Graph Plotting Issue - java

I am creating line graph using outputs from a thread, the threads are simulations of incoming and outgoing bill that run over a course of 52 seconds and this will be dipicted on a line graph as shown below to show the bank balance over the 52 seconds!
Currently the program runs fine, when I click start the point gets updated but every a new point is placed on the graph the previous one disappears. How i can i keep all the points on the graph.
I would assume i would have to create 2 new int variable... prevX & prevY.
import java.awt.*;
import javax.swing.*;
public class DrawPanel extends JPanel {
private static final int X_AXIS_LENGTH = 700;
private static final int Y_AXIS_LENGTH = 230; // could be changed
private static final int X_AXIS_OFFSET = 200;
private static final int Y_AXIS_OFFSET = 85;
private static final int PanelHeight = 365;
private static final int PanelWidth = 1000;
public DrawPanel() {
this.setBackground(Color.white);
this.setPreferredSize(new Dimension(PanelWidth, PanelHeight));
}
public void paintComponent(Graphics g) {
int y = ControlPanel.bk1.getBalance(); // balance
int x = ControlPanel.bk1.getWeek(); // weeks //
int prevX, prevY;
int maxX = ContentPanel.controlPanel.getDuration();
int maxY = 100000;
int Xleft = 200;
int Xright = 900;
int Ytop = 50;
int Ybottom = 330;// defining axis
while (ControlPanel.bk1.getBalance() > maxY) {
int i = maxY / 4;
maxY = maxY + i;
}
Graphics2D g2 = (Graphics2D) g;
super.paintComponent(g2);
g2.setColor(Color.BLUE);
BasicStroke pen = new BasicStroke(4F);
g2.setStroke(pen);
g2.drawLine(Xleft, Ytop, Xleft, Ybottom); // set axis
g2.drawLine(Xleft, 280, Xright, 280);
int i = X_AXIS_OFFSET + (X_AXIS_LENGTH / 2);
int ii = X_AXIS_OFFSET + (X_AXIS_LENGTH / 4);
int iii = ((X_AXIS_LENGTH / 4)) * 3 + X_AXIS_OFFSET;
BasicStroke spaces = new BasicStroke(1F);
g2.setStroke(spaces);
g2.drawLine(i, 280, i, 300);
g2.drawLine(ii, 280, ii, 300);
g2.drawLine(iii, 280, iii, 300);
g2.setStroke(pen);
Font f = new Font("Serif", Font.BOLD, 14);
g2.setFont(f);
g2.drawString("Account Balance (£)", 35, 200);
g2.drawString("Elapsed Time (Weeks)", 475, 340);
g2.setColor(Color.BLACK);
String maxXDisplay = Integer.toString(maxX);
String maxYDisplay = Integer.toString(maxY);
g2.drawString(maxYDisplay, 160, 45);
g2.drawString(maxXDisplay, 900, 300);
// retrieve values from your model for the declared variables
// calculate the coords line on the canvas
double balance = PanelHeight
- ((((double) y / maxY) * Y_AXIS_LENGTH) + Y_AXIS_OFFSET);
double weeks = (((double) x / maxX) * X_AXIS_LENGTH) + X_AXIS_OFFSET;
int xPos = (int) Math.round(weeks);
int yPos = (int) Math.round(balance); // changing back to int to be used
// in drawing oval
g2.setColor(Color.RED);
g.drawOval(xPos, yPos, 2, 2);
}
public void reDraw() {
repaint();
}
}

You appear to be only trying to plot one point in your paintComponent method:
g.drawOval(xPos, yPos, 2, 2);
Usually you'll loop through a for loop drawing all the points in this method. For example something like:
for (int j = 0; j < maxPointCount; j++) {
x = someMethodToGetX(j);
y = someMethodToGetY(j);
double balance = PanelHeight - ((((double) y / maxY) *
Y_AXIS_LENGTH) + Y_AXIS_OFFSET);
double weeks = (((double) x / maxX) * X_AXIS_LENGTH) +
X_AXIS_OFFSET;
int xPos = (int) Math.round(weeks);
int yPos = (int) Math.round(balance);
g2.setColor(Color.RED);
g.drawOval(xPos, yPos, 2, 2);
}
Edit 1
Regarding your recent comment:
Tryed that for loop and it makes no difference to the program
My code above is certainly not code that can be cut and pasted into your program and be expected to work, but rather is only to be seen as an example of a concept. A for loop will work if implemented correctly as it's worked for me many times, but yours is not working, so we have to fix your implementation, and in order to do that, we need more information:
How are you generating your data points?
Are you using a Swing Timer to imitate real-time collection of data?
You will need to store your data points as you collect them so your paintComponent can iterate over them. How are you storing your data points? Is it in an ArrayList? Can we see that code?
Once we see all this, can we see the code where you try to implement a for loop to draw all the data points?
You will need to make an edit to your question to show this new information. If you do this, please notify me by commenting in this answer.
Edit 2
This is a more complete example of what I'm describing, one with a functioning for loop that draws all scaled data points. Of course none of this code can be copied and pasted into your app, but hopefully the concepts contained can be transferred. Please ask if anything looks confusing:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Stroke;
import java.awt.event.*;
import java.awt.geom.Point2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.*;
public class TestShowGraph {
private static final int MAX_POINTS = 30;
private static final int TIMER_DELAY = 800;
private static void createAndShowGui() {
ShowGraph showGraphPanel = new ShowGraph(MAX_POINTS);
TimerListener timerListener = new TimerListener(MAX_POINTS, showGraphPanel);
JFrame frame = new JFrame("TestShowGraph");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(showGraphPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
new Timer(TIMER_DELAY, timerListener).start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
class TimerListener implements ActionListener {
private static final double EXP_MULTIPLIER = 0.2;
// array of points created in constructor to hold data that
// will eventually be displayed in real time.
