I'm trying to load and a bunch of Images into a program and repaint them 60times per second.My Problem is that I get a CPU usage of over 20% and the program isn't even finished.
This is the loop that load's the Image:
for(int i = 0;i < LevelCompiler.Objectlenght;i++) {
LevelCompiler.objects[i].drawObjects(g);
}
and this is the drawObjects methode:
g.drawRect(x, y, width, height);
g.drawImage(TextureSystem.textureSystem(TextureID), x, y, width, height, null);
The textureSystem methode that load's the imgae:
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
public class TextureSystem {
static String TexturePath;
static BufferedImage img;
public static BufferedImage textureSystem(int tid) {
TexturePath = "/textures/Objects/SObject+" + tid + ".jpg";
try {
img = ImageIO.read(ResourceLoader.load((TexturePath)));
} catch (IOException e) {
e.printStackTrace();
}
return img;
}
}
and this is the ResourceLoader from above
import java.io.InputStream;
public final class ResourceLoader {
public static InputStream load(String path) {
InputStream input = ResourceLoader.class.getResourceAsStream(path);
if (input == null) {
System.out.println("error");
}
return input;
}
}
I assume that the high CPU usage is because I'm loading the image again and again.Any suggetions how for another methode?
Related
I'm working on image processing but I can't find a way to paint GUI RGB with binary image reading. I'm stuck with paintComponent area.
I can read file but cant paint RGB values to GUI. Can somebody guide me please?
This is what I have done so far:
private int ws;
private FileInputStream fis;
mybin(){
try {
fis = new FileInputStream("mybin.bin");
String mn = getMagicNumber();
System.out.println(mn);
skipWhitespace();
int width = readNumber();
System.out.println(width);
skipWhitespace();
int height = readNumber();
System.out.println(height);
skipWhitespace();
int maxNum = readNumber();
System.out.println(maxNum);
} catch (FileNotFoundException e) {
e.printStackTrace();
}
catch(IOException e2) {}
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setSize(600,600);
this.setVisible(true);
}
private String getMagicNumber() {
byte [] magicNum = new byte[2];
try {
fis.read(magicNum);
} catch (IOException e) {
e.printStackTrace();
}
return new String(magicNum);
}
private void skipWhitespace() {
try {
ws = fis.read();
while(Character.isWhitespace(ws))
ws = fis.read();
} catch (IOException e) {
e.printStackTrace();
}
}
private int readNumber() {
String wstr = "";
try {
while(!Character.isWhitespace(ws)) {
//while(Character.isDigit(ws))
wstr = wstr + (ws-'0'/*48*/);
ws = fis.read();
}
}catch(IOException e2) {}
System.out.println(wstr);
return Integer.parseInt(wstr);
}
class DrawingPanel extends JPanel{
#Override
public void paintComponent(Graphics g) {
}
}
public static void main(String [] args) {
new mybin();
}
}
If you have a data structure to hold RGB values and want to paint them on the screen:
First you should create an image of them, first. Something like this:
// Create an image, with given dimensions, and RGB palette...
final BufferedImage image = new BufferedImage( width, height, BufferedImage.TYPE_INT_RGB);
// Paint the RGB values (EG from arrays) to the image
for (int x = 0; x < width; ++x)
for (int y = 0; y < height; ++y)
{
// Convert the R,G,B values to a single int
final int rgb = r[x,y]*0x10000 + g[x,y]*1x100 + b[x,y];
// Color the pixel...
image.setRGB(x, y, rgb);
}
Then display it on your GUI.
This could be done, creating a special component, and performing painting, see c0der's answer.
Or you could just create an Icon, and add it to any JLabel:
label.setIcon(new ImageIcon(image));
Painting a BufferedImage can be as simple as:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.JPanel;
public class ImageFrame extends javax.swing.JFrame {
public ImageFrame() {
setDefaultCloseOperation(EXIT_ON_CLOSE);
add(new GraphicsPanel());
pack();
setVisible(true);
}
public static void main(final String[] args){
new ImageFrame();
}
}
class GraphicsPanel extends JPanel {
private BufferedImage image;
//always use publicly accessible resources when posting mcve
private final String imagePath = "https://upload.wikimedia.org/wikipedia/commons/3/3f/Crystal_Project_bug.png";
GraphicsPanel(){
try {
image = ImageIO.read(new URL(imagePath)); //or image = ImageIO.read(new File(...));
} catch(final IOException e) {e.printStackTrace(); }
setPreferredSize(new Dimension(image.getWidth(), image.getHeight()));
}
#Override
protected void paintComponent(final Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
}
This question already has answers here:
Getting error with ImageIO.read(getClass().getResourceAsStream (input==NULL)?
