Java: Drawing single dots at specified (x,y) coordinates? - java

I am working on science research and am getting strange results from my code, and as a visual learner I thought it efficient to print my data to screen as it is analysed to try and see where the code is going wrong. For reference, I am analyzing a nonlinear waveform.
Here is the code for analysis:
public void getMachineCode(int trial, int wave){
double[] tempwave = new double[5000];
int index = 0;
for(int x = 0; x < 5000; x++){
tempwave[x] = waves[trial][wave][x];
}
for(int repeat = 5; repeat > 0; repeat--){
int tempstart = index;
if(tempwave[index] > 0){
while(tempwave[index] > 0){
index++;
}
}else{
while(tempwave[index] < 0){
index++;
}
}
int midwave = index - tempstart;
if(tempwave[midwave] > 0){
System.out.println(0);
}else{
System.out.println(1);
}
}
}
Here, all I want is to print the (x,y) coordinates of my trial to the screen as the index increases so it is a constantly changing graph, something like:
if(tempwave[index] > 0){
while(tempwave[index] > 0){
index++;
printpixel(index,y); //something to show where the code is scanning
}
}else{
while(tempwave[index] < 0){
index++;
printpixel(index,y);
}
I am not very familiar with java graphics and was looking into using a JFrame but it is hard for me to implement. There will be about 4000 data points to plot, so I might also have to only print every few points or is there a way to make a better visual? Any ideas? Thanks!

This should give you basic idea.
Normally with Swing graphics, you override the paintComponent() method and draw from some shared state
Instead you can just draw to a large image, and then draw that image using paintComponent()
I've compressed this into a single self contained example, this can be separated out in a larger application
Example
public static void main(String[] args) throws Exception {
final BufferedImage image = new BufferedImage(1280, 768,
BufferedImage.TYPE_INT_RGB);
JPanel canvas = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, this);
}
};
JFrame frame = new JFrame();
frame.setLayout(new BorderLayout()); // <== make panel fill frame
frame.add(canvas, BorderLayout.CENTER);
frame.setSize(500, 500);
frame.setVisible(true);
// do you drawing somewhere else, maybe a different thread
Graphics g = image.getGraphics();
g.setColor(Color.red);
for (int x = 0; x < 100; x += 5) {
for (int y = 0; y < 100; y += 5) {
g.drawRect(x, y, 1, 1);
}
}
g.dispose();
canvas.repaint();
}

Related

How to fill histogram with array data?

