Simple execution sequence for real time systems drawn in Java - java

I need to draw some execution sequences for some real time systems scheduled using rate monotonic algorithm. The drawing has to be done using Java and it has to be very basic.
Do you a very simple way to do this drawing? Simpler than Graphics2D?
Thanks a lot!
The diagram I want to be as simple or even simpler as this one:

I would suggest you to try with Processing, which is able to do such things with Java in zero time.. home page here.
You can easily embed a Processing frame inside your app, but remember that they are based on AWT so they are heavy weight and don't like being overlayed (for example in a JInternalFrame)
By the way what you seem to want to draw is a Gantt chart right?
You can try with JFreeChart too (see demo here), it's quite customizable and works fine.. homepage here

Related

What would be the best solution to making this animation

I am trying to make a game where you have multiple levels where you have to figure out a way to where a certain color should go through pipes that are displayed on the screen. The pipes look like (it all should be better, but just as a reference). So basically there should be an animation of color going down these pipes (different color for different pipe). Now, I can make a gif and use that as my animation, but it's just too large (aprox. 5MB, which isn't a lot, but if you put dozens of levels, it tends to add up).What would be a solution that would be the most efficient?
Well I would first recommend you to go with Unity for Game Development.
If not then check out cocos2d or any other frameworks.
Secondly, if you want to animate things using the native code, then play around with draw() functions (as suggested by #Wakeman) of the Canvas.
Now coming to your question, if your game does not involve continuous user interaction and you are thinking of GIFs as a solution then I would recommend using Lottie library.
You can create beautiful animations in Adobe After Effects and import those (json files) in Android without hurting much memory, plus would get high resolution output.
Have you tried using the drawRect() or drawCircle()? You only need coordinations of the starting point, the turning points, and the ending point. Draw it with a recursive function with delay, and it should look good.
It would be better to construct your levels as tilemap. Every segment of pipe can be coded by number and drawn as bitmap (Sprite) that depends on its state (empty, 1/4, 1/3, 1/2 or full). Similar principles works for engines like Unity/Cocos 2D or your own renderer. This way of building your levels would be hundred times lighter in size than full screen animation and used multiple times for different levels.

How to Draw a Graph in Java

I'm currently trying to think of a way to plot a graph in Java.
The basic way my program is meant to work is it finds a users .csv file and in there will be some sort of habit and the date. So like drove 5 miles on 24.10.13.
So I need to be able to extract the 5 and the 24.10.13 and take those as my Y and X co-ordinates respectively as other things are measured against date and it makes sense to have that as the X value.
So is there a library I can import or a Function I'm not aware of and could you give a simple example on how to use it?
NOTE - I've done my GUI in JavaFX as I'm not that great in JFrame and I know nothing of Swing
JavaFX has built-in charts. You may check it out. That way, you won't need any external libraries.
How about using JFreeChart to plot your data? You can see some samples here. JGraph seems to be geared towards visualizing graphs, not for plotting functions.

Java and Javascript methods of controlling display, pixel per pixel

I'm working on a new project that will require some 3d rendering. I am planning on writing all of the calculations for each individual pixel (bypassing a graphics engine), and I'd like to do it with Javascript, but I don't know if there's a way. Posting HTML to display thousands of pixels is way too slow. I need something quick and responsive, so I'm considering using JAVA.
My question is, do either of these have the ability to perform calculations on individual pixels, quickly? And how would I access the display in such a way?
Thanks
If you have the time to get familiar with OpenGL, you could use OpenGL in java:
http://en.wikipedia.org/wiki/Java_OpenGL
This would allow you to directly manipulate a specified OpenGL-frame. Kindof like what runescape does.

Arranging images according to background in Java

I'm trying to develop a Java program that does the following:
uses a background picture of a network diagram of clients
positions an image of a bandwidth graph to respective client
refreshes the image of graph every 5 seconds which it fetches from another program that constantly produces snapshots of bandwidth
Now, I can set the background picture and I'm pretty confident that I will be able to refresh the images by using a timer. What I am trying to plan out is how I am going to position these images to the respective clients which is displayed in the background picture. I did some research and it appears that I have several options but I want to make sure I am choosing the right one before I run into problems further down the line.
It seems to me that using a GridBagLayout would be the choice for me, however I would like a second opinion for a more experienced population. If using a GridBagLayout is the correct choice, could you recommend any good tutorials that would help me understand this Layout Manager? Please keep in mind that I have limited experience with Java, especially with GUI oriented Java.
EDIT: If I am not explaining the concept well enough please let me know.
check this out-
http://docs.oracle.com/javase/tutorial/uiswing/layout/visual.html
GridLayout is likely to meet your needs and it is easy to use - the assumption I make is that image of bandwidth graph is the same/fixed ...
Look for an example here
http://www.roseindia.net/tutorialsearch/?t=java+gridlayout+color
Try Google the keyword "GridLayout" - there are plenty of hits ...
If you want to do advanced layouts, you should take a look at MigLayout.
It's an extremely flexible layout manager that can pretty much act as a replacement for any/all of the existing Swing layout managers. It's worth using if you want to do difficult / complex layouts.
It feels more like a HTML table layout tool, enabling multi-column spans etc. and arbitrary scaling rules.
The "Quick Start Guide" is very good with lots of examples - I'd suggest taking a look at that if you want to evaluate MigLayout for your project.
If the 'bandwidth graph' image(s) is on top of the BG image, look to OverlayLayout
A layout manager to arrange components over the top of each other. ..
OTOH I would not use a layout strategy for this, instead..
Create a BufferedImage the size of the BG.
Paint the BG to the image.
Display the image in a label.
When it comes time to paint the graphs, get a Graphics instance for the image in the label, and paint them to that. If the graphs are always the same size and shape and do not have transparency, you can simply paint them. Otherwise, draw the BG first.