(2 answers)
Closed 4 years ago.
So I am trying to make a simple graphical interface for a game, So I made a sprite sheet to go along with it. But in my class <SpriteSheet.java> I am coming accross this error:
Exception in thread "main" java.lang.IllegalArgumentException: input == null! at javax.imageio.ImageIO.read(Unknown Source)
at matrix.game.gfx.SpriteSheet.<init>(SpriteSheet.java:18)
Here is <SpriteSheet.java>
package matrix.game.gfx;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
public class SpriteSheet {
public String path;
public int width;
public int height;
public int[] pixels;
public SpriteSheet(String path) {
BufferedImage image = null;
try {
image = ImageIO.read(SpriteSheet.class.getResourceAsStream(path));
} catch (IOException e) {
e.printStackTrace();
}
if(image == null) {
return;
}
this.path = path;
this.width = image.getWidth();
this.height = image.getHeight();
pixels = image.getRGB(0,0, width, height, null, 0, width);
for (int i = 0; i < pixels.length; i++) {
pixels[i] = (pixels[i] & 0xff)/64;
}
for (int i = 0; i < 8; i++) {
System.out.println(pixels[i]);
}
}
}
You are trying to execute function not declared in your class:
image = ImageIO.read(SpriteSheet.class.getResourceAsStream(path));
Because of that it fails try { and throws the exception it cannot handle.
As you can see in the code below, the method read of ImageIO class will throw an IllegalArgumentException when the parameter input is null.
public static BufferedImage read(InputStream input) throws IOException {
if (input == null) {
throw new IllegalArgumentException("input == null!");
}
ImageInputStream stream = createImageInputStream(input);
BufferedImage bi = read(stream);
if (bi == null) {
stream.close();
}
return bi;
}
This following line is trying to find the resource inside the package matrix.game.gfx.
SpriteSheet.class.getResourceAsStream(path)
If you are trying to access a file from a directory other than the class package, you should change the code as follows:
SpriteSheet.class.getClassLoader().getResourceAsStream(fullPath);
In the code above the classloader will starts the search in the root of the classpath.
This worked for me.
Hope it does for you too.
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class SpriteSheet {
public String path;
public int width;
public int height;
public int[] pixels;
public SpriteSheet(String path) {
BufferedImage image = null;
//Adding a directory(FILE) object for the path specified
File dir = new File(path);
try {
//Reading from the specifies directory
image = ImageIO.read(dir);
} catch (IOException e) {
e.printStackTrace();
}
if(image == null) {
return;
}
this.path = path;
this.width = image.getWidth();
this.height = image.getHeight();
pixels = image.getRGB(0,0, width, height, null, 0, width);
for (int i = 0; i < pixels.length; i++) {
pixels[i] = (pixels[i] & 0xff)/64;
}
for (int i = 0; i < 8; i++) {
System.out.println(pixels[i]);
}
}
public static void main(String[] args) {
new SpriteSheet(path/to/file);
}
}
I have been busy with trying to get the webcam to work within netbeans over the past few days.
The problem I am having is to get the coding to activate and take a picture using the webcam.
So far I have seen that I will have to use the OpenCV and some other JAR files.
Please could someone help me out by perfecting the coding I have below:
private void jButton2ActionPerformed(java.awt.event.ActionEvent evt) {
// coding for webcam and taking a picture
OpenCVFrameGrabber grabber = new OpenCVFrameGrabber(0);
try
{
//start of the webcam for taking the picture
grabber.start();
Image IM = this.takePicture();
//stops the webcam
grabber.stop();
}
catch (Exception e)
{
//displays error message if problem with webcam
JOptionPane.showMessageDialog(null, "Problem accessing or using the Webcam!");
}
}
What I need is for the picture to be displayed in a label on my interface after it has taken the picture.
The Open CV has been successfully installed and now just the coding needed to get the picture taken.
