Generating an N x N grid - java

What is the most painless way to create an N x N grid in a JavaFX application?
The only requirements I'm looking for is that the size of the grid will always take up the same amount of space, so more squares = smaller squares. I can set colors for the squares, and I can hover over each square individually and be able to show some for each square.
I won't know 'N' until the program runs and parses through some data to figure out how many total squares I need which is when I calculate the smallest NxN grid I can use.
From what I can tell my options are:
GridPane - Using the column constraints and row constraints to generate size and possibly add properties for hovering?
TableView - A lot more options for being able to give each cell data to show when hovered over but still difficult to just add rows and columns to start with.
Rectangles - Just generate and draw each rectangle while calculating the x and y coordinates for each square. This will make it easy to do the colors and hovering but I can't see how resizing would work but I'm ok with having a specific size for my application. I'll also have to calculate the best size to make each square to fill up the grids area.
I'm not necessarily looking for someone to code a solution, but if someone has dealt with this and knows a good way I'd like to hear about it.

Don't stray away from the original ideas. Why are you looking for "painless" ways when all the methods you've given are all viable? Here's one using your rectangles. The GridMaker.SCREEN_SIZE refers to the size of the screen you must have.
public static Pane makeGrid(int n){
double width = GridMaker.SCREEN_SIZE/n;
Pane p = new Pane();
Rectangle [][] rec = new Rectangle [n][n];
for(int i=0; i<n; i++){
for(int j=0; j<n; j++){
rec[i][j] = new Rectangle();
rec[i][j].setX(i * width);
rec[i][j].setY(j * width);
rec[i][j].setWidth(width);
rec[i][j].setHeight(width);
rec[i][j].setFill(null);
rec[i][j].setStroke(Color.BLACK);
p.getChildren().add(rec[i][j]);
}
}
return p;
}
Then simply add the mouse listener to the pane if you wish to make it change color.
p.setOnMouseClicked(new EventHandler <MouseEvent> (){
#Override
public void handle(MouseEvent me){
double posX = me.getX();
double posY = me.getY();
int colX = (int)(posX / width);
int colY = (int) (posY / width);
rec[colX][colY].setFill(Color.RED);
}
});
-- Edit
1)
2) For Hover, what kind of hover effects are you looking for? You can add Hover effects onto each rectangles, if you want me to show you how, I can definitely code it for you.

Related

Possible to Drag Shapes Within a GridPane with JavaFX

Am I correct in thinking it is not possible to drag Shapes within a GridPane? Here's a link to some code that allows the user to drag shapes around the screen: Drag and Drop Shapes
I want my shapes to have the same behavior as above, but I want them in a GridPane (eventually I'd like their movement to be locked to the X or Y axis to be moved on to adjacent shapes).
I added the below code to the "start" method. It creates circles using the same method as the example code but instead adds them to a grid. Surprisingly, this removed the ability for them to be dragged around.
GridPane grid = new GridPane();
grid.setLayoutX(300);
grid.setLayoutY(100);
int n = 3;
int m = 3;
for (int r = 0; r < n; r++) {
for (int c = 0; c < m; c++) {
Circle circle = createCircle(100, 50, 30, Color.BLACK);
grid.add(circle, c, r);
}
}
root.getChildren().add(grid);
If you want to test this just add the above code to the "start" method of the example code, just above these lines:
primaryStage.setScene(scene);
primaryStage.show();
My theory is the GridPane, because it locks the circles to certain positions, doesn't allow this dragging behavior.
Any input on how I can achieve movement of the circles along the X and Y axis when dragged?
In general, layout panes such as GridPane manage the placement of their content. Changing the layout coordinates will not affect nodes that are placed in these panes. You may find it better to use a plain Pane and manage the layout yourself for functionality such as this.
If you do want to use a GridPane, transformations (such as translations, etc) are applied after layout coordinates are computed, so you can use a translation (e.g. the one built-in with the translateX and translateY properties) to manage dragging in a layout pane.
So you can do:
circle.setOnMouseDragged((t) -> {
double offsetX = t.getSceneX() - orgSceneX;
double offsetY = t.getSceneY() - orgSceneY;
// No idea why they are doing this. c is just circle
Circle c = (Circle) (t.getSource());
c.setTranslateX(c.getTranslateX() + offsetX);
c.setTranslateY(c.getTranslateY() + offsetY);
orgSceneX = t.getSceneX();
orgSceneY = t.getSceneY();
});

