Java run slowly when animatio many of images - java

I want to create a animation game by java. But it runs slowly when having image in JPanel than don't have it.
public class Multi_Paint extends JFrame implements ActionListener {
JPanel pn1 = new JPanel();
JPanel pn2 = new JPanel();
static int x=100,y=100;
Timer timer;
Multi_Paint(){
setLayout(new BorderLayout());
pn1.setBackground(Color.GREEN);
pn2.setBackground(Color.red);
pn2.setPreferredSize(new Dimension(300, 300));
add(pn1,BorderLayout.CENTER);
add(pn2,BorderLayout.WEST);
setSize(1000, 1000);
setVisible(true);
pn1.add(new DrawPanel());
pn2.add(new DrawPanel());
timer = new Timer(1, this);
timer.start();
}
public void actionPerformed(ActionEvent e) {
moveBall();
repaint();
}
void moveBall(){
x=x+10;
y=y+10;
}
public static void main(String[] args) {
new Multi_Paint();
}
}
class DrawPanel extends JPanel{
DrawPanel(){
setBorder(BorderFactory.createLineBorder(Color.black));
}
public Dimension getPreferredSize() {
return new Dimension(500,500);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
int x= Multi_Paint.x;
int y= Multi_Paint.y;
//If we decline this "try" Java will run faster.
try {
BufferedImage img = ImageIO.read(new File("D:\\pict1.jpg"));
double scale = 0.5 ;
double w = scale * img.getWidth(this);
double h = scale * img.getHeight(this);
g.drawImage(img, x, y, (int) w, (int) h, this);
} catch (IOException e) {
e.printStackTrace();
}
g.fillOval(x, y, 30, 30);
}
}

As it is right now, ImageIO.read internally creates an ImageInputStream, writes the data into a new BufferedImage instance and closes the stream every single frame, which are expensive IO operations. That's why it is running slowly.
You shouldn't have any logic in your paintComponent method, or else this will slow the process down. You should rather read your image file once in your constructor and only access it in your paint method. Since your image file doesn't change over the course of the program, this is sufficient.
Something like this should work:
class DrawPanel extends JPanel {
private final BufferedImage img;
private int w;
private int h;
DrawPanel() {
setBorder(BorderFactory.createLineBorder(Color.black));
this.img = createImage("D:\\pict1.jpg");
}
private BufferedImage createImage(String path) {
BufferedImage img = null;
try {
img = ImageIO.read(new File(path));
double scale = 0.5;
this.w = (int) (scale * img.getWidth(this));
this.h = (int) (scale * img.getHeight(this));
} catch (IOException e) {
System.err.println("Could not read file with path " + path);
e.printStackTrace();
}
return img;
}
public Dimension getPreferredSize() {
return new Dimension(500,500);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
int x= Multi_Paint.x;
int y= Multi_Paint.y;
// img could be null
if(this.img != null) {
g.drawImage(img, x, y, w, h, this);
}
g.fillOval(x, y, 30, 30);
}
}