// A Swing Timer will copy a point into the pointsList above.
private Point2D[] initPoints;
private int maxPoints;
private int count = 0;
private ShowGraph showGraph;
public TimerListener(int maxPoints, ShowGraph showGraph) {
initPoints = new Point2D[maxPoints];
this.maxPoints = maxPoints;
this.showGraph = showGraph;
// create all data points that will eventually be
// graphed. This is to simulate real-time data collection
for (int i = 0; i < initPoints.length; i++) {
double x = (double) i / initPoints.length;
double y = 1.0 - Math.exp(-1.0 * i * EXP_MULTIPLIER);
initPoints[i] = new Point2D.Double(x, y);
}
}
public void actionPerformed(ActionEvent e) {
if (count < maxPoints) {
// simply push data from initPoints into the list that will
// be used to draw the graph
showGraph.addPoint(initPoints[count]);
count++;
} else {
// unless we've run out of points. Then simply start over
count = 0;
showGraph.clearPointsList();
}
// repaint so that the GUI will show the points
showGraph.repaint();
}
}
#SuppressWarnings("serial")
class ShowGraph extends JPanel {
private static final int PREF_W = 800;
private static final int PREF_H = 600;
private static final int BORDER_GAP = 50;
private static final Color AXIS_COLOR = Color.blue;
private static final Color POINTS_COLOR = Color.red;
private static final Color BACKGRND_COLOR = Color.white;
private static final Stroke AXIS_STROKE = new BasicStroke(3f);
private static final Stroke POINTS_STROKE = new BasicStroke(2f);
private static final double X_SCALE = PREF_W - 2 * BORDER_GAP;
private static final double Y_SCALE = PREF_H - 2 * BORDER_GAP;
private static final int POINT_RADIUS = 3;
// list that the paintComponent method loops through to
// draw points
private List<Point2D> pointsList = new ArrayList<Point2D>();
public ShowGraph(int maxPoints) {
setBackground(BACKGRND_COLOR);
}
public void addPoint(Point2D point2d) {
pointsList.add(point2d);
}
public void clearPointsList() {
pointsList.clear();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
drawAxises(g2);
drawPoints(g2);
}
private void drawAxises(Graphics g2) {
// derive a Graphics2D object from the one provided by the
// JVM so we can change settings on it without effecting
// the Graphics object provided by the JVM
Graphics2D g2Axises = (Graphics2D) g2.create();
g2Axises.setStroke(AXIS_STROKE);
g2Axises.setColor(AXIS_COLOR);
int x1XAxis = BORDER_GAP;
int y1XAxis = PREF_H - BORDER_GAP;
int x2XAxis = PREF_W - BORDER_GAP;
int y2XAxis = PREF_H - BORDER_GAP;
g2Axises.drawLine(x1XAxis, y1XAxis, x2XAxis, y2XAxis);
int x1YAxis = BORDER_GAP;
int y1YAxis = BORDER_GAP;
int x2YAxis = BORDER_GAP;
int y2YAxis = PREF_H - BORDER_GAP;
g2Axises.drawLine(x1YAxis, y1YAxis, x2YAxis, y2YAxis);
g2Axises.dispose(); // because we derived this we must dispose it
}
private void drawPoints(Graphics2D g2) {
Graphics2D g2Points = (Graphics2D) g2.create();
g2Points.setStroke(POINTS_STROKE);
g2Points.setColor(POINTS_COLOR);
for (Point2D p : pointsList) {
// p points hold data between 0 and 1
// we must scale our points to fit the display
// before displaying them
int pX = (int)(X_SCALE * p.getX()) + BORDER_GAP;
int pY = PREF_H - (int)(Y_SCALE * p.getY()) - BORDER_GAP;
// displayed the scaled points
int radius = POINT_RADIUS;
g2Points.drawOval(pX - radius, pY - radius, 2 * radius, 2 * radius);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(PREF_W, PREF_H);
}
}
Luck.

Related

Repainting an instance of a class from an ArrayList

Ok so I am very new to Java Swing and a beginner in Java in general. My current problem is I have designed a "cityscape". I am working on a UFO flying around, but my randomly generated buildings continue to get regenerated. I am wondering if there is a way to save my instance of buildings to an ArrayList as I have attempted, and paint that selection from that list each time paint is called. I tried what I thought of and I believe it just crashed it when run, because it didn't even open a JFrame and instead produced errors upon errors. Here is what I have:
CityScape class (the main class):
import java.awt.*;
import javax.swing.*;
public class CityScape extends JPanel
{
Buildings a = new Buildings ();
UFO b = new UFO();
#Override
public void paint (Graphics g)
{
//RememberBuildings.buildingList.get(1).paint(g);
a.paint(g);
b.paint(g);
}
public void move()
{
b.move();
}
public static void main(String[] args) throws InterruptedException
{
JFrame frame = new JFrame("Frame");
CityScape jpe = new CityScape();
frame.add(jpe);
frame.setSize(800, 750);
frame.setBackground(Color.BLACK);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
System.out.println(frame.getContentPane().getSize());
while (true)
{
jpe.move(); //Updates the coordinates
jpe.repaint(); //Calls the paint method
Thread.sleep(10); //Pauses for a moment
}
}
}
Buildings class (the class that generates the buildings):
import java.awt.*;
public class Buildings
{
private int maxX = 784;
private int maxY = 712;
private int width = (int)(Math.random()*100+100);
private int height = (int)(Math.random()*350+100);
private int rows = Math.round((height)/25);
private int columns = Math.round(width/25);
public void addBuilding()
{
RememberBuildings.addBuilding();
}
public void paint(Graphics g)
{
Graphics2D g2d = (Graphics2D) g;
Color transYellow = new Color (255, 255, 0, 59);
g2d.setColor(Color.BLACK);
g2d.fillRect(0, 0, maxX, maxY);
g2d.setColor(Color.WHITE);
g2d.fillRect(5, 5, 25, 25);
int a = 0;
for (int i =10; i<634; i+=(a+10))//buildings
{
g2d.setColor(Color.GRAY);
g2d.drawRect(i, maxY-height, width, height);
g2d.fillRect(i, maxY-height, width, height);
rows = Math.round((height)/25);
columns = Math.round(width/25);
for (int j = 1; j<=columns; j++)//windows
{
for (int k = 1; k<=rows; k++)
{
g2d.setColor(Color.BLACK);
g2d.drawRect(i+5*j+20*(j-1), (maxY-height)+5*k+20*(k-1), 20, 20);
if (Math.random()<0.7)
{
g2d.setColor(Color.YELLOW);
g2d.fillRect(i+5*j+20*(j-1), (maxY-height)+5*k+20*(k-1), 20, 20);
}
else
{
g2d.setColor(Color.BLACK);
g2d.fillRect(i+5*j+20*(j-1), (maxY-height)+5*k+20*(k-1), 20, 20);
g2d.setColor(transYellow);
g2d.fillRect(i+5*j+20*(j-1), (maxY-height)+5*k+20*(k-1), 20, 20);
}
}
}
addBuilding();
a = width;
height = (int)(Math.random()*462+100);
width = (int)(Math.random()*100+100);
}
}
}
RememberBuildings class (the point of this is to add an instance to an ArrayList):
import java.util.*;
public class RememberBuildings
{
public static ArrayList<Buildings> buildingList = new ArrayList<Buildings>();
public static void addBuilding()
{
buildingList.add(new Buildings());
}
}
And finally my UFO class (creates the UFO flying by):
import java.awt.*;
import javax.swing.*;
public class UFO extends JPanel
{
private int x = 20; //x and y coordinates of the ball
private int y = 20;
private int xa = 1;
public void move() //Increase both the x and y coordinates
{
if (x + xa < 0) {
xa = 1;
}
if (x + xa > 784-75)
{
xa = -1;
}
x = x + xa;
}
public void paint(Graphics g)
{
super.paint(g); //Clears the panel, for a fresh start
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.LIGHT_GRAY);
g2d.fillOval(x,y,75,25); //Draw the ball at the desired point
}
}
Avoid overriding paint, use paintComponent instead. Always call the super paint method before you do any custom painting to ensure that the paint chain is maintained. See Painting in AWT and Swing and Performing Custom Painting for more details
Beware, Swing is not thread safe and it's unwise to update any component (or any variable that a component may rely on) from outside the context of the Event Dispatching Thread. A simple solution might be to use a Swing Timer instead of a while (true) loop and Thread.sleep. See How to use Swing Timers for more details.