Tile based map lags using a for-loop to draw, android game programming

I would like to know if anybody can help me with a better method of drawing a Tile map for my android game.
Currently, I use a for loop to draw the required Bitmaps to the screen but when doing this for the amount of tiles I need to render at once (enough to cover the screen and a bit more), when the map scrolls, you can notice the map become jolty with its movement, because of the for loop having to loop through all the tiles. The tiles are drawn simular to this:
for(int i = 0; i < 170; i++) {
canvas.drawBitmap(bitmap, x + i * bitmap.getWidth(), y, null);
}
The method I am currently using uses a few bitmaps to save memory, and draws them in different locations.
A different method i can think of to draw the map would be to create a larger Bitmap from the tiles and move the position of that larger bitmap to create movement. The problem with this is that is does require lots of memory and gets out of memory errors.
So, i need to try and find out a method of drawing multiple tiles preferably without the use of a for-loop (I believe the for-loop is causing the jolty, un-smooth movement of the map).
For more details just ask, thanks.
The for loop is the correct way to draw it, your problem is probably the amount of data you are trying to draw in one frame and/or the number of pixels you are trying to push through the system.
If you want good performance on Android your best bet will be to use the graphics hardware it provides. There are various game frameworks available that will make that easier for you and give you much better performance than you will get otherwise.
If not then you will need to break up the drawing and still run the same effective logic but spread out so you draw a few tiles per frame.
is it really required to draw ALL tiles at once?
if it is possible for you, maybe you can determine the 'visible view port' and then just draw those tiles, which need to be drawn?!?
int width = getWidth()/Tiles.width; // do it once before any rendering
// thats the amount of tiles per line
int height = getHeight()/Tiles.height; // do it once before any rendering
// thats the amount of tiles per row
Point pos = ...; // you should know the position of your 'figure' within the map
// could as well be the scroll position
//now draw only those tile from the 'viewport':
for (int dy = 0; dy < width; dy++){
for (int dx = 0; dy < height; dy++){
int xOnMap = pos.x + x;
int yOnMap = pos.y + dy;
int index = yOnMap*height+yOnMap; //index in list
canvas.drawBitmap(bitmap,
x * bitmap.getWidth(), y * bitMap.getHeight(), null);
}
}
so you just have to draw some tile and that would always be the same amount...
i must confess i wrote that code onstackoverflow so there is a chance i did a syntax terror ^^