I am having trouble getting my histogram to fill correctly.
I was given a large data file full of doubles that represented GPAs, about 5500 of them. I created a method to calculate the count, mean, and standard deviation of the data, however my last problem is to graph the data.
I am to make a histogram for each of the possible grades (12 of them) and graph them about the total of each grade.
I think I have coded the total for each grade correctly, but when it comes to actually drawing the histogram I cannot figure out the 4 arguments needed for fillRect.
I've been playing around with different variables, but nothing seems to get me close.
Any help is appreciated.
private static int[] gradeCounts(double[] stats) throws Exception{
double stdv = 0;
double sum = 0;
double sum2 = 0;
double variance = 0;
Scanner fsc = new Scanner(new File("introProgGrades.txt"));
while (!fsc.hasNextDouble())
fsc.nextLine();
int[] binCounts = new int[NUM_OF_GRADE_CATEGORIES];
double x = 0;
while (fsc.hasNextDouble()){
stats[2]++;
x = fsc.nextDouble();
sum += x;
sum2 += x * x;
if (x == 0.0)
binCounts[0]++;
else if (x == 0.6666667)
binCounts[1]++;
else if (x == 1.0)
binCounts[2]++;
else if (x == 1.3333333)
binCounts[3]++;
else if (x == 1.6666667)
binCounts[4]++;
else if (x == 2.0)
binCounts[5]++;
else if (x == 2.3333333)
binCounts[6]++;
else if (x == 2.6666667)
binCounts[7]++;
else if (x == 3.0)
binCounts[8]++;
else if (x == 3.3333333)
binCounts[9]++;
else if (x == 3.6666667)
binCounts[10]++;
else
binCounts[11]++;
}
stats[0] = sum/stats[2];
variance = (stats[2] * sum2 - sum * sum) / (stats[2]*(stats[2]-1));
stdv = Math.sqrt(variance);
stats[1] = stdv;
return binCounts;
}
What I am having trouble with:
private static void plotHistogram(int[] binCounts){
int max = Arrays.stream(binCounts).max().getAsInt();
DrawingPanel panel = new DrawingPanel (800,800);
Graphics2D g = panel.getGraphics();
g.fillRect(0, 0, 800/binCounts.length,max);
}
I think I have to iterate through the data with a for loop, but it's the parameters of fillRect that I am clueless on.
but when it comes to actually drawing the histogram I cannot figure out the 4 arguments needed for fillRect.
The JavaDocs are quite explicit in the properties and their meanings, it's just a box, with a position (x/y) and size (width/height)
public abstract void fillRect​(int x,
int y,
int width,
int height)
Fills the specified rectangle. The left and right edges of the rectangle are at x and x +
width - 1. The top and bottom edges are at y and y + height - 1. The
resulting rectangle covers an area width pixels wide by height pixels
tall. The rectangle is filled using the graphics context's current
color. Parameters: x - the x coordinate of the rectangle to be filled.
y - the y coordinate of the rectangle to be filled. width - the width
of the rectangle to be filled. height - the height of the rectangle to
be filled.
I've been playing around with different variables, but nothing seems to get me close.
So, two things come to mind, the first comes from the JavaDocs above...
The rectangle is filled using the graphics context's current
color
This is something that's easy to forget
The second is it seems that you misunderstand how painting works in Swing.
Painting in Swing has a very specific and well documented workflow. The first thing you should do is go read Performing Custom Painting and Painting in AWT and Swing to get a better understanding of how painting works and how you should work with it.
There is never a good reason to call JComponent#getGraphics, apart from been able to return null, this is just a snapshot of the last paint cycle and will be wiped clean on the next paint pass (which may occur at any time for any number of reasons).
Instead, you will need a custom component and override it's paintComponent method instead.
You should then have a read through the 2D Graphics trail to get a better understanding of how the API works and what features/functionality it can provide.
For example....
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.util.Arrays;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
Random rnd = new Random();
int[] binCounts = new int[10];
for (int index = 0; index < binCounts.length; index++) {
binCounts[index] = rnd.nextInt(100);
}
JFrame frame = new JFrame();
frame.add(new DrawingPanel(binCounts));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class DrawingPanel extends JPanel {
private int[] binCounts;
private int max;
public DrawingPanel(int[] binCounts) {
this.binCounts = binCounts;
max = Arrays.stream(binCounts).max().getAsInt();
System.out.println(max);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 800);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int barWidth = 800 / binCounts.length;
for (int i = 0; i < binCounts.length; i++) {
int barHeight = (int)((binCounts[i] / (double)max) * getHeight());
// I personally would cache this until the state of the component
// changes, but for brevity
Rectangle rect = new Rectangle(i * barWidth, getHeight() - barHeight, barWidth, barHeight);
g2d.setColor(Color.BLUE);
g2d.fill(rect);
g2d.setColor(Color.BLACK);
g2d.draw(rect);
}
g2d.dispose();
}
}
}