Any Help would be helpful.
Okay, your coding is a bit off, it does need some changes made to it. You are on the right track however.
I do have a sample code that may be able to help you out which works:
private void jButton2ActionPerformed(java.awt.event.ActionEvent evt) {
// TODO add your handling code here:
// coding for webcam and taking a picture
OpenCVFrameGrabber grabber = new OpenCVFrameGrabber(0);
try
{
//start of the webcam for taking the picture
grabber.start();
//grabs teh image taken from the webcam
IplImage img = grabber.grab();
//checks if the webcam has taken the picture and if the picture if mot empty
if(img != null)
{
//determines where to save the picture
cvSaveImage("C:\\User1\\PrifilePicture\\"+lbl_StudnetLogin.getText()+".jpeg", img);
}
//stops the webcam
grabber.stop();
//used to resize teh picture taken in order to display picture to the user
Image imeResize = ImageIO.read(new File("C:\\SalVentri\\PrifilePicture\\"+lbl_StudnetLogin.getText()+".jpeg"));
//1st ---> width _______2sn ---> height
lbl_Profile.setIcon(new ImageIcon(imeResize.getScaledInstance(155, 100, 100)));
}
catch (Exception e)
{
//displays error message if problem with webcam
JOptionPane.showMessageDialog(null, "Problem accessing or using the Webcam!");
}
}
Hope this helps
I found that this works as well.
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferByte;
import java.awt.image.WritableRaster;
import java.io.ByteArrayInputStream;
import java.io.File;
import java.io.InputStream;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import org.opencv.core.*;
import org.opencv.highgui.Highgui;
import org.opencv.highgui.VideoCapture;
public class JPanelOpenCV extends JPanel{
BufferedImage image;
public static void main (String args[]) throws InterruptedException{
System.loadLibrary(Core.NATIVE_LIBRARY_NAME);
JPanelOpenCV t = new JPanelOpenCV();
VideoCapture camera = new VideoCapture(0);
Mat frame = new Mat();
camera.read(frame);
if(!camera.isOpened()){
System.out.println("Error");
}
else {
while(true){
if (camera.read(frame)){
BufferedImage image = t.MatToBufferedImage(frame);
t.window(image, "Original Image", 0, 0);
t.window(t.grayscale(image), "Processed Image", 40, 60);
//t.window(t.loadImage("ImageName"), "Image loaded", 0, 0);
break;
}
}
}
camera.release();
}
#Override
public void paint(Graphics g) {
g.drawImage(image, 0, 0, this);
}
public JPanelOpenCV() {
}
public JPanelOpenCV(BufferedImage img) {
image = img;
}
//Show image on window
public void window(BufferedImage img, String text, int x, int y) {
JFrame frame0 = new JFrame();
frame0.getContentPane().add(new JPanelOpenCV(img));
frame0.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame0.setTitle(text);
frame0.setSize(img.getWidth(), img.getHeight() + 30);
frame0.setLocation(x, y);
frame0.setVisible(true);
}
//Load an image
public BufferedImage loadImage(String file) {
BufferedImage img;
try {
File input = new File(file);
img = ImageIO.read(input);
return img;
} catch (Exception e) {
System.out.println("erro");
}
return null;
}
//Save an image
public void saveImage(BufferedImage img) {
try {
File outputfile = new File("Images/new.png");
ImageIO.write(img, "png", outputfile);
} catch (Exception e) {
System.out.println("error");
}
}
//Grayscale filter
public BufferedImage grayscale(BufferedImage img) {
for (int i = 0; i < img.getHeight(); i++) {
for (int j = 0; j < img.getWidth(); j++) {
Color c = new Color(img.getRGB(j, i));
int red = (int) (c.getRed() * 0.299);
int green = (int) (c.getGreen() * 0.587);
int blue = (int) (c.getBlue() * 0.114);
Color newColor =
new Color(
red + green + blue,
red + green + blue,
red + green + blue);
img.setRGB(j, i, newColor.getRGB());
}
}
return img;
}
public BufferedImage MatToBufferedImage(Mat frame) {
//Mat() to BufferedImage
int type = 0;
if (frame.channels() == 1) {
type = BufferedImage.TYPE_BYTE_GRAY;
} else if (frame.channels() == 3) {
type = BufferedImage.TYPE_3BYTE_BGR;
}
BufferedImage image = new BufferedImage(frame.width(), frame.height(), type);
WritableRaster raster = image.getRaster();
DataBufferByte dataBuffer = (DataBufferByte) raster.getDataBuffer();
byte[] data = dataBuffer.getData();
frame.get(0, 0, data);
return image;
}
}
I have drawn an image in inkscape.I can see the option to export it as javafx script file i.e .fx. But as per my knowledge .fx is obsolete now in javafx 8.So it is not recommend to use it.I can use the svg images using the batik where I have to convert them to javafx image format then I can set it to imageview .I want this image to be scaled automatically when ever i moved my application to bigger resolution.Any help on this will be appreciated .