Related

Draw a rectangle over image in Java

I am trying to draw a rectangle over Image using java.awt classes. For that I used below sample code:
public class DrawRectangle {
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setVisible(true);
}
});
}
}
class TestPane extends JPanel {
private BufferedImage myImage;
private Rectangle myOffice = new Rectangle(150, 50, 30, 20);
public TestPane() {
try {
File image = new File("C:\\Users\\NNaphade\\work\\ImageDetection\\Trial_Pascal_VOC\\test_image\\IMG_20180327_110210.jpg");
if(image.exists())
myImage = ImageIO.read(image);
} catch (Exception ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
System.out.println("image exist!!!!!!");
return myImage == null ? new Dimension(200, 200) : new Dimension(
myImage.getWidth(), myImage.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (myImage != null) {
g2d.drawImage(myImage, 0, 0, 1000, 1000, this);
g2d.setColor(Color.RED);
g2d.translate(0, 0);
g2d.draw(myOffice);
}
g2d.dispose();
}
}
This works correct and output is displayed as expected. Here I am fixing the parameters for rectangle as:
private Rectangle myOffice = new Rectangle(150, 50, 30, 20);
However, in my application, I want to pass these parameters from another method. I want to pass these x1, y1, w and h to TestPane class given above. I tried changing the TestPane constructor by passing these 4 parameters, but I am not able to set them as instance variables. E.g. the following code doesn't work.
private void markWithBoundingBox(INDArray testData, int gridWidth, int gridHeight, double w, double h, DetectedObject obj) {
double[] xy1 = obj.getTopLeftXY();
int predictedClass = obj.getPredictedClass();
int x1 = (int) Math.round(w * xy1[0] / gridWidth);
int y1 = (int) Math.round(h * xy1[1] / gridHeight);
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane(x1, y1, w, h));
frame.pack();
frame.setVisible(true);
}
});
}
class TestPane extends JPanel {
private BufferedImage myImage;
//private Rectangle myOffice = new Rectangle(50, 50, 3, 20);
public TestPane(int x, int y, double w, double h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
try {
File file = new File("C:\\Users\\NNaphade\\work\\ImageDetection\\Trial_Pascal_VOC\\test_image\\IMG_20180327_110210.jpg");
if(file.exists()) {
myImage = ImageIO.read(file);
}
} catch (Exception ex) {
ex.printStackTrace();
}
}
#Override
public Dimension getPreferredSize() {
return myImage == null ? new Dimension(100, 100) : new Dimension(
myImage.getWidth(), myImage.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (myImage != null) {
g2d.drawImage(myImage, 0, 0, 2000, 2000, this);
g2d.setColor(Color.RED);
g2d.translate(0, 0);
g2d.draw(new Rectangle(this.x, this.y, this.w, this.h));
}
g2d.dispose();
}
}
It seems to me that TestPane here is not a class but the component. because Java compiler doesn't let me declare the instance variables in the constructor and all the available methods there are of component. How can I get rid of this issue?