Java beginning if statement in for loop being skipped while others work

Back again with another problem that has stumped me completely and cannot for the life of me fix.
So I had previously posted a question about my Java game I am making for a class that with the help of #MadProgrammer was fixed...mostly. Now there is a new problem that needs a post all to it's own
Previous Post:
Rows and columns with multidimensional array java
Problem:
In the code below I have it set up to loop through the variables x and y to make rows and columns on a jPanel. Each time it loops through it should randomly mark the "x,y" location with one of the "terrains" so that later it can "paint" that location with the appropriate colored 20x20 square.
The code runs great except for one thing, it looks like it skips the very first "if statement" that marks the "terran[0]" which is "floor". When the code is ran it "paints" the other three "terrains" and not a single "floor" "terrain".
I have looked for a solution on these posts but no success:
Java if statement is skipped
If statement being skipped during execution
Java - for loops being skipped
Java if-statement being skipped
Here is a working piece of code that results in the problem at hand:
import java.awt.*;
import javax.swing.*;
import java.util.*;
public class gamePanel extends JPanel
{
public gamePanel()
{
setBounds(115,93,480,480);
}
private Random generator = new Random();
int floor = 0; //initializes the variable floor to zero for later use
int dirt = 1;
int stone = 2;
int water = 3;
int width = 24;
int height = 24;
int x, y; // my x & y variables for coordinates
int[][] coords = new int[width][height]; //my array that I want to store the coordinates for later use in painting
int[] terrain = {floor, dirt, stone, water}; //my terrain that will determine the color of the paint
public void mapGen() //what should mark/generate the JPanel
{
for(x = 0; x < width; x++)
{
for(y = 0; y < height; y++)
{
int z = generator.nextInt(20);// part of the randomization
if(z <= 10)
{
coords[x][y] = terrain[0]; //should mark the coordinates as floor
}
if(z == 11)
{
coords[x][y] = terrain[3];//should mark the coordinates as water
}
if(z >= 12 && z <= 16)
{
coords[x][y] = terrain[2];//should mark the coordinates as stone
}
if(z >= 17 && z <= 19)
{
coords[x][y] = terrain[1];//should mark the coordinates as dirt
}
coords[0][0] = terrain[0]; // sets coordinate 0,0 to floor //need to have these always be floor
coords[23][23] = terrain[0]; // sets coordinate 24,24 to floor //^^^^^^^^^^
}
}
}
#Override
public void paintComponent(Graphics g)//what will paint each 20x20 square on the grid what it is assigned
{
super.paintComponent(g);
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
mapGen();
if(coords[x][y] == terrain[floor])//should paint the floor color at marked coordinates
{
g.setColor(Color.white);
g.fillRect((x*20), (y*20), 20, 20);
}
if(coords[x][y] == terrain[dirt]);//should paint the dirt color at marked coordinates
{
g.setColor(new Color(135,102,31));
g.fillRect((x*20), (y*20), 20, 20);
}
if(coords[x][y] == terrain[stone])//should paint the stone color at marked coordinates
{
g.setColor(new Color(196,196,196));
g.fillRect((x*20),(y*20),20,20);
}
if(coords[x][y] == terrain[water])//should paint the water color at marked coordinates
{
g.setColor(new Color(85,199,237));
g.fillRect((x*20),(y*20),20,20);
}
}
}
}//end paintComponent
public static void main(String[] args)
{
gamePanel panel = new gamePanel();
JFrame frame = new JFrame();
frame.setSize(500,550);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(panel);
frame.setVisible(true);
}//end main
}// end gamePanel
Please keep in mind that I am a novice programmer and I am still learning. So anything that is not considered "basic" code please explain in detail.