You should also only create and modify UI components from within the context of the event dispatching thread, see Initial Threads for more details
If you have a problem with your code not working, you should consider providing a runnable example which demonstrates your problem. This is not a code dump, but an example of what you are doing which highlights the problem you are having. This will result in less confusion and better responses. Providing code which is not runnable and is missing classes makes it difficult to know why it's not working and how to fix it.
A few things here:
To address the paintComponent note and view an example, check out this other thread: Concerns about the function of JPanel: paintcomponent()
There seems to be a bit of a disconnect between the logic you've got going and the object-oriented programming logic that I think will help sort things out (for general info on OOP: https://en.wikipedia.org/wiki/Object-oriented_programming):
What You've Got:
The Structure you've got going is as follows:
CityScape :: here's where you've extended JPanel and setup the main function
UFO :: an object class that represents 1 UFO
Building :: a class that has methods for drawing randomized buildings and calling methods in RememberBuildings
RememberBuildings :: I think this is intended to track buildings that have been drawn
The issue here is that your Building class's paint method continually draws multiple newly randomized buildings instead of a set building that retains its structure.
My Suggestion:
There are plenty of solutions to this issue and different ways to implement each solution, but my recommendation is to remodel your Building class in an OOP fashion, meaning that it would represent 1 single building (truer to the name of the class). This would contain a constructor that initializes all of the randomized dimensions of that single building once and draws that single building on the jpanel. Then you would need to keep an array or list of some sort in the cityscape that contains buildings that are part of the cityscape, eliminating the need for a "RememberBuildings" class. so roughly:
CityScape extends JPanel:
variables:
Building[] buildings; //might be useful to use an arraylist/stack/queue instead of an array depending on implementation
UFO craft;
constructor:
setup new Building objects and add to list buildings
initialize craft to new UFO
paintComponent:
calls the paint methods for each building & the ufo craft
Building:
variables:
int x, y; // position of building
int height, width; // of this building
constructor:
initializes x, y // probably needs to be inputed from CityScape with this setup
calc height and width randomly // stored in this.height/width
paint:
paints single building based on it's variables
//side-note, you'll probably need getters for the x/y/width to build each building from CityScape
Everything else should be much the same.
Good Luck !
So, every time Buildings#paint is called, it regenerates all the builds, which is done randomly.
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
Color transYellow = new Color(255, 255, 0, 59);
g2d.setColor(Color.BLACK);
g2d.fillRect(0, 0, maxX, maxY);
g2d.setColor(Color.WHITE);
g2d.fillRect(5, 5, 25, 25);
int a = 0;
for (int i = 10; i < 634; i += (a + 10))//buildings
{
g2d.setColor(Color.GRAY);
g2d.drawRect(i, maxY - height, width, height);
g2d.fillRect(i, maxY - height, width, height);
rows = Math.round((height) / 25);
columns = Math.round(width / 25);
for (int j = 1; j <= columns; j++)//windows
{
for (int k = 1; k <= rows; k++) {
g2d.setColor(Color.BLACK);
g2d.drawRect(i + 5 * j + 20 * (j - 1), (maxY - height) + 5 * k + 20 * (k - 1), 20, 20);
if (Math.random() < 0.7) {
g2d.setColor(Color.YELLOW);
g2d.fillRect(i + 5 * j + 20 * (j - 1), (maxY - height) + 5 * k + 20 * (k - 1), 20, 20);
} else {
g2d.setColor(Color.BLACK);
g2d.fillRect(i + 5 * j + 20 * (j - 1), (maxY - height) + 5 * k + 20 * (k - 1), 20, 20);
g2d.setColor(transYellow);
g2d.fillRect(i + 5 * j + 20 * (j - 1), (maxY - height) + 5 * k + 20 * (k - 1), 20, 20);
}
}
}
addBuilding();
a = width;
height = (int) (Math.random() * 462 + 100);
width = (int) (Math.random() * 100 + 100);
}
}
There's two ways you might be able to solve this, which you use will depend on what you want to achieve. You could render the buildings directly to a BufferedImage and simply paint that on each paint cycle or you could cache the information you need in order to re-create the buildings.
The BufferedImage approach is quicker, but can't be animated, so if you want to animate the buildings in some way (make the lights flicker), you will need to build up a series of information which allows you to simply repaint them.
I'm going for the second, as you've asked about painting assets from a ArrayList.