Scaling image through thread - JAVA

Let say I have an image. I put the image in a JPanel and add the JPanel inside a JFrame. The image moves from the bottom part of the frame to top of the frame while its size is also decreased using AffineTransform. The variable changes using thread.
So here's the following code:
public class SplashScreen extends JFrame{
Image img1;
int w=1,h=1;
int x=0,y=0;
Thread th = new Thread(new Runnable() {
#Override
public void run() {
while(true){
w-=0.05;
h-=0.05;
y-=2;
x+=1;
if(y==-100){
new MainMenu_BlueJay().setVisible(true);
dispose();
}
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException ex) {
Logger.getLogger(SplashScreen.class.getName()).log(Level.SEVERE, null, ex);
}
}
}
});
JPanel p = new JPanel();
public SplashScreen(){
setLayout(new BorderLayout());
p.setPreferredSize(new Dimension(900,600));
p.setBackground(Color.black);
p.setLayout(new GridLayout());
add(p);
setTitle("BlueJay");
setSize(900,600);
getContentPane().setBackground(Color.black);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setVisible(true);
th.start();
requestFocus();
setFocusable(true);
}
#Override
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
img1 = new ImageIcon("images/Intro/BJ Production 2013.png").getImage();
AffineTransform at = new AffineTransform();
at.scale(w,h);
g2d.setTransform(at);
g2d.drawImage(img1, x, y, p);
}
public static void main(String[] args) {
new SplashScreen();
}
However what I get from code above is only black screen. What's the matter? Anyway, If I don't use the AffineTransform function (just move it from bottom to top), the image is shown and moves BUT the frame is flickered (blinking) rapidly.
Any idea to solve this problem so I could move the image while decrease its size and also solve the flickered/rapid blinking frame?
You should not override the paint method of the JFrame. If you want to paint anything, you should paint this in a class that extends JPanel, where you override the paintComponent method.
You should NOT load the image in the painting method. This is horribly inefficient. You should load the image only ONCE, probably in a constructor.
You should not call Graphics2D#setTransform(). Have a look at the JavaDoc at http://docs.oracle.com/javase/7/docs/api/java/awt/Graphics2D.html#setTransform%28java.awt.geom.AffineTransform%29 , which explicitly states
WARNING: This method should never be used to apply a new coordinate transform on top of an existing transform
You should think about your w and h values. Should they be the size of the image that is painted, or used as scaling factors for the image? Setting them as the scaling factors of an AffineTransform will NOT have the effect of scaling an image to the desired size. At the moment, they are declared as int values, so something like w-=0.05 does not really make sense anyhow.
You should have a clear idea of how you are going to describe the animation that the image should perform.
One could possibly summarize this:
You should not write code and assume it is "correct" only because there are no compilation errors ;-)
However, the following snippet may be a first step towards your goal:
package stackoverflow;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class SplashScreen extends JFrame
{
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
new SplashScreen();
}
});
}
private PaintPanel paintPanel;
public SplashScreen()
{
