Draw shapes with delay - java

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);
}
}

Related

Trying to Paint GUI using Timer and Multiple Threads

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;
}
}

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();
}
}

Java Graphics Checkout Simulation;

I am working on a project which is a Checkout Simulation. I have the code to make it work run but i am struggling to understand and implement how to add graphics(in my case a square) once a certain condition is true. For example i have made my code so that it goes through random numbers and if 2,4,6 or 8 has been randomly generated, someone will be added to the queue and the same goes for if they are even numbers 1 or 3, someone is removed from the queue. I basically just want to know how to add a square to the screen once i have met my condition (for example, generating a 4 should add a square to the screen but it doesn't)
ANY help would really be appreciated!
public class MainPanel extends JPanel {
private Queue<String> tillQueue;
private int rndNumber;
private int currentLength;
private ArrayList<Integer> lengthList;
private double mean;
private Random rand;
private int MAXLENGTH;
private static Random r = new Random();
private static Random r2 = new Random();
Color colour;
private static final int IMAGE_SIZE = 600;
private Timer timer;
private int delay;
private JButton startButton;
private JButton stopButton;
private BufferedImage buffer;
JToolBar toolbar;
public MainPanel() {
startButton = new JButton("START");
stopButton = new JButton("STOP");
toolbar = new JToolBar();
toolbar.add(startButton);
toolbar.add(stopButton);
this.buffer = new BufferedImage(IMAGE_SIZE, IMAGE_SIZE, BufferedImage.TYPE_INT_ARGB);
setDoubleBuffered(false);
StartActionHandler start = new StartActionHandler();
StopActionHandler stop = new StopActionHandler();
TimerEvent timerEvt = new TimerEvent();
startButton.addActionListener(start);
stopButton.addActionListener(stop);
delay = 50;
timer = new Timer(delay, timerEvt);
}
public class TimerEvent implements ActionListener {
public void actionPerformed(ActionEvent e) {
//drawNext(buffer.getGraphics());
for (int time = 1; time < 9; time++) {
rndNumber = rand.nextInt(6) + 1; //generates random number
if (rndNumber == 2 || rndNumber == 4 || rndNumber == 6 || rndNumber == 8) {
//time is added to queue
tillQueue.add(String.valueOf(time));
drawNext(buffer.getGraphics());
repaint();
}
}
}
}
public class StartActionHandler implements ActionListener {
public void actionPerformed(ActionEvent e) {
timer.start();
}
}
private void drawNext(Graphics g) {
int x = r.nextInt(IMAGE_SIZE);
int y = r.nextInt(IMAGE_SIZE);
int red = r2.nextInt(255);
int green = r2.nextInt(255);
int blue = r2.nextInt(255);
Color randomColour = new Color(red, green, blue);
g.setColor(randomColour);
g.fillRect(x, y, 10, 10);
repaint();
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(buffer, 0, 0, this);
}
}
Note several changes to get rendering working:
For convenience, use the buffer's createGraphics() method and dispose() it when done.
Initialize the offscreen buffer to a known state.
One instance of Random is usually sufficient.
Limit variable scope to the extent possible, e.g. private class TimerEvent.
Override getPreferredSize() to establish the rendering area size.
As tested:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.util.LinkedList;
import java.util.Queue;
import java.util.Random;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JToolBar;
import javax.swing.Timer;
/**
* #see https://stackoverflow.com/a/21238669/230513
*/
public class Test {
private void display() {
JFrame f = new JFrame("Test");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new MainPanel());
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
new Test().display();
}
});
}
private static class MainPanel extends JPanel {
private static final int SIZE = 500;
private static final int DELAY = 100;
private static final Random r = new Random();
private final Queue<String> tillQueue = new LinkedList<>();
private Timer timer;
private JButton startButton;
private JButton stopButton;
private BufferedImage buffer;
private JToolBar toolbar;
public MainPanel() {
super(new BorderLayout());
startButton = new JButton("START");
stopButton = new JButton("STOP");
toolbar = new JToolBar();
toolbar.add(startButton);
toolbar.add(stopButton);
buffer = new BufferedImage(SIZE, SIZE, BufferedImage.TYPE_INT_ARGB);
Graphics2D g = buffer.createGraphics();
g.clearRect(0, 0, SIZE, SIZE);
g.dispose();
StartActionHandler start = new StartActionHandler();
TimerEvent timerEvt = new TimerEvent();
timer = new Timer(DELAY, timerEvt);
startButton.addActionListener(start);
add(new JLabel(new ImageIcon(buffer)));
add(toolbar, BorderLayout.SOUTH);
}
private class TimerEvent implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
for (int time = 1; time < 9; time++) {
if (r.nextInt(6) % 2 == 0) {
tillQueue.add(String.valueOf(time));
drawNext();
}
}
}
}
private class StartActionHandler implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
timer.start();
}
}
private void drawNext() {
Graphics2D g = buffer.createGraphics();
int x = r.nextInt(SIZE);
int y = r.nextInt(SIZE);
g.setColor(new Color(r.nextInt()));
g.fillRect(x, y, 10, 10);
g.dispose();
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(buffer, 0, 0, this);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(SIZE, SIZE);
}
}
}
How is suposed to work? when you met the condition an item is added to tillQueue, but tillQueue is never readed...
I you want to draw something you can draw it in the method paintComponent.
To draw a rectangle simply use:
http://docs.oracle.com/javase/7/docs/api/java/awt/Graphics.html#drawRect(int, int, int, int)
You can iterate the tillQueue in the paintComponent method and draw the corresponding rectangles.