Image Processing Edge Detection in Java

This is my situation. It involves aligning a scanned image which will account for incorrect scanning. I must align the scanned image with my Java program.
These are more details:
There is a table-like form printed on a sheet of paper, which will be scanned into an image file.
I will open the picture with Java, and I will have an OVERLAY of text boxes.
The text boxes are supposed to align correctly with the scanned image.
In order to align correctly, my Java program must analyze the scanned image and detect the coordinates of the edges of the table on the scanned image, and thus position the image and the textboxes so that the textboxes and the image both align properly (in case of incorrect scanning)
You see, the guy scanning the image might not necessarily place the image in a perfectly correct position, so I need my program to automatically align the scanned image as it loads it. This program will be reusable on many of such scanned images, so I need the program to be flexible in this way.
My question is one of the following:
How can I use Java to detect the y coordinate of the upper edge of the table and the x-coordinate of the leftmost edge of the table. The table is a a regular table with many cells, with black thin border, printed on a white sheet of paper (horizontal printout)
If an easier method exists to automatically align the scanned image in such a way that all scanned images will have the graphical table align to the same x, y coordinates, then share this method :).
If you don't know the answer to the above to questions, do tell me where I should start. I don't know much about graphics java programming and I have about 1 month to finish this program. Just assume that I have a tight schedule and I have to make the graphics part as simple as possible for me.
Cheers and thank you.
Try to start from a simple scenario and then improve the approach.
Detect corners.
Find the corners in the boundaries of the form.
Using the form corners coordinates, calculate the rotation angle.
Rotate/scale the image.
Map the position of each field in the form relative to form origin coordinates.
Match the textboxes.
The program presented at the end of this post does the steps 1 to 3. It was implemented using Marvin Framework. The image below shows the output image with the detected corners.
The program also outputs: Rotation angle:1.6365770416167182
Source code:
import java.awt.Color;
import java.awt.Point;
import marvin.image.MarvinImage;
import marvin.io.MarvinImageIO;
import marvin.plugin.MarvinImagePlugin;
import marvin.util.MarvinAttributes;
import marvin.util.MarvinPluginLoader;
public class FormCorners {
public FormCorners(){
// Load plug-in
MarvinImagePlugin moravec = MarvinPluginLoader.loadImagePlugin("org.marvinproject.image.corner.moravec");
MarvinAttributes attr = new MarvinAttributes();
// Load image
MarvinImage image = MarvinImageIO.loadImage("./res/printedForm.jpg");
// Process and save output image
moravec.setAttribute("threshold", 2000);
moravec.process(image, null, attr);
Point[] boundaries = boundaries(attr);
image = showCorners(image, boundaries, 12);
MarvinImageIO.saveImage(image, "./res/printedForm_output.jpg");
// Print rotation angle
double angle = (Math.atan2((boundaries[1].y*-1)-(boundaries[0].y*-1),boundaries[1].x-boundaries[0].x) * 180 / Math.PI);
angle = angle >= 0 ? angle : angle + 360;
System.out.println("Rotation angle:"+angle);
}
private Point[] boundaries(MarvinAttributes attr){
Point upLeft = new Point(-1,-1);
Point upRight = new Point(-1,-1);
Point bottomLeft = new Point(-1,-1);
Point bottomRight = new Point(-1,-1);
double ulDistance=9999,blDistance=9999,urDistance=9999,brDistance=9999;
double tempDistance=-1;
int[][] cornernessMap = (int[][]) attr.get("cornernessMap");
for(int x=0; x<cornernessMap.length; x++){
for(int y=0; y<cornernessMap[0].length; y++){
if(cornernessMap[x][y] > 0){
if((tempDistance = Point.distance(x, y, 0, 0)) < ulDistance){
upLeft.x = x; upLeft.y = y;
ulDistance = tempDistance;
}
if((tempDistance = Point.distance(x, y, cornernessMap.length, 0)) < urDistance){
upRight.x = x; upRight.y = y;
urDistance = tempDistance;
}
if((tempDistance = Point.distance(x, y, 0, cornernessMap[0].length)) < blDistance){
bottomLeft.x = x; bottomLeft.y = y;
blDistance = tempDistance;
}