setTitle("BlueJay");
setDefaultCloseOperation(EXIT_ON_CLOSE);
getContentPane().setBackground(Color.BLACK);
getContentPane().setLayout(new BorderLayout());
paintPanel = new PaintPanel();
getContentPane().add(paintPanel, BorderLayout.CENTER);
setSize(900,600);
setLocationRelativeTo(null);
setFocusable(true);
requestFocus();
setVisible(true);
startAnimation();
}
void startAnimation()
{
Thread thread = new Thread(new Runnable()
{
int x = 100;
int y = 100;
int w = 0;
int h = 0;
#Override
public void run()
{
try
{
Thread.sleep(500);
}
catch (InterruptedException ex)
{
Thread.currentThread().interrupt();
return;
}
while (true)
{
if (y == 200)
{
// new MainMenu_BlueJay().setVisible(true);
dispose();
}
x += 2;
y += 1;
w += 1;
h += 1;
paintPanel.setImageCoordinates(x, y, w, h);
repaint();
try
{
Thread.sleep(10);
}
catch (InterruptedException ex)
{
Thread.currentThread().interrupt();
return;
}
}
}
});
thread.start();
}
}
class PaintPanel extends JPanel
{
private final Image image;
private int imageX, imageY;
private int imageW, imageH;
PaintPanel()
{
image = new ImageIcon("Clipboard02.jpg").getImage();
imageX = 0;
imageY = 0;
imageW = 0;
imageH = 0;
}
void setImageCoordinates(int imageX, int imageY, int imageW, int imageH)
{
this.imageX = imageX;
this.imageY = imageY;
this.imageW = imageW;
this.imageH = imageH;
repaint();
}
#Override
protected void paintComponent(Graphics gr)
{
super.paintComponent(gr);
Graphics2D g = (Graphics2D) gr;
float scalingX = (float) imageW / image.getWidth(null);
float scalingY = (float) imageH / image.getHeight(null);
g.scale(scalingX, scalingY);
int ix = (int)(imageX / scalingX);
int iy = (int)(imageY / scalingY);
g.drawImage(image, ix, iy, null);
}
}
Don't paint on top-level containers like JFrame. Instead use a JPanel and override its paintComponent method and call super.paintComponent
No need to call Thread.sleep(). Instead Use a javax.swing.Timer.
Run your program from the EDT
Don't create a new ImageIcon in the paint method. It will create new ImageIcon object every time repaint() is called. Instead, instantiate it in the constructor.
Here's a refactor of the code.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class SplashScreen extends JFrame {
Image img1;
int w = 900, h = 600;
int x = 0, y = 0;
public SplashScreen() {
setLayout(new BorderLayout());
add(new MyPanel());
setTitle("BlueJay");
setSize(900, 600);
getContentPane().setBackground(Color.black);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setVisible(true);
requestFocus();
setFocusable(true);
}
private class MyPanel extends JPanel {
public MyPanel() {
img1 = new ImageIcon(SplashScreen.class.getResource("/resources/stackoverflow5.png")).getImage();
setBackground(Color.black);
setLayout(new GridLayout());
Timer timer = new Timer(20, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
w -= 5;
h -= 5;
y -= 2;
x += 1;
if (y == -250) {
new MainMenu_BlueJay().setVisible(true);
dispose();
}
repaint();
}
});
timer.start();
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
//AffineTransform at = new AffineTransform();
// at.scale(w, h);
// g2d.setTransform(at);
g2d.drawImage(img1, x, y, w, h, this);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(900, 600);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new SplashScreen();
}
});
}
}
I'm not too familiar with Graphics2D so I commented out the AffirmTransformation stuff, but fixed your other problems.

