This question is regarding the performance issue in Mac OS X
Canvas3D object is embedded in a JPanel; then the panel is integrated with the rest of the Swing-built application. Within that Canvas I am rendering a simple cube by applying
certain transformations. At the initial launch It works fine. But when i try to resize the window or perform some operations on vertical or horizontal split bar buttons.Swing components take certain time to appear on the screen. A flashy white coloured thing appears first then swing components will appear? ( Totally saying flickering kind of stuff will happen). Is there any to solve this issue?
Kindly help me in this regard.
J3DSwinger
If you are having issues with default rendering of Canvas3D, you should try off-screen rendering, double buffering, and actively rendering using timer. I would cap the rendering to some reasonable fps.
Java3D 1.5 now includes a component called JCanvas3D in the experimental package that does the off-screen rendering, double buffering and other things required to get Java3D to play nice in a Swing GUI.
See com.sun.j3d.exp.swing.JCanvas3D
Related
I have made a program that uses null, border, card and some my custom layouts. The window of the program is set to resizable:false. Now I wan't to make full screen mode for my program but the problem is that GUI looks ugly if the size of the screen isn't the one I set. I could implement some kind of scale factor for all the components but the problem is that I have over 2000 components in over 50 classes.
Is there an option to resize whole swing UI for defined factor? That means that the image rendered as UI and all mouse events aswell would be resized.
You should probably try to rely on your layout managers. Try to figure out specifically which layouts aren't resizing the way you want, and focus on correcting their behavior instead of trying to manage everything from the top down.
Alternatively, you could keep the size ratio by adding black bars to the top and bottom or left and right of the window when it's in full screen mode. You'll probably still have to play with some of the layouts to get them perfect though.
Having 2000 different components sounds like a usability nightmare, but that's a different issue.
I want to create a tile editor sort of program where I have a viewport for rendering on the left side of the program, and then a panel of buttons on the right to use for opening files, saving the tiles etc... I was going to use LWJGL to do this, but it seems theres no good way to do it.
Essentially I guess I'm asking, how do I have a viewport for rendering using g.DrawImage or something, and then also have a panel of buttons next to that viewport?
You can do this using jME3 as they support rendering in a canvas on a Swing window. There is even a tutorial on doing it in the tutorials section of the website.
You can also do it using a fully rendered window and then putting the buttons inside the scene. I'm surprised LWJGL doesn't support this though as jME3 is built on top of LWJGL.
The touch-screen application I am developing will be used on different screen resolutions. I never had to worry about this before, but now I do. I am wondering how can I design the GUIs so that EVERY object on the GUI resizes proportionally to fit the screen resolution? Can you refer me to a good tutorial page? I am designing the application using the NetBeans and the Swing framework. Thank you
I am wondering how can I design the GUIs so that EVERY object on the GUI resizes proportionally to fit the screen resolution?
not easy job you have to test all possible pixels ratio that exist (by default is possible to change and set various pixels ratio on todays fullHD screen) with lot of fails
this is reason why LayoutManagers exist,
I'd suggest to use NestedLayout
sure there are custom LayoutManagers, for example by using MigLayout (something betweens GridBagLayout and SpringLayout) is possible to put all JComponents to the container from one place, but again I'd be suggest use NestedLayout instead
you have to set (internally) minimum screenSize for displaying contents in the JScrollPane, for example screen with resolutions less than 1024 x 600 will have the content scrollable, otherwise let's this job for LayoutManagers,
this idea required model JFrame ---> JScrollPane ---> JPanel (father panel) in all cases, JScrollPane will protect your GUI against small (and dual too) screen resolutions
you have to look at FontMetrics for Font, because you need in/decrease Font size for various pixel ratios continiously with JComponents size on the screen
same with Icons if exist, prepare that before in some of Graphics SW's, not resize on runtime
my view ---> any Framework based on AWT/Swing isn't advantage for job this nature,
I have an application that displays plots using JFreeChart. As it happens, these plots are big and JFreeChart is not terribly fast, resulting in atrocious redraw times, particularly when resizing the plot.
What I am after is a way to stretch an image representing the plot while resizing (a bit like the iPhone will present a screenshot of a stopped application while it gets started again), and perform a full redraw only after the user has released the mouse (i.e. once the final size of the plot is known).
The interaction features of the chart sould stay intact (when not resizing, obviously).
Is there a generic solution / Swing wrapper for this? (there is no reason why it should be JFreeChart-specific).
Cheers
No concrete answer, just a possible strategy
on starting the resize, paint the plot into a BufferedImage and show and resize that image instead of the plot
on stopping resize remove the image and show the plot again
in JDK 7, you can use a JLayer for the image/manipulation.
Edit
Alternatively (for JLayer), you could use a CardLayout: showing one card with the image while resizing and the another card with the plot while not resizing. SwingX ImagePainter can do the image scaling during the resize
Just started to getting familiar with graphics in Java.
What is the simplest way to draw primitives (lines, rectangles) in Java without OpenGL (JOGL)?
Looking for methods like putPixel, lineTo, etc.
UPD.
Where to paint? Canvas? Panel? Bitmap?
The built in interface is called "Graphics2D".
Here's a link to a Java Graphics2D Tutorial: http://java.sun.com/docs/books/tutorial/2d/index.html
You can get a Graphics/Graphics2D instance from any AWT/Swing component via the paint method. JPanel is probably best since it fits well with swing and is lightweight, meaning that only one native window is created - for the top level window. Swing components can also be double-buffered, meaning that the painting is done to an offscreen buffer first, before being transferred to the screen. This gives a smoother appearance and avoids flickering that can happen when painting directly to the screen, and is particularly important for smooth animation.
You can specifically draw to an offscreen buffer ("bitmap") that you can use afterwards, e.g. to draw an image for saving as a file later:
BufferedImage offImg = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
Grapics2D g2 = offImg.createGraphics();
// .. optionally set attributes ..
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
My recent question about horizontal scrolling in Java includes a tiny little graphics example source code that you could use as a base to work from. There are both AWT and Swing implementations. The AWT doesn't support horizontal scrolling, so I'll be using swing.
Not recommending these as best practice or anything, they were a quick demonstration of my particular issue, but it might be enough to get you started.
Link is How to use my trackpad for horizontal mousewheel scrolling in a Java AWT ScrollPane
The original Java user interface classes are called AWT. These were "heavyweight" components, that sometimes acted differently on different systems (Windows, Mac, Unix). These components were difficult to use to make a GUI.
Sun developed Swing, which is a set of "lightweight" components that, to the maximum degree possible, work the same on different systems. These components made GUI development somewhat easier.
In order to have a canvas for graphics, you start with a javax.swing.JFrame. You add a child javax.swing.JPanel to the JFrame. You draw on the JPanel by overriding the paint method.
The JPanel paint method takes a java.awt.Graphics as input. You can cast Graphics to java.awt.Graphics2D. The methods of Graphics2D allow you to draw rectangles, images, text, lines, and arbitrary polygons.
You can find out more about Swing by reading Sun's Creating a GUI with JFC/Swing tutorial. You can find out more about 2D Graphics by reading Sun's 2D Graphics tutorial. More details on the Java classes I've mentioned can be found in the Javadoc.