I started by translating your "paint" code into a single concept of a virtual building, which has also has information about it's own lights.
public class Building {
protected static final Color TRANS_YELLOW = new Color(255, 255, 0, 59);
private int x, y, width, height;
private List<Light> lights;
public Building(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
lights = new ArrayList<>(25);
int rows = Math.round((height) / 25);
int columns = Math.round(width / 25);
for (int j = 1; j <= columns; j++)//windows
{
for (int k = 1; k <= rows; k++) {
Color color = null;
if (Math.random() < 0.7) {
color = Color.YELLOW;
} else {
color = TRANS_YELLOW;
}
lights.add(new Light(x + 5 * j + 20 * (j - 1), y + 5 * k + 20 * (k - 1), color));
}
}
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.GRAY);
g2d.drawRect(x, y, width, height);
g2d.fillRect(x, y, width, height);
for (Light light : lights) {
light.paint(g2d);
}
}
public class Light {
private int x, y;
private Color color;
public Light(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.BLACK);
g2d.fillRect(x, y, 20, 20);
g2d.setColor(color);
g2d.fillRect(x, y, 20, 20);
}
}
}
This allows you to generate the primary parameters for the Building and simple cache the results and when needed, simply paint it.
For example...
public class Buildings {
private int maxX = 784;
private int maxY = 712;
private List<Building> buildings;
public Buildings() {
buildings = new ArrayList<>(25);
for (int i = 10; i < 634; i += 10)//buildings
{
int width = (int) (Math.random() * 100 + 100);
int height = (int) (Math.random() * 350 + 100);
int x = i;
int y = maxY - height;
buildings.add(new Building(x, y, width, height));
}
}
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
for (Building building : buildings) {
building.paint(g2d);
}
}
}
I also changed your UFO class so it no longer extends from JPanel, as it just doesn't need to and is probably the primary cause of confusion with your painting.
I then updated your paint method in your CityScape to use paintComponent instead...
public class CityScape extends JPanel {
Buildings a = new Buildings();
UFO b = new UFO();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
a.paint(g);
b.paint(g);
}
As a runnable example...
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class CityScape extends JPanel {
Buildings a = new Buildings();
UFO b = new UFO();
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); //To change body of generated methods, choose Tools | Templates.
a.paint(g);
b.paint(g);
}
public void move() {
b.move();
}
public static void main(String[] args) throws InterruptedException {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Frame");
CityScape jpe = new CityScape();
frame.add(jpe);
frame.setSize(800, 750);
frame.setBackground(Color.BLACK);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
System.out.println(frame.getContentPane().getSize());
Timer timer = new Timer(10, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
jpe.move(); //Updates the coordinates
jpe.repaint(); //Calls the paint method
}
});
timer.start();
}
});
}
public class Buildings {
private int maxX = 784;
private int maxY = 712;
private List<Building> buildings;
public Buildings() {
buildings = new ArrayList<>(25);
for (int i = 10; i < 634; i += 10)//buildings
{
int width = (int) (Math.random() * 100 + 100);
int height = (int) (Math.random() * 350 + 100);
int x = i;
int y = maxY - height;
buildings.add(new Building(x, y, width, height));
}
}
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
for (Building building : buildings) {
building.paint(g2d);
}
}
}
public static class Building {
protected static final Color TRANS_YELLOW = new Color(255, 255, 0, 59);
private int x, y, width, height;
private List<Light> lights;
public Building(int x, int y, int width, int height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
lights = new ArrayList<>(25);
int rows = Math.round((height) / 25);
int columns = Math.round(width / 25);
for (int j = 1; j <= columns; j++)//windows
{
for (int k = 1; k <= rows; k++) {
Color color = null;
if (Math.random() < 0.7) {
color = Color.YELLOW;
} else {
color = TRANS_YELLOW;
}
lights.add(new Light(x + 5 * j + 20 * (j - 1), y + 5 * k + 20 * (k - 1), color));
}
}
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.GRAY);
g2d.drawRect(x, y, width, height);
g2d.fillRect(x, y, width, height);
for (Light light : lights) {
light.paint(g2d);
}
}
public class Light {
private int x, y;
private Color color;
public Light(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
public void paint(Graphics2D g2d) {
g2d.setColor(Color.BLACK);
g2d.fillRect(x, y, 20, 20);
g2d.setColor(color);
g2d.fillRect(x, y, 20, 20);
}
}
}
public class UFO {
private int x = 20; //x and y coordinates of the ball
private int y = 20;
private int xa = 1;
public void move() //Increase both the x and y coordinates
{
if (x + xa < 0) {
xa = 1;
}
if (x + xa > 784 - 75) {
xa = -1;
}
x = x + xa;
}
public void paint(Graphics g) {
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.LIGHT_GRAY);
g2d.fillOval(x, y, 75, 25); //Draw the ball at the desired point
}
}
}

How do I draw a letter inside a painted circle with random size and random coordinates?

I have a class which extends JPanel. The size of the JPanel is set by adding the following method in the class:
#Override
public Dimension getPreferredSize() {
return new Dimension(WIDTH, HEIGHT);
}
the relevant fields of this class are:
int position = 0;
int randomSize = 0;
int randomPositionX = 0;
int randomPositionY = 0;
public final static int MAX_SIZE = 100;
public final static int MIN_SIZE = 10;
public final static int WIDTH = 500;
public final static int HEIGHT = 500;
private Random rand = new Random();
String alphabets = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
I choose a random size (Maximum of 100 and minimum of 10) and a random coordinate from a method. I also choose a random index for the string alphabets:
randomSize = MIN_SIZE + (rand.nextInt(MAX_SIZE - MIN_SIZE) + 1);
randomPositionX = rand.nextInt(WIDTH - randomSize);
randomPositionY = rand.nextInt(HEIGHT - randomSize);
position = rand.nextInt(alphabets.length());
My attempt at drawing the letter and circle:
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillOval(randomPositionX, randomPositionY, randomSize, randomSize);
g.setFont(new Font("TimesRoman", Font.PLAIN, randomSize));
g.setColor(Color.RED);
g.drawString(alphabets.charAt(position) + "", randomPositionX + (randomSize/2), randomPositionY + (randomSize/2));
}
But it doesn't draw the letter at the center of the circle. In short, the problematic line is
g.drawString(alphabets.charAt(position) + "", randomPositionX + (randomSize/2), randomPositionY + (randomSize/2));
How do I achieve what I want?
