How to lower the number of calling of drawFrame() in java? - java

I've been learning Java from a book called "Introduction to Java by David Eck". In that book, there is a Graphic with GUI chapter where the Rectangles are moved to the center. The book was explaining the stuff that was going on, but most importantly it says that "the drawFrame() subroutine will automatically be called about 60 times per second.". So, how can we lower the number of times the drawFrame() is called. The reason is I want to see the rectangles moving in slow motion.
This is the complete code:
package com.example.ch3movingrects;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.layout.BorderPane;
import javafx.scene.Scene;
import javafx.stage.Stage;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;
/**
* When run as a program, this class opens a window on the screen that
* shows a set of nested rectangles that seems to be moving infinitely
* inward towards the center. The animation continues until the user
* closes the window.
*/
public class ch3MovingRects extends Application {
/**
* Draws a set of nested rectangles. This subroutine is called 60 times per
* second and is responsible for redrawing the entire drawing area. The
* parameter g is used for drawing. The frameNumber starts at zero and
* increases by 1 each time this subroutine is called. The parameters width
* and height give the size of the drawing area, in pixels.
* The sizes and positions of the rectangles that are drawn depend
* on the frame number, giving the illusion of motion.
*/
public void drawFrame(GraphicsContext g, int frameNumber, double elapsedSeconds, int width, int height) {
g.setFill(Color.WHITE);
g.fillRect(0,0,width,height); // Fill drawing area with white.
double inset; // Gap between edges of drawing area and the outer rectangle.
double rectWidth, rectHeight; // The size of one of the rectangles.
g.setStroke(Color.BLACK); // Draw the rectangle outlines in black.
inset = frameNumber % 15 + 0.5; // The "+ 0.5" is a technicality to produce a sharper image.
rectWidth = width - 2*inset;
rectHeight = height - 2*inset;
while (rectWidth >= 0 && rectHeight >= 0) {
g.strokeRect(inset, inset, rectWidth, rectHeight);
inset += 15; // rectangles are 15 pixels apart
rectWidth -= 30;
rectHeight -= 30;
}
}
//------ Implementation details: DO NOT EXPECT TO UNDERSTAND THIS ------
public void start(Stage stage) {
int width = 800; // The width of the image. You can modify this value!
int height = 600; // The height of the image. You can modify this value!
Canvas canvas = new Canvas(width,height);
drawFrame(canvas.getGraphicsContext2D(), 0, 0, width, height);
BorderPane root = new BorderPane(canvas);
root.setStyle("-fx-border-width: 4px; -fx-border-color: #444");
Scene scene = new Scene(root);
stage.setScene(scene);
stage.setTitle("Infinte Moving Rects"); // STRING APPEARS IN WINDOW TITLEBAR!
stage.show();
stage.setResizable(false);
AnimationTimer anim = new AnimationTimer() {
private int frameNum;
private long startTime = -1;
private long previousTime;
public void handle(long now) {
if (startTime < 0) {
startTime = previousTime = now;
drawFrame(canvas.getGraphicsContext2D(), 0, 0, width, height);
}
else if (now - previousTime > 0.95e9/60) {
// The test in the else-if is to make sure that drawFrame() is
// called about once every 1/60 second. It is required since
// handle() can be called by the system more often than that.
frameNum++;
drawFrame(canvas.getGraphicsContext2D(), frameNum, (now-startTime)/1e9, width, height);
previousTime = now;
}
}
};
anim.start();
}
public static void main(String[] args) {
launch();
}
} // end MovingRects
Any ideas on how can we lower the number of calls to drawFrame subroutine?