Java Swing - Valid approach for dragging rectangles onto a JPanel?

I have some code to draw rectangles. It's used to draw rectangles on a JPanel, to mark boundaries of widgets. Here the code first, after that I'll explain my problem cq. question.
First off, I have a class (WidgetDrawingPanel) which extends JPanel.
public WidgetDrawingPanel(int width, int height) {
/*To make things visible at least*/
widgets.add(new Widget(10,10,100,100, WidgetType.TextField));
widgets.add(new Widget(50,50,100,200, WidgetType.TextField));
this.width = width;
this.height = height;
this.setBackground(Color.BLUE);
addListener(); //adds both MouseMotionListener and MouseListener
}
Below you'll see me reference ch a lot. This is a CoordinateHolder, which holds start and current coordinates of my mouse movement.
private void addListener() {
this.addMouseMotionListener(new MouseMotionListener() {
#Override
public void mouseDragged(MouseEvent arg0) {
ch.currentX = arg0.getX();
ch.currentY = arg0.getY();
System.out.println("dragging " + ch.currentX + ","+ch.currentY);
WidgetDrawingPanel.this.repaint();
}
});
this.addMouseListener(new MouseListener() {
#Override
public void mouseReleased(MouseEvent event) {
ch.endX = event.getX();
ch.endY = event.getY();
try {
checkCoords();
} catch (OutsidePanelException e) {
e.printStackTrace();
JOptionPane.showMessageDialog(null, "drawn Outside Panel");
}
}
#Override
public void mousePressed(MouseEvent event) {
ch = new CoordinateHolder(event.getX(), event.getY());
}
});
}
and, finally, the paintComponent(Grapics) method. There's loop through Widgets, which are actually just already drawn Rects (x, y, w, h attributes), but which a little more information, which is not useful in the drawing part of the application. Everytime you release the mouse, the CoordinateHolder is converted into a Widget, and added to widgets.
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
System.out.println("Paint");
g.setColor(Color.BLUE);
g.fillRect(0, 0, width, height); //making the whole panel blue
g.setColor(Color.RED);
Graphics2D g2 = (Graphics2D)g;
g2.setStroke(new BasicStroke(3));
for (Widget w : widgets) {
g.drawRect(w.getX(), w.getY(), w.getW(), w.getH());
}
if (ch != null)
g.drawRect(ch.startX, ch.startY, ch.currentX - ch.startX, ch.currentY - ch.startY);
}
This code is working, but I suspect this is highly inefficient and inperformant, as above code continually refreshes the JPanel on mouse drag, which is, say, once every 10ms? I suppose it'll get slow really soon, especially when the user creates a heck of a lot rectangles (which are also continally redrawn, as seen in painComponent(Graphics)).
Question cq. Problem
Is there a better, less resource consuming method, where the user can drag rectangles smoothly?
I read an answer to this Drag rectangle on JFrame in Java, but the author of that answer seems to do it the same as me. But again, that's way inperformant, right? Or should computers be easily able to redraw the component continually, and is this actually a valid approach?
To show lots of non-changing background shapes, draw them to a BufferedImage and then show that BufferedImage in the paintComponent(...) method. So while a shape is being drawn, draw it in paintComponent(...) but once the shape is done being drawn, perhaps on mouseRelease, then draw it in the background BufferedImage.
Note that what will slow your current drawing code the most may be your debugging SOP statements, but I assume that these will be removed from the finished code.
For example:
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
#SuppressWarnings("serial")
public class DrawingPanel extends JPanel {
private static final int PREF_W = 600;
private static final int PREF_H = 400;
private static final Color DRAWING_COLOR = new Color(255, 100, 200);
private static final Color FINAL_DRAWING_COLOR = Color.red;
private BufferedImage backgroundImg;
private Point startPt = null;
private Point endPt = null;
private Point currentPt = null;
public DrawingPanel() {
backgroundImg = new BufferedImage(PREF_W, PREF_H,
BufferedImage.TYPE_INT_ARGB);
Graphics g = backgroundImg.getGraphics();
g.setColor(Color.blue);
g.fillRect(0, 0, PREF_W, PREF_H);
g.dispose();
MyMouseAdapter myMouseAdapter = new MyMouseAdapter();
addMouseMotionListener(myMouseAdapter);
addMouseListener(myMouseAdapter);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (backgroundImg != null) {
g.drawImage(backgroundImg, 0, 0, this);
}
if (startPt != null && currentPt != null) {
g.setColor(DRAWING_COLOR);
int x = Math.min(startPt.x, currentPt.x);
int y = Math.min(startPt.y, currentPt.y);
int width = Math.abs(startPt.x - currentPt.x);
int height = Math.abs(startPt.y - currentPt.y);
g.drawRect(x, y, width, height);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
public void drawToBackground() {
Graphics g = backgroundImg.getGraphics();
g.setColor(FINAL_DRAWING_COLOR);
int x = Math.min(startPt.x, endPt.x);
int y = Math.min(startPt.y, endPt.y);
int width = Math.abs(startPt.x - endPt.x);
int height = Math.abs(startPt.y - endPt.y);
g.drawRect(x, y, width, height);
g.dispose();
startPt = null;
repaint();
}
private class MyMouseAdapter extends MouseAdapter {
#Override
public void mouseDragged(MouseEvent mEvt) {
currentPt = mEvt.getPoint();
DrawingPanel.this.repaint();
}
#Override
public void mouseReleased(MouseEvent mEvt) {
endPt = mEvt.getPoint();
currentPt = null;
drawToBackground();
}
#Override
public void mousePressed(MouseEvent mEvt) {
startPt = mEvt.getPoint();
}
}
private static void createAndShowGui() {
DrawingPanel mainPanel = new DrawingPanel();
JFrame frame = new JFrame("Drawing Panel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