JTextArea Not Showing When repaint(), but Graphics not updating when revalidate()?

I am making a program that simulates an NHL Draft Lottery, where there should be a JTextField on the right of the screen, and draftballs being drawn on the left that bounce around. I made a class called Ball that implements Runnable, and runs as a Thread in my main DraftLottery class. However, when my draw method calls repaint(), the JTextArea doesn't show. I tried switching repaint() to revalidate(), but then balls weren't moving. Then I tried calling repaint() and revalidate(), but it acted the same as repaint().
Here is the code for my DraftLottery class:
package ca.WiltzSports.DraftLottery;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.JTextArea;
import ca.WiltzSports.DraftLottery.DraftBall.Ball;
public class DraftLottery extends JFrame {
public static final long serialVersionUID = 89L;
int teams;
String[] teamNames;
int[] balls;
JTextArea display;
JPanel screen;
JPanel animation;
List<String> entries;
public static List<Ball> ball;
String [] draftOrder;
Random rand;
int counter = 1;
javax.swing.Timer t;
public static int width = 1024;
public static int height = 768;
Graphics dbg;
Image dbImage;
int i = 0;
public DraftLottery(int teams, String[] teamNames, int[] balls){
t = new javax.swing.Timer(2000, new ActionListener(){
#Override
public void actionPerformed(ActionEvent arg0) {
draft();
}
});
ball = new ArrayList<Ball>();
rand = new Random();
this.teams = teams;
this.teamNames = teamNames;
this.balls = balls;
this.screen = new JPanel();
this.animation = new JPanel();
display = new JTextArea(20,50);
display.setBackground(Color.BLACK);
display.setForeground(Color.YELLOW);
draftOrder = new String[teams];
this.entries = new ArrayList<String>();
addTeamBalls();
setSize(width,height);
setVisible(true);
setLocationRelativeTo(null);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setTitle("Draft Lottery");
setLayout(new BorderLayout());
screen.add(display);
add("East", new JScrollPane(display));
add("West", animation);
t.start();
}
#Override
public void paint(Graphics g){
dbImage = createImage(getWidth(), getHeight());
dbg = dbImage.getGraphics();
Graphics2D g2d = (Graphics2D) dbg;
draw(g2d);
g.drawImage(dbImage, 0, 0, this);
Ball.runBalls(ball);
}
public void draw(Graphics2D g2d){
for (Ball b: ball){
b.draw(g2d);
}
revalidate();
repaint();
}
public void addTeamBalls(){
for (int c = 0; c < teamNames.length; c++){
for (int j = 0; j < balls[c]; j++){
entries.add(teamNames[c]);
ball.add(new Ball(rand.nextInt(width/2 - Ball.SIZE), rand.nextInt(height - Ball.SIZE), teamNames[c], i++));
}
}
}
public void draft(){
int q = 0;
String [] e = entries.toArray(new String[entries.size()]);
String draftedTeam;
int index = rand.nextInt(entries.size());
draftedTeam = e[index];
if(!draftedTeam.equals("X")){
display.append("" + counter++ + ". " + draftedTeam + "\n");
for(int c = 0; c < e.length; c++){
if (e[c].equals(draftedTeam)){
e[c] = "X";
}
}
removeBalls();
}else {
boolean again = false;
for (int c = 0; c < e.length; c++){
if (!e[c].equals("X")){
again = true;
}
}
if(again){
}else{
t.stop();
display.append("DRAFT LOTTERY COMPLETE");
}
}
entries = Arrays.asList(e);
}
public void removeBalls(){
Ball [] bs;
int q = 0;
for (Ball b: ball){
if (b.getTeamName().equals("X")){
continue;
}else{
q++;
}
}
bs = new Ball[q];
q = 0;
for (Ball b: ball){
if (!b.getTeamName().equals("X")){
bs[q++] = b;
}
}
ball = Arrays.asList(bs);
}
}
Any help would be greaty appreciated.
Thanks a lot!
You have a number of problems:
You've overridden the paint method of a top level container. This is generally not recommend, as it's not double buffered and can produce flicker with animation and other paint updates.
You've failed to call super.paint. The paint mathod is responsible for pulling all the sub-paint methods together, including, paintComponents; but since you're not allowing paint to do it's job, it's not rendering those components for you.
Instead,
Create a custom component, extending from something like JPanel.
Add all the required logic for the animation to this component.
Override it's paintComponent method and add all your animation and custom painting to it.
Add it to the frame.
Take a look at Performing Custom Painting and Painting in AWT and Swing for more details.