Related

JavaFX: How to resize a rectangle with set aspect ratio

I have an app where user can draw a rectangle, and resize it or move it. I'm interested if is possible to some how bind rectangles width and height in some aspect ratio.
E.g. if aspect ratio is 1:2 that user can draw only that kinds of rectangles, or if is 1:1 that user can only draw square.
EDIT
My eventHandler for MOUSE_DRAGGEDevent looks something like this
EventHandler<MouseEvent> onMouseDraggedEventHandler = event -> {
if (event.isSecondaryButtonDown())
return;
double offsetX = event.getX() - rectangleStartX;
double offsetY = event.getY() - rectangleStartY;
if (offsetX > 0) {
if (event.getX() > imageView.getFitWidth()) {
selectionRectangle.setWidth(imageView.getFitWidth() - rectangleStartX);
} else
selectionRectangle.setWidth(offsetX);
} else {
if (event.getX() < 0)
selectionRectangle.setX(0);
else
selectionRectangle.setX(event.getX());
selectionRectangle.setWidth(rectangleStartX - selectionRectangle.getX());
}
if (offsetY > 0) {
if (event.getY() > imageView.getFitHeight())
selectionRectangle.setHeight(imageView.getFitHeight() - rectangleStartY);
else
selectionRectangle.setHeight(offsetY);
} else {
if (event.getY() < 0)
selectionRectangle.setY(0);
else
selectionRectangle.setY(event.getY());
selectionRectangle.setHeight(rectangleStartY - selectionRectangle.getY());
}
};
This app demos how to adjust a Rectangle height and width based on a ratio. Comments in code.
import javafx.application.Application;
import javafx.scene.Cursor;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
/**
*
* #author blj0011
*/
public class JavaFXApplication122 extends Application
{
double orgSceneX, orgSceneY;//Used to help keep up with change in mouse position
#Override
public void start(Stage primaryStage)
{
double RATIO = .5;//The ration of height to width is 1/2
Rectangle rectangle = new Rectangle(100, 50);
rectangle.setX(400 - 50);
rectangle.setY(250 - 25);
rectangle.setFill(Color.TRANSPARENT);
rectangle.setStroke(Color.BLACK);
//Circles will be used to do the event handling/movements
Circle leftAnchor = new Circle(400 - 50, 250, 5);
Circle topAnchor = new Circle(400, 250 - 25, 5);
leftAnchor.setOnMouseDragEntered((event) -> {
((Circle) event.getSource()).getScene().setCursor(Cursor.MOVE);
});
leftAnchor.setOnMousePressed((event) -> {
orgSceneX = event.getSceneX();//Store current mouse position
});
leftAnchor.setOnMouseDragged((event) -> {
double offSetX = event.getSceneX() - orgSceneX;//Find change in mouse X position
leftAnchor.setCenterX(event.getSceneX());
rectangle.setX(event.getSceneX());//move rectangle left side with mouse
rectangle.setWidth(rectangle.getWidth() - offSetX);//Change rectangle's width with movement of mouse
topAnchor.setCenterX(topAnchor.getCenterX() + offSetX / 2);//Adjust top circle as rectangle's size change
rectangle.setHeight(rectangle.getWidth() * RATIO);//Change the height so that it meets the ratio requirements
leftAnchor.setCenterY((rectangle.getY() + rectangle.getHeight()) - (rectangle.getHeight() / 2));//Adjust the left circle with the growth of the rectangle
orgSceneX = event.getSceneX();//save last mouse position to recalculate change in mouse postion as the circle moves
});
leftAnchor.setOnMouseExited((event) -> {
leftAnchor.getScene().setCursor(null);
});
topAnchor.setOnMouseDragEntered((event) -> {
topAnchor.getScene().setCursor(Cursor.MOVE);
});
topAnchor.setOnMousePressed((event) -> {
orgSceneY = event.getSceneY();//store current mouse position
});
topAnchor.setOnMouseDragged((event) -> {
double offSetY = event.getSceneY() - orgSceneY;
topAnchor.setCenterY(event.getSceneY());
rectangle.setY(event.getSceneY());//move rectangle top side with mouse
rectangle.setHeight(rectangle.getHeight() - offSetY);//Change rectangle's height with movement of mouse
leftAnchor.setCenterY(leftAnchor.getCenterY() + offSetY / 2);//Adjust left circle as rectangle's size change
rectangle.setWidth(rectangle.getHeight() * (1 / RATIO));//Change the width so that it meets the ratio requirements
topAnchor.setCenterX((rectangle.getX() + rectangle.getWidth()) - (rectangle.getWidth() / 2));//Adjust the top circle with the growth of the rectangle
orgSceneY = event.getSceneY();//save last mouse position to recalculate change in mouse postion as the circle moves
});
topAnchor.setOnMouseExited((event) -> {
topAnchor.getScene().setCursor(null);
});
Pane root = new Pane();
root.getChildren().addAll(rectangle, leftAnchor, topAnchor);
Scene scene = new Scene(root, 800, 500);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args)
{
launch(args);
}
}