MCVE as requested:
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Font;
import java.util.Random;
class MCVE{
static int randomSize = 0;
static int randomPositionX = 0;
static int randomPositionY = 0;
static int position = 0;
public final static int MAX_SIZE = 100;
public final static int MIN_SIZE = 10;
public final static int WIDTH = 500;
public final static int HEIGHT = 500;
private static Random rand = new Random();
static String alphabets = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
public static void main(String[] argv){
randomSize = MIN_SIZE + (rand.nextInt(MAX_SIZE - MIN_SIZE) + 1);
randomPositionX = rand.nextInt(WIDTH - randomSize);
randomPositionY = rand.nextInt(HEIGHT - randomSize);
position = rand.nextInt(alphabets.length());
JFrame frame = new JFrame("Test");
JPanel panel = new JPanel(){
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.fillOval(randomPositionX, randomPositionY, randomSize, randomSize);
g.setFont(new Font("TimesRoman", Font.PLAIN, randomSize));
g.setColor(Color.RED);
g.drawString(alphabets.charAt(position) + "", randomPositionX + (randomSize/2) - 15, randomPositionY + (randomSize/2) + 15);
}
};
frame.add(panel);
frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
Problem: The letter doesn't get drawn in the center of the circle.
Graphics drawString draws the characters with the lower left corner of the text at the point specified. You will need to do some math in order to center them like you want.
First, we need to get the FontMetrics from the Graphics object we are using. Presumably, you will have already changed the font to the one you want.
FontMetrics metrics = g.getFontMetrics(g.getFont());
Now, we need to find the size of the text we will be drawing:
Rectangle2D bounds = metrics.getStringBounds(text, g);
Next, use these bounds to offset the text being drawn:
int offsetX = -bounds.getWidth()/2;
int offsetY = -bounds.getHeight()/2;
g.translate(offsetX, offsetY);
g.drawString(text, x, y);
g.translate(-offsetX, -offsetY);
Alternatively, bundle the offsets directly into the drawing call
int offsetX = -bounds.getWidth()/2;
int offsetY = -bounds.getHeight()/2;
g.drawString(text, x+offsetX, y+offsetY);

Drawing Four Leaf Rose in Java

Really having trouble trying to draw a four leaf rose: This is the exercise:
Draw a picture of the “four­leaved rose” whose equation in polar coordinates is
r =cos(2θ) . Let θ go from 0 to 2*pi in 100 steps. Each time, compute r and then com­pute the (x, y) coordinates from the polar coordinates by using the formula
x = r ⋅ cos( θ) , y = r ⋅ sin(θ )
My Code:
public Rose(double awidth, double aheight)
{
width = awidth;
height = aheight;
theta = 0;
}
public void drawRose(Graphics2D g2)
{
Ellipse2D.Double test ;
double r = 0;
for(int i = 0; i <= 100; i++)
{
r = Math.cos(Math.toRadians(2*theta) );
x = r *( Math.cos( Math.toRadians(theta) ) * width ) + 300;
y = r * ( Math.sin( Math.toRadians(theta) ) * height ) + 300 ;
test = new Ellipse2D.Double(x, y, width, height);
theta += 3.6;
g2.draw(test);
}
}
}
Any help will be greatly appreciately.
Your biggest mistake is here:
test = new Ellipse2D.Double(x, y, width, height);
You're creating 100 Ellipses with the points that are on the rose, but that with heights and widths of the desired rose. You really don't want 100 ellipses, but rather you want to connect lines between the x and y points you've created, that is connect the current x, y with the previous ones created (as long as there is a previous x and y).
One way is via these suggestions, but there are other ways to do this:
Use a Path2D object, the concrete implementation would be a Path2D.Double, to hold your data points. Create this before creating data points.
Use a for loop that goes from 0 to 100, and do this in the class's constructor
set your double theta in the loop
set your double r variable in the loop
Calculate your x and y double points
Scale your x and y points by multiplying them with a scale factor so that the drawing has some size. I used 150.0
Translate your x and y values by adding a translation constant. I used 200 and it worked nicely in a 400 x 400 JPanel. Else the center of the rose will be at 0, 0 and only a fourth of it will be visible.
In the first iteration of the for loop call the Path2D's moveTo(...) method to add a starting point
In all other iterations call the lineTo(...) method. This will draw a line between neighboring points.
After the for loop, close the path by calling closePath() on it.
Draw the path in your JPanel's paintComponent method by casting your Graphics parameter into a Graphics2D object (actually you don't need this since your draw method gets a Grahpics2D object), and calling draw(path) with the Graphics2D object, passing in your Path2D object.
For example, this is created:
with this code:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Stroke;
import java.awt.geom.Path2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
#SuppressWarnings("serial")
public class RosePanel extends JPanel {
private static final int PREF_W = 400;
private static final int PREF_H = PREF_W;
private static final int MAX = 100;
private static final double SCALE = 150.0;
private static final double DELTA_X = 200;
private static final double DELTA_Y = DELTA_X;
private static final Color ROSE_COLOR = Color.red;
private static final Stroke ROSE_STROKE = new BasicStroke(8f);
private Path2D path = new Path2D.Double();
public RosePanel() {
for (int i = 0; i < MAX; i++) {
double theta = i * 2 * Math.PI / MAX;
double r = Math.cos(2 * theta);
double dX = SCALE * r * Math.cos(theta) + DELTA_X;
double dY = SCALE * r * Math.sin(theta) + DELTA_Y;
if (i == 0) {
path.moveTo(dX, dY);
} else {
path.lineTo(dX, dY);
}
}
path.closePath();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(ROSE_COLOR);
g2.setStroke(ROSE_STROKE);
g2.draw(path);
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
RosePanel mainPanel = new RosePanel();
JFrame frame = new JFrame("RosePanel");
frame.setDefaultCloseOperation(JFrame.DISPOSE_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();
}
});
}
}
Note that the key difference between my code and yours, other than the translations and the scaling is that I'm connecting the line between points created.

Number Line using Java Graphics API

I am trying to create a number line with labelled x-axis.Two problems:
Everything works fine for 0-9. But anything after that, the numbers get squashed together and not properly oriented on the scale.
My main axis line tends to disappear every time I try maximizing my window or at times it just wouldn't appear at all.Every time any of these happen, I have to re-compile my code and it works just fine.