if((tempDistance = Point.distance(x, y, cornernessMap.length, cornernessMap[0].length)) < brDistance){
bottomRight.x = x; bottomRight.y = y;
brDistance = tempDistance;
}
}
}
}
return new Point[]{upLeft, upRight, bottomRight, bottomLeft};
}
private MarvinImage showCorners(MarvinImage image, Point[] points, int rectSize){
MarvinImage ret = image.clone();
for(Point p:points){
ret.fillRect(p.x-(rectSize/2), p.y-(rectSize/2), rectSize, rectSize, Color.red);
}
return ret;
}
public static void main(String[] args) {
new FormCorners();
}
}
Edge detection is something that is typically done by enhancing the contrast between neighboring pixels, such that you get a easily detectable line, which is suitable for further processing.
To do this, a "kernel" transforms a pixel according it the pixel's inital value, and the value of that pixel's neighbors. A good edge detection kernel will enhance the differences between neighboring pixels, and reduce the strength of a pixel with similar neigbors.
I would start by looking at the Sobel operator. This might not return results that are immediately useful to you; however, it will get you far closer than you would be if you were to approach the problem with little knowledge of the field.
After you have some crisp clean edges, you can use larger kernels to detect points where it seems that a 90% bend in two lines occurs, that might give you the pixel coordinates of the outer rectangle, which might be enough for your purposes.
With those outer coordinates, it still is a bit of math to make the new pixels be composted with the average values between the old pixels rotated and moved to "match". The results (especially if you do not know about anti-aliasing math) can be pretty bad, adding blur to the image.
Sharpening filters might be a solution, but they come with their own issues, mainly they make the picture sharper by adding graininess. Too much, and it is obvious that the original image is not a high-quality scan.
I researched the libraries but in the end I found it more convenient to code up my own edge detection methods.
The class below will detect black/grayed out edges of a scanned sheet of paper that contains such edges, and will return the x and y coordinate of the edges of the sheet of paper, starting from the rightmost end (reverse = true) or from lower end (reverse = true) or from the top edge (reverse = false) or from left edge (reverse = false). Also...the program will take ranges along vertical edges (rangex) measured in pixels, and horizontal ranges (rangey) measured in pixels. The ranges determine outliers in the points received.
The program does 4 vertical cuts using the specified arrays, and 4 horizontal cuts. It retrieves the values of the dark dots. It uses the ranges to eliminate outliers. Sometimes, a little spot on the paper may cause an outlier point. The smaller the range, the fewer the outliers. However, sometimes the edge is slightly tilted, so you don't want to make the range too small.
Have fun. It works perfectly for me.
import java.awt.image.BufferedImage;
import java.awt.Color;
import java.util.ArrayList;
import java.lang.Math;
import java.awt.Point;
public class EdgeDetection {
public App ap;
public int[] horizontalCuts = {120, 220, 320, 420};
public int[] verticalCuts = {300, 350, 375, 400};
public void printEdgesTest(BufferedImage image, boolean reversex, boolean reversey, int rangex, int rangey){
int[] mx = horizontalCuts;
int[] my = verticalCuts;
//you are getting edge points here
//the "true" parameter indicates that it performs a cut starting at 0. (left edge)
int[] xEdges = getEdges(image, mx, reversex, true);
int edgex = getEdge(xEdges, rangex);
for(int x = 0; x < xEdges.length; x++){
System.out.println("EDGE = " + xEdges[x]);
}
System.out.println("THE EDGE = " + edgex);
//the "false" parameter indicates you are doing your cut starting at the end (image.getHeight)
//and ending at 0
//if the parameter was true, it would mean it would start the cuts at y = 0
int[] yEdges = getEdges(image, my, reversey, false);
int edgey = getEdge(yEdges, rangey);
for(int y = 0; y < yEdges.length; y++){
System.out.println("EDGE = " + yEdges[y]);
}
System.out.println("THE EDGE = " + edgey);
}
//This function takes an array of coordinates...detects outliers,
//and computes the average of non-outlier points.
public int getEdge(int[] edges, int range){