Moving Black and White Balls

I'm kind of new to Java and OO programming, here is the code of moving black and white balls problem. First let me explain the program that I want in the output: there are n balls(for example 6 balls) on the window, one black and one white, in each move we only are allowed to move just one ball and this movement should be shown on the screen, and at the end all the white balls should be on one side and all the black balls should be on the other side. Here is an example of six balls:
I have written the program and it seems working good and no flaws in the algorithm, but my problem is that I can't show animation of the movement of the balls, in each movement one ball should swap its place with its neighbor ball, but all I get is the final arrangements of the balls. Please someone help me with the animation part. I would be really thankful for that.
code:
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import javax.swing.*;
public class DrawPanel extends JPanel implements ActionListener
{
Timer myTimer = new Timer(2000, this);
public static final int NUMBER_OF_CIRCLES = 10; //number of circles which are to moved
static int[] circles = new int[NUMBER_OF_CIRCLES];
public void paintComponent(Graphics g)
{
int x = 0; //start point of circles;
int length = 40; //diagonal of the circles
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
//painting n circles based on the array
for(int index = 0; index<10; index++)
{
if(circles[index] == 0){ //if the element of the arrayy is 0 then draw a void circle
circle = new Ellipse2D.Double(x, 120, length, length);
g2.draw(circle);
}
else if(circles[index] == 1){ //if the element of the array is 1 them draw a filled circle
circle = new Ellipse2D.Double(x, 120, length, length);
g2.fill(circle);
}
x += 45; //increas start pont of the next circle 45 pixles
}
myTimer.start();
}
public void actionPerformed(ActionEvent e)
{
int tmp; //template for swaping elements
int condition; //condition of the forS
arrayFill(circles); //fills the array based on the writen method, one 1 and one 0 like: 0 1 0 1 0 1 0 1
//here is the part which works good, it changes palces of an elemen at time.
//at the end of this part the array would be like: 1 1 1 1 0 0 0 0
if(NUMBER_OF_CIRCLES % 2 == 0)
condition = circles.length/2 -1;
else
condition = circles.length/2;
for(int i = circles.length-1, k = 1; i>condition; i--, k++)
{
for(int j = i - k; j<i ;j++)
{
tmp = circles[j];
circles[j] = circles[j+1];
circles[j+1] = tmp;
//if we call arrayPrint method it will print the array but I don't know why repaint is not working here
//arrayPrint(circles);
repaint();
}
}
}
//fills the array, one 1 and one 0. Example: 0 1 0 1 0 1 0 1 0 1
public static void arrayFill(int[] array)
{
for(int i = 0; i<array.length; i++)
{
if( i%2 == 0)
array[i] = 0;
else
array[i] = 1;
}
}
}//end of class
And the main Class:
import javax.swing.JFrame;
public class BlackAndWhiteBallsMoving {
public static void main(String[] args)
{
DrawPanel myPanel = new DrawPanel();
JFrame myFrame = new JFrame();
myFrame.add(myPanel);
myFrame.setSize(600, 500);
myFrame.setTitle("Black And White Balls Moving");
myFrame.setVisible(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}//end of class
The events triggered by the Timer are performed on the same event thread as the repaints. Calling repaint does not actively perform a paint event, rather it queues one for later. When you call your repaints from within the timer event, they will only get executed once the timer event is completed.
What you need to do is refactor your loop so that only a single swap is performed each time the timer triggers. I've done this for you as an example:
public class DrawPanel extends JPanel implements ActionListener {
public static final int NUMBER_OF_CIRCLES = 10;
Timer myTimer = new Timer(500, this);
int[] circles = new int[NUMBER_OF_CIRCLES];
public DrawPanel() {
arrayFill(circles);
if(NUMBER_OF_CIRCLES % 2 == 0) {
condition = circles.length/2 -1;
} else {
condition = circles.length/2;