Animating a Grid of Pixels in Java

I'm a noob programmer, and I'm working on a little project that involves a 2D grid of 1000 x 1000 boolean values that change based on an instruction pattern. "After x instructions, how many values in the grid are true?" That kind of thing.
I want to put a little spin on it and render the values as a grid of pixels which are black if their corresponding values are false and white if they're true and that animates in real time as instructions are processed, but I'm pretty lost -- I've never dabbled with 2D graphics in Java. I've read through Oracle's tutorial, which helped, but the way I'm doing things is sufficiently different from its demo that I still feel lost.
My most immediate problem is that I can't even seem to initialize a grid of 1000 x 1000 black pixels using a BufferedImage. Running my code yields a very tiny window with nothing (grayness) in it. Can anyone tell me what I'm doing wrong and suggest how to proceed? My code follows:
import java.awt.image.BufferedImage;
import java.awt.Color;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class PixelGrid extends JPanel {
private BufferedImage grid;
// Ctor initializing a grid of binary (black or white) pixels
public PixelGrid(int width, int height) {
grid = new BufferedImage(width, height, BufferedImage.TYPE_BYTE_BINARY);
}
/**
* Fill an area with a given color
* #param color 0 for black; 1 for white
* #param x1 Starting x coordinate
* #param y1 Starting y coordinate
* #param x2 Ending x coordinate
* #param y2 Ending y coordinate
*/
public void toggleBlock(int color, int x1, int y1, int x2, int y2) {
if (color == 0) {
color = Color.BLACK.getRGB();
}
else {
color = Color.WHITE.getRGB();
}
for (int x = x1; x <= x2; x++) {
for (int y = y1; y <= y2; y++) {
grid.setRGB(x, y, color);
}
}
}
// Clear the grid (set all pixels to black)
public void clear() {
toggleBlock(0, 0, 0, grid.getWidth() - 1, grid.getHeight() - 1);
}
public static void main(String[] args) {
int width = 1000;
int height = 1000;
PixelGrid aGrid = new PixelGrid(width, height);
JFrame window = new JFrame("A Wild Pixel Grid Appears!");
window.add(aGrid); // Incorporates the pixel grid into the window
window.pack(); // Resizes the window to fit its content
window.setVisible(true); // Makes the window visible
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
Note that it doesn't yet deal at all with an actual 2D array of booleans or instruction processing; I'm pretty sure I can handle that on my own, but, for now, I'm just trying to understand how to set up the graphical component.
Your code creates a BufferedImage, but then doesn't do anything with it (graphically). A few options:
Option 1: Override paintComponent of the PixelGrid class and draw the image to the JPanel
#Override
public void paintComponent(Graphics g){
super.paintComponent(g);
g.drawImage(grid, 0, 0, this);
}
Option 2: Use a JLabel and ImageIcon
JLabel label = new JLabel(new ImageIcon(grid));
add(label);
In either case, you will have to call repaint on the Component every time the BufferedImage is changed
//some code
grid.setRGB(x, y, color);
//some more code
repaint();//or label.repaint() if Option 2