ArrayList<Integer> result = new ArrayList<Integer>();
boolean[] passes = new boolean[edges.length];
int[][] differences = new int[edges.length][edges.length-1];
//THIS CODE SEGMENT SAVES THE DIFFERENCES BETWEEN THE POINTS INTO AN ARRAY
for(int n = 0; n<edges.length; n++){
for(int m = 0; m<edges.length; m++){
if(m < n){
differences[n][m] = edges[n] - edges[m];
}else if(m > n){
differences[n][m-1] = edges[n] - edges[m];
}
}
}
//This array determines which points are outliers or nots (fall within range of other points)
for(int n = 0; n<edges.length; n++){
passes[n] = false;
for(int m = 0; m<edges.length-1; m++){
if(Math.abs(differences[n][m]) < range){
passes[n] = true;
System.out.println("EDGECHECK = TRUE" + n);
break;
}
}
}
//Create a new array only using valid points
for(int i = 0; i<edges.length; i++){
if(passes[i]){
result.add(edges[i]);
}
}
//Calculate the rounded mean... This will be the x/y coordinate of the edge
//Whether they are x or y values depends on the "reverse" variable used to calculate the edges array
int divisor = result.size();
int addend = 0;
double mean = 0;
for(Integer i : result){
addend += i;
}
mean = (double)addend/(double)divisor;
//returns the mean of the valid points: this is the x or y coordinate of your calculated edge.
if(mean - (int)mean >= .5){
System.out.println("MEAN " + mean);
return (int)mean+1;
}else{
System.out.println("MEAN " + mean);
return (int)mean;
}
}
//this function computes "dark" points, which include light gray, to detect edges.
//reverse - when true, starts counting from x = 0 or y = 0, and ends at image.getWidth or image.getHeight()
//verticalEdge - determines whether you want to detect a vertical edge, or a horizontal edge
//arr[] - determines the coordinates of the vertical or horizontal cuts you will do
//set the arr[] array according to the graphical layout of your scanned image
//image - this is the image you want to detect black/white edges of
public int[] getEdges(BufferedImage image, int[] arr, boolean reverse, boolean verticalEdge){
int red = 255;
int green = 255;
int blue = 255;
int[] result = new int[arr.length];
for(int n = 0; n<arr.length; n++){
for(int m = reverse ? (verticalEdge ? image.getWidth():image.getHeight())-1:0; reverse ? m>=0:m<(verticalEdge ? image.getWidth():image.getHeight());){
Color c = new Color(image.getRGB(verticalEdge ? m:arr[n], verticalEdge ? arr[n]:m));
red = c.getRed();
green = c.getGreen();
blue = c.getBlue();
//determine if the point is considered "dark" or not.
//modify the range if you want to only include really dark spots.
//occasionally, though, the edge might be blurred out, and light gray helps
if(red<239 && green<239 && blue<239){
result[n] = m;
break;
}
//count forwards or backwards depending on reverse variable
if(reverse){
m--;
}else{
m++;
}
}
}
return result;
}
}
A similar such problem I've done in the past basically figured out the orientation of the form, re-aligned it, re-scaled it, and I was all set. You can use the Hough transform to to detect the angular offset of the image (ie: how much it is rotated), but you still need to detect the boundaries of the form. It also had to accommodate for the boundaries of the piece of paper itself.
This was a lucky break for me, because it basically showed a black and white image in the middle of a big black border.
Apply an aggressive, 5x5 median filter to remove some noise.
Convert from grayscale to black and white (rescale intensity values from [0,255] to [0,1]).
Calculate the Principal Component Analysis (ie: calculate the Eigenvectors of the covariance matrix for your image from the calculated Eigenvalues) (http://en.wikipedia.org/wiki/Principal_component_analysis#Derivation_of_PCA_using_the_covariance_method)
4) This gives you a basis vector. You simply use that to re-orient your image to a standard basis matrix (ie: [1,0],[0,1]).
Your image is now aligned beautifully. I did this for normalizing the orientation of MRI scans of entire human brains.
You also know that you have a massive black border around the actual image. You simply keep deleting rows from the top and bottom, and both sides of the image until they are all gone. You can temporarily apply a 7x7 median or mode filter to a copy of the image so far at this point. It helps rule out too much border remaining in the final image from thumbprints, dirt, etc.