java swing: in paintComponent method how to know what to repaint?

My component is bigger than the screen and parts of it are not shown (I will use scrollbars).
When I receive a call in paintComponent(g) how do I know what area should I paint?
I'm not sure if this is what you mean, but the problem is you will have to call repaint() on the JScrollPane each time you get a call in paintComponent(Graphics g) of the JPanel or else updates on the JPanel will not be visible in the JScrollPane.
Also I see you want to use JScrollBar (or maybe you confused the terminology)? I'd recommend a JScrollPane
I made a small example which is a JPanel with a grid that will change its colour every 2 seconds (Red to black and vice versa). The JPanel/Grid is larger then the JScrollPane; regardless we have to call repaint() on the JScrollPane instance or else the grid wont change colour:
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;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class Test {
public static void main(String[] args) throws Exception {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new Test().createAndShowUI();
}
});
}
private void createAndShowUI() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
initComponents(frame);
frame.setPreferredSize(new Dimension(400, 400));
frame.pack();
frame.setVisible(true);
}
private void initComponents(JFrame frame) {
JScrollPane jsp = new JScrollPane();
jsp.setViewportView(new Panel(800, 800, jsp));
frame.getContentPane().add(jsp);
}
}
class Panel extends JPanel {
private int across, down;
private Panel.Tile[][] tiles;
private Color color = Color.black;
private final JScrollPane jScrollPane;
public Panel(int width, int height, JScrollPane jScrollPane) {
this.setPreferredSize(new Dimension(width, height));
this.jScrollPane = jScrollPane;
createTiles();
changePanelColorTimer();//just something to do to check if its repaints fine
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (int i = 0; i < across; i++) {
for (int j = 0; j < down; j++) {
g.setColor(color);
for (int k = 0; k < 5; k++) {
g.drawRect(tiles[i][j].x + k, tiles[i][j].y + k, tiles[i][j].side - k * 2, tiles[i][j].side - 2 * k);
}
}
}
updateScrollPane();//refresh the pane after every paint
}
//calls repaint on the scrollPane instance
private void updateScrollPane() {
jScrollPane.repaint();
}
private void createTiles() {
across = 13;
down = 9;
tiles = new Panel.Tile[across][down];
for (int i = 0; i < across; i++) {
for (int j = 0; j < down; j++) {
tiles[i][j] = new Panel.Tile((i * 50), (j * 50), 50);
}
}
}
//change the color of the grid lines from black to red and vice versa every 2s
private void changePanelColorTimer() {
Timer timer = new Timer(2000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (color == Color.black) {
color = Color.red;
} else {
color = Color.black;
}
}
});
timer.setInitialDelay(2000);
timer.start();
}
private class Tile {
int x, y, side;
public Tile(int inX, int inY, int inSide) {
x = inX;
y = inY;
side = inSide;
}
}
}
In the Panel class if we comment the line updateScrollPane(); in paintComponent(Graphics g) we wont see the grid change colour.
You can find out the area that actually has to be painted by querying the clip bounds of the Graphics object.
The JavaDoc seems to be a bit out-dated for this method: It says, that it may return a null clip. However, this is obviously never the case (and other Swing classes also rely on the clip never being null!).
The follwing MCVE illustrates the difference between using a the clip or painting the whole component:
It contains a JPanel with a size of 800x800 in a scroll pane. The panel paints a set of rectangles, and prints how many rectangles have been painted.
One can use the "Use clip bounds" checkbox to enable and disable using the clip. When the clip is used, only the visible area of the panel is repainted, and the number of rectangles is much lower. (Note that the test whether a rectangle has to be painted or not is rather simple here: It only performs an intersection test of the rectangle with the visible region. For a real application, one would directly use the clip bounds to find out which rectangles have to be painted).