Java graphics performance

I was programming a simple game and wanted to display it via the Java Graphics + Swing API. It felt a little slow, of course, so I measured how long it took to repaint, which was around 32ms. Then I read about accelerated Java graphics and used the method described here: Space Invaders
However, somehow this is even slower. It now takes around 98ms to redraw. Why is that?
Note that I am aware of libraries like LWGL and JOGL, but I don't want to use a full-blown OpenGL wrapper for such a graphically simple game.
A few hints to improve performance:
Clip and just draw the area that has changed
Don't scale anything when drawing
Use the correct buffer strategy
Use full screen exclusive mode if appropriate.
Swing isn't inherently slow. Most of the confusion about Swing comes from people who don't know or understand about the Event Dispatch Thread (and yes, it's a lot of effort to get it right).
Regarding your times, are you just calling g.drawImage between the time settings? If so, what size are you repainting, and are you doing any scaling on this call?
EDIT: Forgot to mention Pulp Core - a very nice gaming framework for Java.
Read this about timers
Use an always sleeping thread in the background to lower the system interrupt rate to get much more precise timers!
You can take a look at my code in here
A small game I've created can be found here
long renderStart = System.nanoTime()
// render stuff here
long renderTime = (System.nanoTime() - renderStart) / 1000000;
Swing will be slow for a game. Your best bet is probably an SDL wrapper, such as jsdl or sdljava. SDL is quite lightweight and supported on many platforms.
The nice thing is, well-implemented 2d graphics library wrappers implement the Graphics interface, so you should be able to try several and see which one performs best for your app without modifying your code.
I am not an expert, but Java2D supports different rendering pipelines. On my machine, switching to the OpenGL one by setting the system property
sun.java2d.opengl=true
yielded a substantial increase in rendering speed.
You may look at processing.
I agree with Nicolas, for graphics / interactivity processing is great
Try JGame. It's a simple engine for 2D games which uses GL when its available and can produce games that run on anything from a mobile phone to a desktop system.
First of all, you should check and see how much time is spent in your own code vs. how much time is spent actually drawing the frame. You may have some bug or glitch that makes it run more slowly.
You should be able to get much better performance then 98ms to draw your screen. Those game libraries will probably be using the same graphics calls as you would. But which containers you use can have a big impact on how fast things draw. I remember a couple months ago working on some double buffered graphics code, and how the back buffer was created made a huge difference in performance.
In particular, make sure you only create background image once or at least, only when your canvas resizes. In my draw code I do this:
//create a graphics backplane
if(backplane == null || !backplaneSize.equals(this.getSize())){
backplane = this.createImage((int)this.getSize().getWidth(), (int)this.getSize().getHeight());
backplaneSize = this.getSize();
}
So the back plane only gets created if it's new, or if the component is resized. This has a huge impact on speed.
I've been doing graphics programming in java since JDK 1.0. Actually I'd never heard of this BufferStrategy thing. Heh.
I've never had any trouble getting good frame rates with basic java graphics calls. Another thing to look out for is making sure that Swing isn't trying to clear the background of your component for you. That can be another source of slowdown.
Java2D performance is a bit of a dark art. It can vary between platforms, but it possible to get it to perform well.
Sometimes doing seemingly innocuous things can result in much slower performance. You want to make sure that you are using accelerated images as much as possible.
The type of the image can also be significant. I don't know the full details, but I do know that my programs were much faster using type 1 images (INT RGB) than other types such as type 5 (3BYTE BGR) because of conversion issues.
I can't tell exactly what you are doing. Your question is about Swing but you mention a Canvas and Bufferstrategy. Well in Swing you would use a JPanel which is automatically double buffered so you don't have to worry about that.
I tested a simple animation with 1000 moving balls. The Timer was set to fire every 100ms. When the Timer fired, the 1000 ball where randomly moved to a new position and a new BufferedImage was created and the panel displaying the image was repainted. The difference in time between the repainting was 110ms implying it only took 10ms to create an new BufferedImage and do the painting. The painting was done a a full screen so no clipping was done.
This posting show the example code I tested.

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