Any help with the above problems will be greatly appreciated.
import java.awt.Graphics;
import javax.swing.JFrame;
/**
* #author Emil Shirima
*
*/
public class Drawing extends JFrame {
/**
* #param args
*/
int width = 300, height = 300, spacing = 10;
int x1 = 0, y1 = 150, x2 = 300, y2 = 150;
public Drawing() {
setTitle("Trial");
setSize(width, height);
setVisible(true);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
#Override
public void paint(Graphics brush) {
brush.drawLine(x1, y1, x2, y2);
x1 = 10;
y1 = 150;
x2 = 10;
y2 = 130;
// brush.drawLine(x1, y1, x2, y2);
for (int i = 0; i < 12; ++i) {
String ID = Integer.toString(i);
x1 = x2 += spacing;
brush.drawLine(x1, y1, x2, y2);
if (i < 10) {
brush.drawString(ID, x1 - 3, y2 + 40);
} else {
// With the below implementation, the numbers overlap each other
// and are not properly oriented on the axis
brush.drawString(ID, x1 - 3, y2 + 40);
// TODO: I need to resize the numbers after 10 so as they fit
// properly on the scale
}
}
public static void main(String[] args) {
// TODO Auto-generated method stub
Drawing draw_object = new Drawing();
}
Current implementation:
Maximized GUI:
Your main problem:
You change x1, x2 within your paint method, and these changes will persist on the next painting. In other words, you're changing the state of the object within a rendering method, something that you must avoid doing.
You're using "magic" numbers making your program difficult to debug.
Other associated problems:
You're drawing directly in a JFrame, something that the Swing painting tutorials tell you exactly not to do since there are risks of significant side effects.
Instead draw in a JPanel's paintComponent method method.
You're not calling any super painting method, thus breaking the painting chain.
If you want the number line to extend through the component, get the component's size in the painting method (again, paintComponent) and use that to help determine the placement of the line.
Also consider sprinkling in a little FontMetrics to help place your numeric text. For example the following code creates a realizable number line:
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import javax.swing.*;
#SuppressWarnings("serial")
public class SimpleNumberLinePanel extends JPanel {
private static final int PREF_W = 800;
private static final int PREF_H = 300;
private static final int GAP = 10;
private static final int START = 0;
private static final int END = 12;
private static final int VERT_LINE_HEIGHT = 20;
private static final Font FONT = new Font(Font.MONOSPACED, Font.BOLD, 14);
private static final int TEXT_GAP = 2;
#Override
protected void paintComponent(Graphics g) {
// call super method
super.paintComponent(g);
int width = getWidth();
int height = getHeight();
// initialize these guys each time paintComponent is called
int x1 = GAP;
int y1 = height / 2;
int x2 = width - 2 * GAP;
int y2 = y1;
g.drawLine(x1, y1, x2, y2);
for (int i = START; i <= END; i++) {
int x = (i * (x2 - x1)) / (END - START) + GAP;
drawNumberAndLine(g, i, x, y1, VERT_LINE_HEIGHT);
}
}
private void drawNumberAndLine(Graphics g, int number, int x, int y,
int vertLineHeight) {
int x1 = x;
int y1 = y;
int x2 = x;
int y2 = y - vertLineHeight;
g.drawLine(x1, y1, x2, y2);
String text = String.valueOf(number);
g.setFont(FONT);
FontMetrics fontMetrics = g.getFontMetrics();
int textX = x - fontMetrics.stringWidth(text) / 2;
int textY = y + fontMetrics.getHeight() + TEXT_GAP;
g.drawString(text, textX, textY);
}
#Override // make GUI bigger
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private static void createAndShowGui() {
JFrame frame = new JFrame("Number Line");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new SimpleNumberLinePanel());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}

using repaint() method with actionPerformed

How to use the repaint() method when a button is pressed and Graphics p has to re-paint everything from scratch?
Thanks.
import javax.swing.Box;
import javax.swing.JButton;
import javax.swing.JTextField;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class fares extends JPanel{
private static final long serialVersionUID = 1L;
public static int xaxis1,xaxis2,yaxis3,yaxis4;
public ControlsB(square) {
final JButton btn1 = new JButton("Resize");
final Box b = Box.createHorizontalBox();
b.add(new JLabel("Please enter range: "));
Box b0 = Box.createVerticalBox();//create a vertical box to stack the controls
Box b1 = Box.createHorizontalBox(); // create a horizontal box for the x-axis
//x-axis
b1.add(new JLabel("mark "));
b1.add(new JLabel("for"));
f1.setMaximumSize(new Dimension(100,30));
b1.add(f1);
b1.add(new JLabel("till"));
f2.setMaximumSize(new Dimension(100,30));
b1.add(f2);
//y-axis
//this code is not in use at the moment
f4.setMaximumSize(new Dimension(100,30));
b2.add(f4);
b0.add(b1);
add(b);
btn1.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent event){
f = Integer.parseInt(f1.getText());
invalidate();
validate();
paint(p);//this is not working...
}
});
b.add(btn1);
}
}
This is the code that has to be called and repainted:
import java.awt.*;
import javax.swing.*;
class Graph extends JPanel {
public static Graphics p;
private static final long serialVersionUID = 1L;
public static int f;
public static int g;
#Override
public Dimension getPreferredSize()
{
return (new Dimension(560,560));
}
public void paintComponent(Graphics p) {
super.paintComponent(p);
Graphics2D graph = (Graphics2D)p;
Dimension appletSize = this.getSize();
int appletHeight = (int)(appletSize.height);
int appletWidth = appletSize.width;
//change -ve num to +ve
int g3 = Math.abs(g);
int a1 = g3 + f;
int b1 = a1;
int d = (appletWidth / a1);
int e = (appletHeight / b1);
//draw y-axis numbers
//(+ve)
while(f != 0){
String s = String.valueOf(f);
m = m + b;
f = f - 1;
}
//(-ve)
m2 = y;
while(f2 != g-1)
m2 = m2 + b;
f2 = f2 - 1;
}
//draw x-axis numbers.
//(-ve)
while(g != 0){
String hy = String.valueOf(g);
n = n + a;
g = g + 1;
}
//(+ve)
n2 = x + a;
while(g2 != g3+1){
String w = String.valueOf(g2);
n2 = n2 + a;
g2 = g2 + 1;
}
BasicStroke aLine2 = new BasicStroke(1.0F,
BasicStroke.CAP_ROUND,BasicStroke.JOIN_ROUND);
graph.setStroke(aLine2);
//notch on numbers and grid lines
//left to right, top to bottom notches
int v2 = -5;
int v5 = 0;
while(i <= a1-1){
p.setColor(Color.lightGray);//lightgray line
a = a + d;
b = b + e;
i = i + 1;
}
}
}
At the moment the resize button works, but I need to resize my window in order for the graph to respond to the inputs given. Basically when resizing the graph is being redrawn / repainted... now I need this to be done automatically.