Flipping shape (not image)

Solved:
Thanks #MadProgrammer
I replaced g2.rotate(Math.toRadians(180.0)); by g2.scale(1, -1); thanks^^
I wrote program to show Digital Clock with mirror (Vertical Flip)
This is my code
import java.awt.*;
import java.awt.font.GlyphVector;
import javax.swing.*;
import java.util.*;
public class DigitalClock extends JFrame implements Runnable {
/**
* #author HASSAN
*/
Thread runner; // declare global objects
Font clockFont;
Shape mirror;
public DigitalClock() {
super("Digital Clock - Hassan Sharaf 12MCMB33");
setSize(600, 500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
setResizable(false); // create window
setLocationRelativeTo(null);
clockFont = new Font("digifacewide", Font.BOLD, 100); // create font
Container contentArea = getContentPane();
ClockPanel timeDisplay = new ClockPanel();
contentArea.add(timeDisplay); // add components
setContentPane(contentArea);
start(); // start thread running
}
public class ClockPanel extends JPanel {
public void paintComponent(Graphics painter) {
// super.paintComponent(painter);
Graphics2D g2 = (Graphics2D) painter;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setFont(clockFont); // create clock components
g2.setColor(Color.black);
g2.drawString(timeNow(), 20, 140);
GlyphVector v = clockFont.createGlyphVector(getFontMetrics(clockFont).getFontRenderContext(), timeNow());
mirror = v.getOutline();
g2.translate(553, 160);
g2.rotate(Math.toRadians(180.0));
g2.fill(mirror);
g2.draw(mirror);
}
}
// get current time
public String timeNow() {
Calendar now = Calendar.getInstance();
int hrs = now.get(Calendar.HOUR_OF_DAY);
int min = now.get(Calendar.MINUTE);
int sec = now.get(Calendar.SECOND);
String time = zero(hrs) + ":" + zero(min) + ":" + zero(sec);
return time;
}
public String zero(int num) {
String number = (num < 10) ? ("0" + num) : ("" + num);
return number; // Add leading zero if needed
}
public void start() {
if (runner == null) {
runner = new Thread(this);
}
runner.start();
// method to start thread
}
public void run() {
while (runner == Thread.currentThread()) {
repaint();
// define thread task
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
System.out.println("Thread failed");
}
}
}
// create main method
public static void main(String[] args) {
DigitalClock clock = new DigitalClock();
}
}
Problem: I used rotate() method, but actually I don't want rotate the clock I want flip it vertically
Question: How can I flip the shape (not image)?
You have lots-o-choices depending on what you want to achieve...
You can...
Create a PathIterator from the shape object, using a AffineTransform matching your rotational requirements. This will require you to create a new path, appending the PathIterator to it so you can paint it ... or
Create a new Path2D using the shape to be rotated as the base for the new path and passing the AffineTransform to it. This is pretty much the same as the first option, but requires less code...
Here's an example....
public class SpinningTriangle {
public static void main(String[] args) {
new SpinningTriangle();
}
public SpinningTriangle() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new SpinPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class SpinPane extends JPanel {
private Triangle triangle;
private float angle = 0;
public SpinPane() {
triangle = new Triangle(50, 100);
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
angle += 2;
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(110, 110);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
Rectangle bounds = triangle.getBounds();
// PathIterator pi = triangle.getPathIterator(AffineTransform.getRotateInstance(Math.toRadians(angle), bounds.width / 2, bounds.height / 2));
// Path2D path = new Path2D.Float();
// path.append(pi, true);
Path2D path = new Path2D.Float(triangle, AffineTransform.getRotateInstance(Math.toRadians(angle), bounds.width / 2, bounds.height / 2));
int x = (getWidth() - bounds.width) / 2;
int y = (getHeight() - bounds.height) / 2;
g2d.translate(x, y);
g2d.setColor(Color.RED);
g2d.fill(path);
g2d.setColor(Color.YELLOW);
g2d.draw(path);
g2d.dispose();
}
}
public class Triangle extends Path2D.Float {
public Triangle(int width, int height) {
moveTo(width / 2f, 0);
lineTo(width, height);
lineTo(0, height);
closePath();
}
}
}
UPDATED
If all you want to do is "mirror" the shape, you can scale the axis by -1...
public class SpinningTriangle {
public static void main(String[] args) {
new SpinningTriangle();
}
public SpinningTriangle() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new FlipPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class FlipPane extends JPanel {
private Triangle triangle;
private boolean flip;
public FlipPane() {
triangle = new Triangle(50, 100);
Timer timer = new Timer(500, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
flip = !flip;
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(110, 110);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
Rectangle bounds = triangle.getBounds();
double scale = flip ? -1 : 1;
Path2D path = new Path2D.Float(triangle, AffineTransform.getScaleInstance(scale, scale));
int x = (getWidth() - bounds.width) / 2;
int y = (getHeight() - bounds.height) / 2;
if (flip) {
y += bounds.height;
x += bounds.width;
}
g2d.translate(x, y);
g2d.setColor(Color.RED);
g2d.fill(path);
g2d.setColor(Color.YELLOW);
g2d.draw(path);
g2d.dispose();
}
}
public class Triangle extends Path2D.Float {
public Triangle(int width, int height) {
moveTo(width / 2f, 0);
lineTo(width, height);
lineTo(0, height);
closePath();
}
}
}