Java JPanel Scaling

Hey Guys I have succesfully made a GUI in java that will scale polygons and circles using a slider. Everything works but I was wondering if there is a way to change the Origin point(Where it scales from). Right now it scales from the corner and I would like it to scale from the middle so I can start it in the middle and it scales out evenly. Also, If anyone could tell me an easy way to replace the Rectangle I have with an Image of some kind so you can scale the Picture up and down would be great! Thank you! Here is my code:
import javax.swing.*;
public class Fred
{
public static void main(String[] args)
{
TheWindow w = new TheWindow();
w.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //X wont close the window with out this line
w.setSize(375,375);
w.setVisible(true);
}
}
import java.awt.*;
import javax.swing.*;
import javax.swing.event.*;
public class TheWindow extends JFrame
{
private JSlider slider; //declare slider
private drawRect myPanel; //declare/ create panel
public TheWindow()
{
super("Slider Example"); //make title
myPanel = new drawRect();
myPanel.setBackground(Color.green); //change background color
slider = new JSlider(SwingConstants.VERTICAL, 0, 315, 10);// restrains the slider from scaling square to 0-300 pixels
slider.setMajorTickSpacing(20); //will set tick marks every 10 pixels
slider.setPaintTicks(true); //this actually paints the ticks on the screen
slider.addChangeListener
(
new ChangeListener()
{
public void stateChanged(ChangeEvent e)
{
myPanel.setD(slider.getValue()); //Wherever you set the slider, it will pass that value and that will paint on the screen
}
}
);
add(slider, BorderLayout.WEST); //similar to init method, adds slider and panel to GUI
add(myPanel, BorderLayout.CENTER);
}
}
import java.awt.*;
import javax.swing.*;
public class drawRect extends JPanel
{
private int d = 25; //this determines the beginning length of the rect.
public void paintComponent(Graphics g)//paints circle on the screen
{
super.paintComponent(g); //prepares graphic object for drawing
g.fillRect(15,15, d, d); //paints rectangle on screen
//x , y, width, height
}
public void setD(int newD)
{
d = (newD >= 0 ? newD : 10); //if number is less than zero it will use 10 for diameter(compressed if statement)
repaint();
}
public Dimension getPrefferedSize()
{
return new Dimension(200, 200);
}
public Dimension getMinimumSize()
{
return getPrefferedSize();
}
}
Changing the "origin point" so it becomes the center of the "zoom" is basically just the process of subtract half of d from the center point.
So, assuming the the center point is 28 ((25 / 2) + 15), you would simply then subtract d / 2 (25 / 2) from this point, 28 - (25 / 2) = 15 or near enough...
I modified the paintComponent method for testing, so the rectangle is always at the center of the panel, but you can supply arbitrary values in place of the originX and originY
#Override
public void paintComponent(Graphics g)//paints circle on the screen
{
super.paintComponent(g); //prepares graphic object for drawing
int originX = getWidth() / 2;
int originY = getHeight() / 2;
int x = originX - (d / 2);
int y = originY - (d / 2);
System.out.println(x + "x" + y);
g.fillRect(x, y, d, d); //paints rectangle on screen
//x , y, width, height
}
As for scaling an image, you should look at Graphics#drawImage(Image img, int x, int y, int width, int height, ImageObserver observer), beware though, this will scaling the image to the absolute size, it won't keep the image ratio.
A better solution might be to use a double value of between 0 and 1 and multiple the various elements by this value to get the absolute values you want

Bouncing Cube Program from The Office

I'm writing a program taken from the TV show, THE OFFICE, when they're sitting in the conference room and watching the bouncing DVD logo on the screen try to hit the corner. The square is supposed to change color when it hits an edge.
However, I'm running into a few issues.
Issue one: The Square sometimes bounces off an edge. Other times it sinks, and I can't figure out why.
Issue two: I'm not sure how to change the color of the square when it hits the edge.
Issue three: I'm trying to learn how to make a JFRAME fullscreen. And not just fullscreen on my screen but on anyone's.
THE CODE HAS BEEN POSTED TO AN ONLINE IDE FOR EASIER READING. That can be found HERE
Otherwise if you're too busy for that link. Here it is posted below.
import java.util.Random;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class BouncingMischievousSquare extends JPanel implements ActionListener {
private static final int SQUARE_SIZE = 40;
private static final int SPEED_OF_SQUARE = 6;
private int xPosit, yPosit;
private int xSpeed, ySpeed;
BouncingMischievousSquare(){
//speed direction
xSpeed = SPEED_OF_SQUARE;
ySpeed = -SPEED_OF_SQUARE;
//a timer for repaint
//http://docs.oracle.com/javase/tutorial/uiswing/misc/timer.html
Timer timer = new Timer(100, this);
timer.start();
}
public void actionPerformed(ActionEvent e){
//Screensize
int width = getWidth();
int height = getHeight();
xPosit += xSpeed;
yPosit += ySpeed;
//test xAxis
if(xPosit < 0){
xPosit = 0;
xSpeed = SPEED_OF_SQUARE;
}
else if(xPosit > width - SQUARE_SIZE){
xPosit = width - SQUARE_SIZE;
xSpeed = -SPEED_OF_SQUARE;
}
if(yPosit < 0){
yPosit = 0;
ySpeed = SPEED_OF_SQUARE;
}
else if(yPosit > height - SQUARE_SIZE){
xPosit = height - SQUARE_SIZE;
xSpeed = -SPEED_OF_SQUARE;
}
//ask the computer gods to redraw the square
repaint();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.fillRect(xPosit, yPosit, SQUARE_SIZE, SQUARE_SIZE );
}
}
MAIN CLASS
import javax.swing.*;
public class MischievousMain {
public static void main(String[] args) {
JFrame frame = new JFrame("Bouncing Cube");
frame.setSize(500, 500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// mischievous square input
frame.add(new BouncingMischievousSquare());
frame.setVisible(true);
}
}
Anyways, Thanks for taking the time to read through my code. It's appreciated. I'm really interested in different ways to go about this.
Issue one: The Square sometimes bounces off an edge. Other times it
sinks, and I can't figure out why.
You'll hate yourself for this, but
} else if (yPosit > height - SQUARE_SIZE) {
xPosit = height - SQUARE_SIZE;
xSpeed = -SPEED_OF_SQUARE;
}
Should be...
} else if (yPosit > height - SQUARE_SIZE) {
yPosit = height - SQUARE_SIZE;
ySpeed = -SPEED_OF_SQUARE;
}
You were using xPosyit and xSpeed instead of yPosyit and ySpeed...
Issue two: I'm not sure how to change the color of the square when it
hits the edge.
Basically, whenever you detect a edge collision and change direction, simple change the panel's foreground color to something else...
This might require you to have a list of colors from which you can randomly pick or simply randomly generate the color
Then in your paintComponent method, simple use g.setColor(getForeground()) before you fill the rect...
...ps...
To make life easier, you could just write a method that either generates a random color or sets the foreground to a random color, for example...
protected void randomiseColor() {
int red = (int) (Math.round(Math.random() * 255));
int green = (int) (Math.round(Math.random() * 255));
int blue = (int) (Math.round(Math.random() * 255));
setForeground(new Color(red, green, blue));
}
Issue three: I'm trying to learn how to make a JFRAME fullscreen. And
not just fullscreen on my screen but on anyone's.
Take a look at Full-Screen Exclusive Mode API