It's hard to tell what's wrong based on snippets of code, but it appears that your graph is drawn on the Graph object, called graph (please correct me if I'm wrong), and you appear to be trying to repaint (or paint -- never call that directly!) your ControlsB panel. If so, then you may be calling methods on the wrong object. Perhaps you need to do something like:
// graph is final so it may be used in an inner class
public ControlsB(Box box2, final Graph graph) {
// .....
btn1.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent event){
f = Integer.parseInt(f1.getText());
g = Integer.parseInt(f2.getText());
System.out.println(f + " " + g);
// invalidate();
// validate();
// paint(p); ***** NEVER do this
graph.repaint();
}
});
}
Also:
Never call paint(...) directly on a component except in very special circumstances (this isn't it).
Never try to hold on to a components Graphics object and draw with it as this will often lead to a NullPointerException occurring, and it surely won't work.
Do read up on how to do drawing in Swing in the standard Swing tutorials. You would likely learn much from doing this.
Again, if you don't get a decent answer soon, consider creating and posting an sscce.
Changes made :
- Inside the GraphApplet class, these two lines have been changed
Box box2 = new Box(BoxLayout.Y_AXIS); // Changed
// Added one more argument, while making Object.
ControlsB b = new ControlsB(box2, graph);//horizontal
Inside Graph Class, setValues(...) method has been added.
-
public void setValues(int x, int y)
{
xstart = x;
ystart = y;
repaint();
}
Inside Graph class, scope of variables xstart and ystart has
been changed to Instance/Class
- Inside ControlB Class
refineButton = new JButton("Refine");
buttonBox.add(refineButton);
refineButton.addActionListener(new ActionListener()
{
public void actionPerformed(ActionEvent ae)
{
int x = Integer.parseInt(f1.getText());
int y = Integer.parseInt(f3.getText());
/*
* Calling a method of Graph Class (setValues)
* and passing the values that we had got from
* the respective JTextFields.
*/
graph.setValues(x, y); }
});
}
Here watch this code example, modified your previous example a bit to give you one idea how to make this work. Have a look at the image attached, only use these three thingies, enter some integer values in the pointed JTextFields and then click on Refine JButton, you will see how to repaint. Since I really don't know how the logic works, hence won't be able to say how you can optimize your code, though to give you one idea, here it is :
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import javax.swing.*;
public class GraphApplet extends JApplet
{
private static final long serialVersionUID = 1L;
public void init(){
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
Container conn = getContentPane();
conn.setLayout(new BorderLayout());
Graph graph = new Graph();//graph
conn.add(graph,BorderLayout.CENTER);
Box box1 = new Box(BoxLayout.X_AXIS);
ControlsA a = new ControlsA(box1);//vertical
conn.add(a,BorderLayout.EAST);
Box box2 = new Box(BoxLayout.Y_AXIS); // Changed
// Added one more argument, while making Object.
ControlsB b = new ControlsB(box2, graph);//horizontal
conn.add(b,BorderLayout.SOUTH);
}
});
}
}
class Graph extends JPanel {
private static final long serialVersionUID = 1L;
private int xstart;
private int ystart;
public Graph(){
this.setBackground(Color.yellow);
}
#Override
public Dimension getPreferredSize()
{
return (new Dimension(460,560));
}
/*
* Added this method, which will call
* repaint(), everytime it is been
* called from anywhere. Moreover
* the variables used inside
* paintComponent(...) method xstart
* and ystart, have been changed to
* instance variables of the Graph Class.
*/
public void setValues(int x, int y)
{
xstart = x;
ystart = y;
repaint();
}
#Override
public void paintComponent(Graphics p)
{
super.paintComponent(p);
Graphics2D graph = (Graphics2D)p;
Dimension appletSize = this.getSize();
int appletHeight = (int)(appletSize.height);
int appletWidth = appletSize.width;
this.setBackground(Color.yellow);//set background color.
int x,y,y1,x1,a,b,p1x,p1y,p2x,p2y;
//line co-ordinates
//the numbers represent the number of boxes on the graph
// Made these two variables as Instance Variables
//int xstart = 10;
//int ystart = 5;
int xfinish = 2;
int yfinish = 8;
//other variables
int i = 0;
int i2 = 0;
int m = 0;
int n = 0;
int m2 = 0;
int n2 = 0;
int f2 = 0;
int g2 = 1;
//ranges
int f = 5;
int g = -5;
//change -ve num to +ve
int g3 = Math.abs(g);
int a1 = g3 + f;
int b1 = a1;
y1 = (appletHeight);
x1 = (appletWidth);
y = (appletHeight / 2);
x = (appletWidth / 2);
a = (appletWidth / a1);
b = (appletHeight / b1);
int d = (appletWidth / a1);
int e = (appletHeight / b1);
/**
to determine the
ammount of pixles there
is in each box of the
graph, both y-axis and
x-axis
*/
int xbox = x1 / 10;
int ybox = y1 / 10;
//line variables
//the xstart, ystart, etc represent the number of boxes
//top point of the line on the graph
p1x = xbox * xstart;//start x
p1y = ybox * ystart;//start y
//lowwer point of the line on the graph
p2x = xbox * xfinish;//finish x
p2y = ybox * yfinish;//finish y
//draw y-axis numbers
//(+ve)
while(f != 0){
String s = String.valueOf(f);
p.drawString(s,(x + 5),m + 13);
m = m + b;
f = f - 1;
}
//(-ve)
m2 = y;
while(f2 != g-1){
String u = String.valueOf(f2);
p.drawString(u,(x + 5),m2 - 3);
m2 = m2 + b;
f2 = f2 - 1;
}
//draw x-axis numbers.