This example also shows some of the tricky internals of scroll panes: When the blinking is switched off, and the scroll bars are moved, one can see that - although the whole visible area changes - only a tiny area actually has to be repainted (namely the area that has become visible due to the scrolling). The other part is simply moved as-it-is, by blitting the previous contents. This behavior can be modified with JViewport.html#setScrollMode.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JCheckBox;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class PaintRegionTest
{
public static void main(String[] args) throws Exception
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
createAndShowGUI();
}
});
}
private static void createAndShowGUI()
{
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final PaintRegionPanel paintRegionPanel = new PaintRegionPanel();
paintRegionPanel.setPreferredSize(new Dimension(800, 800));
final Timer timer = new Timer(1000, new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
paintRegionPanel.changeColor();
}
});
timer.setInitialDelay(1000);
timer.start();
JScrollPane scrollPane = new JScrollPane(paintRegionPanel);
frame.getContentPane().setLayout(new BorderLayout());
frame.getContentPane().add(scrollPane, BorderLayout.CENTER);
JPanel controlPanel = new JPanel(new FlowLayout());
final JCheckBox blinkCheckbox = new JCheckBox("Blink", true);
blinkCheckbox.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
if (blinkCheckbox.isSelected())
{
timer.start();
}
else
{
timer.stop();
}
}
});
controlPanel.add(blinkCheckbox);
final JCheckBox useClipCheckbox = new JCheckBox("Use clip bounds");
useClipCheckbox.addActionListener(new ActionListener()
{
#Override
public void actionPerformed(ActionEvent e)
{
paintRegionPanel.setUseClipBounds(
useClipCheckbox.isSelected());
}
});
controlPanel.add(useClipCheckbox);
frame.getContentPane().add(controlPanel, BorderLayout.SOUTH);
frame.setPreferredSize(new Dimension(400, 400));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
class PaintRegionPanel extends JPanel
{
private Color color = Color.BLACK;
private boolean useClipBounds = false;
void setUseClipBounds(boolean useClipBounds)
{
this.useClipBounds = useClipBounds;
}
void changeColor()
{
if (color == Color.BLACK)
{
color = Color.RED;
}
else
{
color = Color.BLACK;
}
repaint();
}
#Override
protected void paintComponent(Graphics gr)
{
super.paintComponent(gr);
Graphics2D g = (Graphics2D)gr;
g.setColor(color);
Rectangle clipBounds = g.getClipBounds();
Rectangle ownBounds = new Rectangle(0,0,getWidth(),getHeight());
System.out.println("clipBounds: " + clipBounds);
System.out.println(" ownBounds: " + ownBounds);
Rectangle paintedRegion = null;
if (useClipBounds)
{
System.out.println("Using clipBounds");
paintedRegion = clipBounds;
}
else
{
System.out.println("Using ownBounds");
paintedRegion = ownBounds;
}
int counter = 0;
// This loop performs a a simple test see whether the objects
// have to be painted. In a real application, one would
// probably use the clip information to ONLY create the
// rectangles that actually have to be painted:
for (int x = 0; x < getWidth(); x += 20)
{
for (int y = 0; y < getHeight(); y += 20)
{
Rectangle r = new Rectangle(x + 5, y + 5, 10, 10);
if (r.intersects(paintedRegion))
{
g.fill(r);
counter++;
}
}
}
System.out.println("Painted "+counter+" rectangles ");
}
}
An aside: For many application cases, such an "optimization" should hardly be necessary. The painted elements are intersected against the clip anyhow, so one will probably not gain much performance. When "preparing" the elements to be painted is computationally expensive, one can consider this as one option. (In the example, "preparing" refers to creating the Rectangle instance, but there may be more complicated patterns). But in these cases, there may also be more elegant and easier solutions than manually checking the clip bounds.
All answers are wrong. So I decided to answer the question despide the fact that the question is two years old.
I believe that the correct answer is calling g.getClipBounds() inside of paintComponent(Graphics g) method. It will return the rectangle in the control's coordinate system of the area which is invalidated and must be redrawn.

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