.add(button, BorderLayout.SOUTH);
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
private ActionListener listener = (e -> {
if (!timer.isRunning()) {
timer.start();
button.setText("Stop");
} else {
if (e.getSource().equals(button)) {
timer.stop();
button.setText("Start");
}
}
circle.move(1, 1);
});
#SuppressWarnings("serial")
class CustomCircle extends JPanel {
private Color color;
private int circleX;
private int circleY;
public CustomCircle(Color color) {
this.color = color;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(color);
g2d.fill(new Ellipse2D.Double(circleX, circleY, 50, 50));
}
#Override
public Dimension preferredSize() {
return new Dimension(100, 100);
}
public void move(int xGap, int yGap) {
circleX += xGap;
circleY += yGap;
revalidate();
repaint();
}
public int getCircleX() {
return circleX;
}
public void setCircleX(int circleX) {
this.circleX = circleX;
}
public int getCircleY() {
return circleY;
}
public void setCircleY(int circleY) {
this.circleY = circleY;
}
}
}
I'm sorry, I can't post a GIF as I wanted but this example runs as expected.

Extra dummy components painted during thread execution

In a Java applet, I'm trying to slow down the painting of an image made up of parts, so I wrote a test program to get the basic concept working. I'm using a thread to draw a number of boxes one at a time instead of a timer because I want to be able to click the go button to reset the drawing process at any time.
The problem is, after drawing a box, it moves down a bit and an extra of the label shows up at the top of the screen. When the mouse moves off the button at the bottom, a dummy button also shows up at the top of the screen. The dummy button doesn't respond to clicks (only the real one at the bottom does), it's just there.
I'm still pretty new at this, so any help would be greatly appreciated.
Here's the JApplet class:
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class TestDraw extends JApplet implements ActionListener
{
private DrawPanel panel;
private JLabel lbl1;
JButton go;
Thread t;
public void init()
{
lbl1 = new JLabel("hi");
go = new JButton("GO");
go.addActionListener(this);
panel = new DrawPanel();
getContentPane().setBackground(Color.yellow);
add(lbl1, BorderLayout.NORTH);
add(panel, BorderLayout.CENTER);
add(go, BorderLayout.SOUTH);
}
public void actionPerformed(ActionEvent ae){
// tried adding these. didnt help
//panel.validate();
//panel.repaint();
//validate();
panel.resetBoxes();
repaint();
}
public void start(){
t = new Thread(panel);
t.start();
}
}
Here's the DrawPanel Class:
import java.awt.*;
import java.security.SecureRandom;
import javax.swing.*;
public class DrawPanel extends JPanel implements Runnable
{
private SecureRandom randGen = new SecureRandom();
private Box[] boxes;
private int box2draw = 0;
public DrawPanel()
{
setBackground(Color.WHITE);
boxes = new Box[5];
for (int count = 0; count < boxes.length; count++){
int x = randGen.nextInt(300);
int y = randGen.nextInt(300);
int w = randGen.nextInt(300);
int h = randGen.nextInt(300);
Color color = new Color(randGen.nextInt(256), randGen.nextInt(256), randGen.nextInt(256));
boxes[count] = new Box(x,y,w,h,color);
}
}
public void paintComponent(Graphics g)
{
boxes[box2draw].draw(g);
box2draw++;
}
public void resetBoxes(){
boxes = new Box[5];
for (int count = 0; count < boxes.length; count++){
int x = randGen.nextInt(300);
int y = randGen.nextInt(300);
int w = randGen.nextInt(300);
int h = randGen.nextInt(300);
Color color = new Color(randGen.nextInt(256), randGen.nextInt(256), randGen.nextInt(256));
boxes[count] = new Box(x,y,w,h,color);
box2draw = 0;
}
}
public void run(){
while(true){
try{
Thread.sleep(750);
}
catch(InterruptedException e){
JOptionPane.showMessageDialog(null, "interrupted");
}
repaint();
}
}
}
And finally, the Box class:
import java.awt.Color;
import java.awt.Graphics;
public class Box
{
private int x;
private int y;
private int w;
private int h;
private Color color;
public Box(int x,int y,int w,int h,Color color)
{
// initialise instance variables
this.x = x;
this.y=y;
this.w=w;
this.h = h;
this.color=color;
}
public void draw(Graphics g)
{
g.setColor(color);
g.drawRect( x, y, w, h);
}
}
Thank you for your time!
Problems:
You've got code logic within a painting method -- something that you should never do -- including your incrementing an array index. You don't have full control of when or even if this method is called and so program logic does not belong there, just painting. If you need to increment your array index, do it elsewhere, perhaps within your thread's while (true) loop. Also take care not to have the index go beyond the size of the array.
You never call the super's paintComponent method within your override, and this will prevent the component from doing housekeeping painting, probably your main problem.
If you need to display multiple items, then consider either drawing to a BufferedImage and displaying that within paintComponent, or creating a collection of Shape objects and drawing all of them within paintComponent via a for-loop.
I prefer to use the Swing-safer Swing Timer. While it doesn't matter if only calling repaint() if you want to make any other Swing calls intermittently, it makes life much easier and coding safer.
For example
package foo1;
import java.awt.BasicStroke;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Stroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.AbstractAction;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class TestDraw2 {
#SuppressWarnings("serial")
private static void createAndShowGui() {
final DrawPanel2 drawPanel = new DrawPanel2();
JButton drawButton = new JButton(new AbstractAction("Draw!") {
#Override
public void actionPerformed(ActionEvent e) {
drawPanel.resetBoxes();
}
});
JPanel btnPanel = new JPanel();
btnPanel.add(drawButton);
JFrame frame = new JFrame("TestDraw2");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(drawPanel);
frame.getContentPane().add(btnPanel, BorderLayout.PAGE_END);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
#SuppressWarnings("serial")
class DrawPanel2 extends JPanel {
private static final int BOX_COUNT = 5;
private static final int TIMER_DELAY = 750;
private static final int PREF_W = 600;
private static final int PREF_H = PREF_W;
private Random randGen = new Random();
private Box[] boxes;
private int box2draw = 0;
public DrawPanel2() {
setBackground(Color.YELLOW);
boxes = new Box[BOX_COUNT];
for (int count = 0; count < boxes.length; count++) {
int x = randGen.nextInt(300);
int y = randGen.nextInt(300);
int w = randGen.nextInt(300);
int h = randGen.nextInt(300);
Color color = new Color(randGen.nextInt(256), randGen.nextInt(256),
randGen.nextInt(256));
boxes[count] = new Box(x, y, w, h, color);
}
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (int i = 0; i < box2draw; i++) {
boxes[i].draw(g);
}
}
public void resetBoxes() {
boxes = new Box[BOX_COUNT];
for (int count = 0; count < boxes.length; count++) {
int x = randGen.nextInt(300);
int y = randGen.nextInt(300);
int w = randGen.nextInt(300);
int h = randGen.nextInt(300);
Color color = new Color(randGen.nextInt(256), randGen.nextInt(256),
randGen.nextInt(256));
boxes[count] = new Box(x, y, w, h, color);
box2draw = 0;
}
repaint();
new Timer(TIMER_DELAY, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
box2draw++;
if (box2draw > BOX_COUNT) {
box2draw = BOX_COUNT;
((Timer) e.getSource()).stop();
}
repaint();
}
}).start();
}
}

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