//(-ve)
while(g != 0){
String t = String.valueOf(g);
p.drawString(t,n,y - 5);
n = n + a;
g = g + 1;
}
//(+ve)
n2 = x + a;
while(g2 != g3+1){
String vw = String.valueOf(g2);
p.drawString(vw,n2 -10,y - 5);
n2 = n2 + a;
g2 = g2 + 1;
}
BasicStroke aLine2 = new BasicStroke(1.0F,
BasicStroke.CAP_ROUND,BasicStroke.JOIN_ROUND);
graph.setStroke(aLine2);
//notch on numbers and grid lines
//left to right, top to bottom notches
int v2 = -5;
int v5 = 0;
while(i <= a1-1){
p.setColor(Color.lightGray);//lightgray line
p.drawLine(a,0,a,y1);//vertical lightgray
p.drawLine(0,b,x1,b);//horizontal lightgray
a = a + d;
b = b + e;
i = i + 1;
}
//notches
while(i2 <= a1){
p.setColor(Color.blue);//notch color
p.drawString("x",v2+2,y+3);//xaxis
p.drawString("x",x-4,v5+4);//yaxis
v5 = v5 + e;
v2 = v2 + d;
i2 = i2 + 1;
}
//draws the border of the graph
p.setColor(Color.black);
Rectangle2D.Float rect = new Rectangle2D.Float(0,0,x1,y1);
BasicStroke aLine = new BasicStroke(2.5F,
BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND);
graph.setStroke(aLine);
graph.draw(rect);
//draw cross
BasicStroke aLine3 = new BasicStroke(2.5F,
BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND);
graph.setStroke(aLine3);
p.drawLine(x,0,x,y1); //vertical line
p.drawLine(0,y,x1,y); //horizontal line
//display the value of graph width and graph height
String aw = String.valueOf(x1);
p.drawString("Graph Width = ", 50,90);
p.drawString(aw,150,90);
p.drawString("Graph Height = ", 50,110);
String ah = String.valueOf(y1);
p.drawString(ah,156,110);
//draw line on graph
BasicStroke aLine4 = new BasicStroke(1.5F,
BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND);
graph.setStroke(aLine4);
p.setColor(Color.red);
if(p1x <= x1 && p2x <= x1 && p1y <= y1 && p2y <= y1){
p.drawLine(p1x,p1y,p2x,p2y);
Color c = new Color(0,0,0);
p.setColor(c);
p.drawString("X", p1x-4,p1y+4);
p.drawString("X", p2x-4,p2y+4);
}
else{
p.setColor(Color.black);
p.drawRect(48,34,223,35);
p.setColor(Color.white);
p.fillRect(49,35,222,34);
p.setColor(Color.red);
p.drawString("Wrong co-ordinates!!!", 50,50);
p.drawString("Values exceede applet dimensions.", 50,65);
}
}
}
class ControlsA extends JPanel
{
private static final long serialVersionUID = 1L;
public ControlsA (Box a)
{
a = Box.createVerticalBox();
a.add(new JLabel("Please enter the values below:"));
a.add(new JLabel("a"));
JTextField g1 = new JTextField("0.0");
g1.setMaximumSize(new Dimension(100,30));
a.add(g1);
a.add(new JLabel("b"));
JTextField g2 = new JTextField("0.0");
g2.setMaximumSize(new Dimension(100,30));
a.add(g2);
a.add(new JLabel("c"));
JTextField g3 = new JTextField("0.0");
g3.setMaximumSize(new Dimension(100,30));
a.add(g3);
a.add(new JLabel("d"));
JTextField g4 = new JTextField("0.0");
g4.setMaximumSize(new Dimension(100,30));
a.add(g4);
a.add(new JButton("Plot"));
a.add(new JButton("Refine"));
add(a);
}
#Override
public Dimension getPreferredSize()
{
return (new Dimension(200,100));
}
}
class ControlsB extends JPanel
{
private static final long serialVersionUID = 1L;
private Graph graph;
private JButton refineButton;
public ControlsB (Box b, Graph g) {
graph = g;
b = Box.createVerticalBox();
Box boxUpper = new Box(BoxLayout.X_AXIS);
boxUpper.add(new JLabel("Please enter range: "));
b.add(boxUpper);
Box boxX = new Box(BoxLayout.X_AXIS);
boxX.add(new JLabel(" x-axis "));
boxX.add(new JLabel("from"));
// Added final keyword.
final JTextField f1 = new JTextField("-5");
f1.setMaximumSize(new Dimension(100,30));
boxX.add(f1);
boxX.add(new JLabel(" to "));
JTextField f2 = new JTextField("5");
f2.setMaximumSize(new Dimension(100,30));
boxX.add(f2);
b.add(boxX);
//b.add(new JLabel(". "));
Box boxY = new Box(BoxLayout.X_AXIS);
boxY.add(new JLabel("y-axis "));
boxY.add(new JLabel("from"));
// Added final keyword.
final JTextField f3 = new JTextField("5");
f3.setMaximumSize(new Dimension(100,30));
boxY.add(f3);
boxY.add(new JLabel("to"));
JTextField f4 = new JTextField("-5");
f4.setMaximumSize(new Dimension(100,30));
boxY.add(f4);
b.add(boxY);
Box buttonBox = new Box(BoxLayout.X_AXIS);
buttonBox.add(new JButton("Plot"));
/*
* Made this an instance variable,
* and added ActionListener to it.
*/
refineButton = new JButton("Refine");
buttonBox.add(refineButton);
refineButton.addActionListener(new ActionListener()
{
public void actionPerformed(ActionEvent ae)
{
int x = Integer.parseInt(f1.getText());
int y = Integer.parseInt(f3.getText());
/*
* Calling a method of Graph Class (setValues)
* and passing the values that we had got from
* the respective JTextFields.
*/
graph.setValues(x, y);
}
});
b.add(buttonBox);
add(b);
}
#Override
public Dimension getPreferredSize()
{
return (new Dimension(200,100));
}
}
Congrats, you just stumbled upon the subtleties of repaint :) There is a quite nice explanation at http://www.oracle.com/technetwork/java/painting-140037.html#paint_process . Here is the summary:
If you call repaint() on a heavyweight component like JFrame or JApplet, it will repaint immediately.
If you call repaint() on a JComponent, it will "schedule" the repainting to occur at some point in the future as decided by the Repaint Manager (which means, you have no control over it).
So, call the repaint() method in JApplet and you should see the changes as soon as you click the button.
Have you tried instead of paint(p) to use p.repaint() or p.update(p.getGraphics())?
I have not done Swing for ages and I can't remember exactly how it's behaving. One sure thing is that you have to be aware of when it is the good time to call paint, update or validate and how to use correctly the EventDispatcherThread (EDT). Otherwise your application will look like a lot of java swing applications : a crap filled of UI bugs...
I don't say Swing is crap, I say that if you don't know how it works, your UI will be a crap.

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