}
i = circles.length - 1;
k = 1;
myTimer.start();
}
int i, j, k;
int condition;
boolean outer = true;
#Override
public void actionPerformed(ActionEvent e) {
if(outer) {
if(i > condition) {
j = i - k; // set j
outer = false; // and move to the inner loop swap
} else {
myTimer.stop(); // the outer loop is done so stop the timer
}
}
if(!outer) {
int tmp = circles[j];
circles[j] = circles[j+1];
circles[j+1] = tmp;
repaint();
j++;
if(j >= i) {
i--;
k++;
outer = true; // move to the outer condition
} // next time the timer triggers
}
}
#Override
protected void paintComponent(Graphics g) {
int x = 0;
int length = 40;
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
for(int index = 0; index<10; index++) {
if(circles[index] == 0){
circle = new Ellipse2D.Double(x, 120, length, length);
g2.draw(circle);
} else if(circles[index] == 1){
circle = new Ellipse2D.Double(x, 120, length, length);
g2.fill(circle);
}
x += 45;
}
//myTimer.start();
}
public static void arrayFill(int[] array) {
for(int i = 0; i<array.length; i++) {
if( i%2 == 0) {
array[i] = 0;
} else {
array[i] = 1;
}
}
}
}
(I'm sure it could be factored another way.)
Also:
I added #Override annotations which you should use. Doing so will warn you when you make certain mistakes. (Like misspelling a method name or incorrectly declaring its signature.)
I moved circles to an instance variable because I don't see a reason it should be static. It is part of the state of the DrawPanel instance.
I created a constructor which initializes variables such as circles.
paintComponent is a protected method and it should remain so unless there is a reason to promote it to public.
(I removed your comments and changed the bracing style just to condense the code for my answer.)
As a side note, you should read the tutorial Initial Threads. You are not creating your GUI on the Swing event thread. Basically you need to wrap your code in main inside a call to invokeLater:
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
// create and show your GUI
}
});
}
The basic problem is in your actionPerformed method. Your two for loops are rearranging the array to its final arrangement very quickly. Each loop iteration will take a matter of nanoseconds to milliseconds to complete (it depends on how the repaint() method works). The entire process is finished in less than 50 milliseconds or so. That's too fast for your eyes to keep up.
Basically, the repaint() method is working, but it's working too fast for human eyes to keep up.
If you break up the for loops into something that does one step of the algorithm each time it's called, you can trigger that from a timer and see the animation at a human-detectable speed.
add a paint thread. it should always call repaint() like,
new Thread(){ // this can be started on main or constructor of object
public void run(){
while(true){
repaint();
try {
Thread.sleep(50);
} catch(Exception e){ } 
}
  }
}.start();
and then, on action performed, mark moving objects like movingObjects, keep a animate_x = 0 and keep a boolean variable like existAnimation
then on paintComponent, increase animate_x
animate_x = animate_x + 1;
if (animate_x >= MAX_WIDTH_OF_ANIMATION){
existAnimation = false;
}
and use this existAnimation, animate_x and movingObjects
like,
public void paintComponent(Graphics g)
{
int x = 0; //start point of circles;
int length = 40; //diagonal of the circles
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D circle;
//painting n circles based on the array
for(int index = 0; index<10; index++)
{
int paint_x = x;
if (movingObjects.has(circles[index])){
paint_x += animate_x;
}
if(circles[index] == 0){ //if the element of the arrayy is 0 then draw a void circle
circle = new Ellipse2D.Double(paint_x, 120, length, length);
g2.draw(circle);
}
else if(circles[index] == 1){ //if the element of the array is 1 them draw a filled circle
circle = new Ellipse2D.Double(paint_x, 120, length, length);
g2.fill(circle);
}
x += 45; //increas start pont of the next circle 45 pixles
}
myTimer.start();
}