Java applet ignoring getWidth()

I'm trying to build a pyramid in Java using GRect. I use getWidth() to position the pyramid in the center of the canvas but it tends to trip the left part of pyramid.
I'm learning programming through CS106A and using Java 1.6 so tried to get some other peoples code and they too showed the same bug. I tried to draw a simple rect and it works fine.
Is it some issue with Java applet as it tends to ignore getWidth() value at all. I used println(); to get getWidth() value and it works.
import acm.graphics.GRect;
import acm.program.GraphicsProgram;
public class Pyramid extends GraphicsProgram {
/**
* eclipse generated SVUID
*/
private static final long serialVersionUID = 5703830460071233096L;
/** Width of each brick in pixels */
private static final int BRICK_WIDTH = 30;
/** Width of each brick in pixels */
private static final int BRICK_HEIGHT = 12;
/** Number of bricks in the base of the pyramid */
private static final int BRICKS_IN_BASE = 14;
public void run() {
//centering the pyramid
int _canvasWidth = getWidth(); //canvas width
//println(_canvasWidth); //to check if getWidth returns a value
int _brickSpace = BRICKS_IN_BASE * BRICK_WIDTH; //space consumed by the base row
int _freeSpace = _canvasWidth - _brickSpace; //empty base level space
int _xOffset = _freeSpace / 2; //x for left most brick of base row
for(int row=0; row<BRICKS_IN_BASE; row++){ //the row number
int _rowTab = (BRICK_WIDTH/2) * row; //indentaion for each row
int _brickInRow = BRICKS_IN_BASE - row; //bricks as per row
for(int _brickNumber=0; _brickNumber<_brickInRow; _brickNumber++){ //placing bricks till _brickInRow
int x = (_xOffset + _rowTab) + (_brickNumber * BRICK_WIDTH);
int y = (BRICK_HEIGHT * (BRICKS_IN_BASE - row)); //y as per row num
GRect _brick = new GRect(x, y, BRICK_WIDTH, BRICK_HEIGHT); //creating brick instance
add(_brick);
}
}
}
}
I tried your code and it draws the pyramid at the centre at first, but the problem comes up when I resize the viewer window.
The point is Java applets have an inherited method called public void paint(Graphics g) that is called whenever the applet has to be painted. Resizing the viewer window is one of the cases that makes the paint method called.
So, to fix this you need to override the paint method, ie. add such a method:
public void paint(Graphics g) {
this.run();
super.paint(g);
}
This method will be called every time the window is resized. But remember you don't need multiple pyramids so add following line to your run method to remove all the previous bricks before adding the new ones.
removeAll();

Categories

Resources