Slick is getting very slow but only drawin rectangles

I am using slick for java since a few days and got a serious problem.
If i run a completely empty apllication (it just shows the fps) with a solution of 800x600 i get a fps count between 700 and 800.
If I now draw an array with 13300 entries as a grid of green and white rectangles, the fps drop to something around 70.
With more entries in the array it becomes really slow.
For example in a solution of 1024x768 and an array with 21760 entries the fps drop to 40.
How i draw a single entry:
public void draw(Graphics graphics){
graphics.setColor(new Color(getColor().getRed(), getColor().getGreen(), getColor().getBlue(), getColor().getAlpha()));
graphics.fillRect(getPosition().x, getPosition().y, getSize().x, getSize().y);
Color_ARGB white = new Color_ARGB(Color_ARGB.ColorNames.WHITE);
graphics.setColor(new Color(white.getRed(), white.getGreen(), white.getBlue(), white.getAlpha()));
}
And this is how I draw the complete array:
public void draw(Graphics graphics) {
for (int ix = 0; ix < getWidth(); ix++) {
for (int iy = 0; iy < getHeight(); iy++) {
getGameGridAt(ix, iy).draw(graphics);
}
}
}
In my opinion 21760 is not that much.
Is there anything wrong with my code or is slick just too slow to draw so much rectangles?
You only want to draw rectangles that are on the screen. If your screen bounds go from 0 to 1024 in the x direction and from 0 to 768 in the y direction, then you only want to loop through rectangles that are inside those bounds and then only draw those rectangles. I can't imagine you are trying to draw 21760 rectangles inside those bounds.
If you are, then try creating one static rectangle and then just try drawing that ONE in all of the different positions you need to draw it at rather than creating a new one every time. For example, in a game I am making, I might have 1000 tiles that are "grass" tiles, but all 1000 of those share the same static texture. So I only need to reference one image rather than each tile creating its own.
Each rectangle can still have a unique state. Just make your own rectangle class and have a static final Image that holds a 5*5 image. Each rectangle will use this image when it needs to be drawn. You can still have unique properties for each rectangle. For example, private Vector2f position, private boolean isAlive, etc
You're probably not going to be able to draw individual rectangles any faster than that.
Games that render millions of polygons per second do so using vertex buffer objects (VBO). For that, you'll probably need to code against the OpenGL API (LWJGL) itself, not a wrapper.
Not sure if Slick will allow it, but if this thing looks anything like a chessboard grid... you could draw just 4 rectangles, grab them and use the resulting image as a texture for your whole image. I'm not even a java programmer just trying to come up with a solution.
Since you're only repeatedly using just a few colors creating a new Color object for every single one is bound to be slow... use new only once for each different color used and store the re-usable colors somewhere in your class, than call the functions with those, constantly allocating and freeing memory is very slow.
And while this might not be as much a benefit as not using new each time but have you considered caching the results of all those function calls and rewriting code as
public void draw(Graphics graphics) {
int ixmax = getWidth();
int iymax = getHeight();
for (int ix = 0; ix < ixmax; ix++) {
for (int iy = 0; iy < iymax; iy++) {
getGameGridAt(ix, iy).draw(graphics);
}
}
}
Or if you'd prefer not to declare new variables
public void draw(Graphics graphics) {
for (int ix = getWidth() - 1; ix >= 0; ix--) {
for (int iy = getHeight() - 1; iy >= 0; iy--) {
getGameGridAt(ix, iy).draw(graphics);
}
}
}
Just noticed in another answer you have an integral size grid (5x5) ... in this case the fastest way to go about this would seem to be to draw each item a single pixel (you can do this directly in memory using a 2-dimensional array) and scale it to 500% or use it as a texture and draw a single rectangle with it the final size you desire ... should be quite fast. Sorry for all the confusion caused by previous answers, you should have said what you're doing more clearly from the start.
If scaling and textures are not available you can still draw in memory using something like this (written in c++, please translate it to java yourself)
for( int x = 0; x < grid.width(); x++ ) {
for( int y = 0; y < grid.height(); y++ ) {
image[x*5][y*5] = grid.color[x][y];
image[x*5][y*5 + 1] = grid.color[x][y];
image[x*5][y*5 + 2] = grid.color[x][y];
image[x*5][y*5 + 3] = grid.color[x][y];
image[x*5][y*5 + 4] = grid.color[x][y];
}
memcpy(image[x*5+1], image[x*5], grid.height() * sizeof(image[0][0]) );
memcpy(image[x*5+2], image[x*5], grid.height() * sizeof(image[0][0]) );
memcpy(image[x*5+3], image[x*5], grid.height() * sizeof(image[0][0]) );
memcpy(image[x*5+4], image[x*5], grid.height() * sizeof(image[0][0]) );
}
I'm not sure, but perhaps for graphics the x and y might be represented in the reversed order than used here, so change the code accordingly if it that's the case (you'll figure that out as soon as a few iterations run), also your data is probably structured a bit differently but I think the idea should be clear.

Drawing a simple grid in canvas?

I've written Conway's Game Of Life in Java and I want to display it in a browser. I wanted to learn some Canvas, so what is the preferred way to draw a 2D grid and filling each cell in with a color? Thanks.
This will make a grid. It's useful I think for being able to position or determine the coordinates of an element or something, and several other possible handy use cases as well.
var grid = function() {
for (var i = 0; i < canvasWidth || i < canvasHeight; i += 100) { // 100 represents the width in pixels between each line of the grid
// draw horizontal lines
ctx.moveTo(i, 0);
ctx.lineTo(i, canvasHeight);
// draw vertical lines
ctx.moveTo(0, i);
ctx.lineTo(canvasWidth, i);
}
ctx.save();
ctx.strokeStyle = 'hsla(200, 0%, 20%, 0.8)';
ctx.stroke();
ctx.restore();
};
// Call the function
grid()
Hope this helps, and is what you're trying to do too. :)
edit: If you are looking to fill each grid square with a different color, then this function will not work, or could at least be used in combination with another function which creates and fills the squares in a similar way to the function above but cutting the width and height off based on the dimensions of the canvas width and height.

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