Graphics painting strategy(performance)

In my game I have a gamepanel which draws my map layers: 'ground/buildings/objects layer', then player sprite, then enemies/npcs/mobs, then 'above layer(tiles to draw above player)'. This was working great and running smoothly.
I then started to work on a minimap JInternalFrame. It actually looks great for what I need but I am concerned with performance. After adding the minimap I noted some slowdown of painting. My biggest resolution supports a map of:
else if (scrnsize.width >= 1440 && scrnsize.height >= 1024){ //large&wide
//45x29(32x32px tiles)
//1440, 1024
Basically my question is, is there a better way I can do this(than below code) or methods I can call for offscreen buffer or something?
This is the Minimap code. As you can see I have logic in the paintComponent to not redraw unless the refreshMinimap == true(the player moves or dies). This helped get rid of most noticable lag, but I still am noticing some. Any help would be super appreciated.
public MinimapGamePanel() {
super();
logger.addAppender(GUILog4JFileHelper.fileAppender);
gamePanelImage = new BufferedImage(32 * MyClient.xTiles, 32 * MyClient.yTiles, BufferedImage.TYPE_INT_ARGB);
setLayout(new BorderLayout());
setBorder(BorderFactory.createLineBorder(Color.black));
}
public void paintComponent(Graphics g) {
logger.trace("begin: REPAINTNG...");
g2 = (Graphics2D)g;
//map
if (refreshMinimap){
RefreshMinimap();
refreshMinimap = false;
}
g2.drawImage(gamePanelImage, 0, 0, null);
g2.dispose();
logger.trace("end: REPAINTNG...");
}
private void RefreshMinimap() {
logger.trace("Map drawing started.");
int count = (int) ((MyClient.characterX - (MyClient.xTiles*1.5)) + ((MyClient.characterY - (MyClient.yTiles*2)) * MyClient.mapWidth));
for (int x = 0; x < MyClient.xTiles*3; x++){
for (int y = 0; y < MyClient.yTiles*4; y++){
if (count > -1 && count < (MyClient.mapWidth * MyClient.mapHeight)){
if (!MyClient.groundLayer[count].equals("0")){ //don't draw full transparent tiles
//SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[count] + ".png").draw(gamePanelImage, x, y);
SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);
}
if (!MyClient.buildingLayer[count].equals("0")){ //don't draw full transparent tiles
SpriteStore.get().getSprite("images/tiles/" + MyClient.buildingLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);
}
if (!MyClient.objectLayer[count].equals("0")){ //don't draw full transparent tiles
SpriteStore.get().getSprite("images/tiles/" + MyClient.objectLayer[count] + ".png").drawFirstPixel(gamePanelImage, x, y);
}
} else {
SpriteStore.get().getSprite("images/tiles/" + MyClient.groundLayer[0] + ".png").drawFirstPixel(gamePanelImage, x, y);
}
count += MyClient.mapWidth;
}
count -= MyClient.yTiles * 4 * MyClient.mapWidth;
count++;
}
logger.trace("Map drawing done.");
}
This is the drawing code which just draws pixel 0,0
public void drawFirstPixel(BufferedImage gamePanelImage, int xDraw, int yDraw) {
BufferedImage bufferedVersion = (BufferedImage) image;
gamePanelImage.getGraphics().drawImage(bufferedVersion.getSubimage(0, 0, 1, 1), xDraw, yDraw, null);
}
I am actually pretty happy with the look of just taking pixel 0,0. Apologies for the bad quality, shaky cell phone pic.
After adding the minimap I noted some slowdown of painting
SpriteStore.get().getSprite("images/tiles/" + MyClient.buildingLayer
Don't do I/O in a painting method. All images should be read into memory when you create your class.
Is this in tune to what you guys were suggesting I do?
public class MinimapGamePanel extends JPanel {
...
private static Thread t;
public MinimapGamePanel() {
super();
logger.addAppender(GUILog4JFileHelper.fileAppender);
gamePanelImage = new BufferedImage(320, 320, BufferedImage.TYPE_INT_ARGB);
//TODO:: change values above upon picking minimap size
setLayout(new BorderLayout());
setBorder(BorderFactory.createLineBorder(Color.black));
t = new Thread(new RefreshMinimapThread());
}
public void paintComponent(Graphics g) {
logger.trace("begin: REPAINTNG...");
g2 = (Graphics2D)g;
if (refreshMinimap){
t.start();
//RefreshMinimap();
refreshMinimap = false;
}
g2.drawImage(gamePanelImage, 0, 0, null);
g2.dispose();
logger.trace("end: REPAINTNG...");
}
private class RefreshMinimapThread implements Runnable {
#Override
public void run() {
RefreshMinimap();
}
}

How do I flip an image upside-down?