Java applet only partially paints

I'm new to Java applet programming, so excuse me if this is a very basic question, but I've googled it extensively and have only found semi-related problems and solutions.
I'm writing a simple demonstration of some geometric algorithms, and when I repaint(), only some of my graphics primitives are rendered to the screen. Every time my applet redraws, a seemingly random subset of my lines and ellipses are painted. The only pattern to it is that the primitives that are rendered are always from the beginning of the drawing. I.E, sometimes it will draw primitives 0-2, sometimes 0-5, sometimes the whole batch.
I would like to point out that, as far as I can tell, this is not the classic "flickering" that can be solved with double-bufferring. To my understanding, flickering is when for short periods of time you can see a partially rendered applet before it finishes rendering. In my case, however, if it doesn't finish rendering, it never finishes unless I redraw() again and get lucky. I've tried double buffering:
public void update(Graphics g) {
Graphics offgc;
Image offscreen = null;
Dimension d = size();
// create the offscreen buffer and associated Graphics
offscreen = createImage(d.width, d.height);
offgc = offscreen.getGraphics();
// clear the exposed area
offgc.setColor(getBackground());
offgc.fillRect(0, 0, d.width, d.height);
offgc.setColor(getForeground());
// do normal redraw
paint(offgc);
// transfer offscreen to window
g.drawImage(offscreen, 0, 0, this);
}
But it doesn't seem to help at all. If it's useful, here's some pics of what's happening. This is what it's supposed to look like:
But most of the time it looks something like this:
or this:
Thanks in advance!
This isn't really how double buffering should work, no is it how the paint process works.
Don't override update.
Don't override paint of top level containers (like Applet/JApplet/Frame/JFrame) where possible
Use a "paint" panel onto which you can render, preferably something like JPanel. Swing components provide double buffering support
A double buffer should be painted on out side the paint cycle and only updated when needed, this makes the overall paint process faster as you're not having re-render the content unnecessarily.
When it comes time to update the buffer, render to a temp buffer first, this ensures that any repaints that might occur while you're updating aren't reflected back to the screen prematurely...
public class TestPaintGeometry {
public static void main(String[] args) {
new TestPaintGeometry();
}
public TestPaintGeometry() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException ex) {
} catch (InstantiationException ex) {
} catch (IllegalAccessException ex) {
} catch (UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new ShowPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class ShowPane extends JPanel {
private GeometryPane geoPane;
public ShowPane() {
setLayout(new BorderLayout());
geoPane = new GeometryPane();
JButton redrew = new JButton("Redraw");
add(geoPane);
add(redrew, BorderLayout.SOUTH);
redrew.addActionListener(new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
geoPane.redrew();
}
});
}
}
public class GeometryPane extends JPanel {
private BufferedImage buffer;
public void redrew() {
Path2D.Float path = new Path2D.Float();
int width = getWidth();
int height = getHeight();
int points = Math.max(10, (int) Math.round(Math.random() * 100));
for (int index = 0; index < points; index++) {
int x = (int) Math.round(Math.random() * width);
int y = (int) Math.round(Math.random() * height);
if (index > 0) {
path.lineTo(x, y);
} else {
path.moveTo(x, y);
}
}
BufferedImage tmp = createCompatibleImage(width, height);
Graphics2D g2d = tmp.createGraphics();
g2d.setColor(Color.BLACK);
g2d.draw(path);
g2d.dispose();
buffer = tmp;
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (buffer != null) {
int x = (getWidth() - buffer.getWidth()) / 2;
int y = (getHeight() - buffer.getHeight()) / 2;
g.drawImage(buffer, x, y, this);
}
}
}
public static GraphicsConfiguration getGraphicsConfiguration() {
return GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration();
}
public static BufferedImage createCompatibleImage(int width, int height) {
return createCompatibleImage(width, height, Transparency.TRANSLUCENT);
}
public static BufferedImage createCompatibleImage(int width, int height, int transparency) {
BufferedImage image = getGraphicsConfiguration().createCompatibleImage(width, height, transparency);
image.coerceData(true);
return image;
}
}
This allows you deploy the GeometryPane to a JFrame or JAppelt as it's not constrained by the legacy of it's inheritance...

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