My custom Transcoder Code
import java.awt.image.BufferedImage;
import java.io.InputStream;
import javafx.embed.swing.SwingFXUtils;
import javafx.scene.image.Image;
import javafx.scene.image.WritableImage;
import org.apache.batik.transcoder.TranscoderException;
import org.apache.batik.transcoder.TranscoderInput;
import org.apache.batik.transcoder.TranscoderOutput;
import org.apache.batik.transcoder.image.ImageTranscoder;
import org.apache.batik.transcoder.image.PNGTranscoder;
class MyTranscoder extends ImageTranscoder {
private BufferedImage image = null;
private InputStream url;
MyTranscoder(InputStream url) {
this.url = url;
}
#Override
public BufferedImage createImage(int w, int h) {
image = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
return image;
}
#Override
public void writeImage(BufferedImage img, TranscoderOutput out) {
}
public BufferedImage getImage() {
return image;
}
public Image getJavafxCompatibleImage(int width, int height) {
this.addTranscodingHint(PNGTranscoder.KEY_WIDTH, (float) width);
this.addTranscodingHint(PNGTranscoder.KEY_HEIGHT, (float) height);
TranscoderInput input = new TranscoderInput(url);
try {
this.transcode(input, null);
} catch (TranscoderException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
BufferedImage bimage = this.getImage();
WritableImage wimage = SwingFXUtils.toFXImage(bimage, null);
return wimage;
}
}
My issue: Every time I create graphics from a buffered image and then draw another buffered image to the graphics I get an image that is blank.
My code is as follows.
Graphics2D g2d = atlas.createGraphics();
// images[i] is a buffered image read the fileio
g2d.drawImage(images[i], null, x, y); // Image is not blank, been tested
g2d.dispose();
// then save image
Ironically after trying to create a self contained example which is as follows... it worked. I am not quite sure what I am doing wrong in my code and I am wondering if it is because maybe an image is not static, could an image or another variable not being static affect my drawing?
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.FileInputStream;
import java.io.InputStream;
import javax.imageio.ImageIO;
public class Main {
public static void main(String[] args) {
String FOLDER_LOCATION = "./Images/";
BufferedImage atlas = new BufferedImage(2048, 2048, BufferedImage.TYPE_INT_ARGB);
BufferedImage redSquare = readImage(FOLDER_LOCATION + "red.png");
Graphics2D g2d = atlas.createGraphics();
g2d.drawImage(redSquare, null, 0, 0);
g2d.dispose();
writeImage(atlas, FOLDER_LOCATION + "atlas.png");
}
public static BufferedImage readImage(String location) {
BufferedImage img = null;
InputStream is = null;
try {
is = new FileInputStream(location);
img = ImageIO.read(is);
} catch(Exception e) {
e.printStackTrace();
} finally {
try {
is.close();
} catch(Exception e) {
e.printStackTrace();
}
}
return img;
}
public static void writeImage(BufferedImage bi, String location) {
try {
File file = new File(location);
ImageIO.write(bi, "png", file);
} catch(Exception e) {
e.printStackTrace();
}
}
}
After I save the image I see just a blank 2048 by 2048 image. I printed the entire image out and I get (0, 0, 0), but if I print out any of the image I am drawing to the atlas I get something like (72, 32, 283).
I am not quite sure what I am doing wrong, but my entire source code for this project is here: https://github.com/gemurdock/jTextureAtlas and the branch I am working on is here: https://github.com/gemurdock/jTextureAtlas/tree/alpha.
You have to look at the alpha branch to see my code