I was wondering if I could find some help on this problem. I was asked to use an image ("corn.jpg"), and flip it entirely upside down. I know I need to write a program which will switch pixels from the top left corner with the bottom left, and so on, but I wasn't able to get my program to work properly before time ran out. Could anyone provide a few tips or suggestions to solve this problem? I'd like to be able to write my code out myself, so suggestions only please. Please note that my knowledge of APImage and Pixel is very limited. I am programming in Java.
Here is what I managed to get done.
import images.APImage;
import images.Pixel;
public class Test2
{
public static void main(String [] args)
{
APImage image = new APImage("corn.jpg");
int width = image.getImageWidth();
int height = image.getImageHeight();
int middle = height / 2;
//need to switch pixels in bottom half with the pixels in the top half
//top half of image
for(int y = 0; y < middle; y++)
{
for (int x = 0; x < width; x++)
{
//bottom half of image
for (int h = height; h > middle; h++)
{
for(int w = 0; w < width; w++)
{
Pixel bottomHalf = image.getPixel(h, w);
Pixel topHalf = image.getPixel(x, y);
//set bottom half pixels to corresponding top ones?
bottomHalf.setRed(topHalf.getRed());
bottomHalf.setGreen(topHalf.getGreen());
bottomHalf.setBlue(topHalf.getBlue());
//set top half pixels to corresponding bottom ones?
topHalf.setRed(bottomHalf.getRed());
topHalf.setGreen(bottomHalf.getGreen());
topHalf.setBlue(bottomHalf.getBlue());
}
}
}
}
image.draw();
}
}
Thank you for your help!
See Transforming Shapes, Text, and Images.
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import javax.swing.*;
public class FlipVertical {
public static BufferedImage getFlippedImage(BufferedImage bi) {
BufferedImage flipped = new BufferedImage(
bi.getWidth(),
bi.getHeight(),
bi.getType());
AffineTransform tran = AffineTransform.getTranslateInstance(0, bi.getHeight());
AffineTransform flip = AffineTransform.getScaleInstance(1d, -1d);
tran.concatenate(flip);
Graphics2D g = flipped.createGraphics();
g.setTransform(tran);
g.drawImage(bi, 0, 0, null);
g.dispose();
return flipped;
}
FlipVertical(BufferedImage bi) {
JPanel gui = new JPanel(new GridLayout(1,2,2,2));
gui.add(new JLabel(new ImageIcon(bi)));
gui.add(new JLabel(new ImageIcon(getFlippedImage(bi))));
JOptionPane.showMessageDialog(null, gui);
}
public static void main(String[] args) throws AWTException {
final Robot robot = new Robot();
Runnable r = new Runnable() {
#Override
public void run() {
final BufferedImage bi = robot.createScreenCapture(
new Rectangle(0, 660, 200, 100));
new FlipVertical(bi);
}
};
SwingUtilities.invokeLater(r);
}
}
Whenever you're swapping variables, if your language doesn't allow for simultaneous assignment (and Java doesn't), you need to use a temporary variable.
Consider this:
a = 1;
b = 2;
a = b; // a is now 2, just like b
b = a; // b now uselessly becomes 2 again
Rather than that, do this:
t = a; // t is now 1
a = b; // a is now 2
b = t; // b is now 1
EDIT: And also what #vandale says in comments :P
If you are able to use the Graphics class, the following may be of use:
http://www.javaworld.com/javatips/jw-javatip32.html
And the Graphics class documentation:
http://docs.oracle.com/javase/7/docs/api/java/awt/Graphics.html
Instead of using
Pixel bottomHalf = image.getPixel(h, w);
Pixel topHalf = image.getPixel(x, y);
//set bottom half pixels to corresponding top ones?
bottomHalf.setRed(topHalf.getRed());
bottomHalf.setGreen(topHalf.getGreen());
bottomHalf.setBlue(topHalf.getBlue());
//set top half pixels to corresponding bottom ones?
topHalf.setRed(bottomHalf.getRed());
topHalf.setGreen(bottomHalf.getGreen());
topHalf.setBlue(bottomHalf.getBlue());
You should have stored the bottomHalf's RGB into a temporary Pixel and used that to set topHalf after replacing bottomHalf's values (if you follow). You could have also really used something like this.... assuming your pixel operates on integer rgb values (which would have improved your main method).
private static final Pixel updateRGB(Pixel in, int red, int green, int blue) {
in.setRed(red); in.setGreen(green); in.setBlue(blue);
}
You want to flip the image upside down, not swap the top and bottom half.
The loop could look like this.
int topRow = 0;
int bottomRow = height-1;
while(topRow < bottomRow) {
for(int x = 0; x < width; x++) {
Pixel t = image.getPixel(x, topRow);
image.setPixel(x, topRow, image.getPixel(x, bottomRow));
image.setPixel(x, bottomRow, t);
}
topRow++;
bottomRow--;
}

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