Java Program flow - java

i have been programming in python for a while and have been interested in learning Java for a while now so i figured i would give it a go so have mercy i know this is a infinite loop at the moment so tread carefully.
import javax.swing.*;
import java.awt.*;
public class snake extends JFrame{
public static void main(String[] args) {
JFrame screen = new JFrame("Snake");
screen.setSize(640, 480);
screen.setResizable(false);
screen.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Container pane = screen.getContentPane();
screen.setVisible(true);
while(true) {
pane.add(new Render());
}
}
}
class Render extends JComponent {
Render(){
}
public void paint(Graphics g) {
g.setColor(Color.white);
g.fillRect(0,0,640,480);
g.setColor(Color.green);
g.fillRect(100,100,25,25);
}
}
my current goal for this small program is to loop my code so that every time my while loop iterates i would like the flow of code to update the screen and redraw anything so in the future the rectangle could move. From my tests i have been running the first iteration of the loop runs through the method inside of my Render class and then after that it stays in the (i believe that is a constructor in java)
Render() {
}
piece of code.where it cycles through every iteration how i would like it for the method. I have tried to call the method from inside the constructor and that did not work. How can i route the flow of the program so every iteration of my loop the program goes through that method? Thanks for your time.

Start by taking a look at Painting in AWT and Swing and Performing Custom Painting for more details about how painting in Swing works...
This...
while(true) {
pane.add(new Render());
}
is going to cause issues. If it doesn't block the Event Dispatching Thread, it will run so fast as it cause other threads to stall (or run more slowly) and simply continuously add new instances of Render to pane, which I'm pretty sure you don't want.
It is generally encouraged to override paintComponent instead of paint, as it can cause less issues. You should also, be convention, call super.paintComponent before doing any custom painting.
Instead, simply create an instance of Render and add it to the frame
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Snake {
public static void main(String[] args) {
new Snake();
}
public Snake() {
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("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new Render());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
class Render extends JComponent {
Render() {
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.white);
g.fillRect(0, 0, 640, 480);
g.setColor(Color.green);
g.fillRect(100, 100, 25, 25);
}
}
}
You are likely going to want to perform some animation, take a look at Concurrency in Swing and How to use Swing Timers for more details
For example

Related

Timer in for loop java swing [duplicate]

Ok, so the program's purpose is to just draw and oval and move it across the screen. The code compiles on Eclipse without an error, but when run, no oval is drawn or moved across the screen. I have been researching, and it seems that threads have to do a lot with this, but do I need one for this simple program? I am obviously new to GUI programming with Swing so I would appreciate an explanation or link to one for any additions to the program regarding threads or such related concepts.
public class Game extends JPanel
{
int x =0;
int y =0;
private void moveBall()
{
x+=1;
y+=1;
}
public void paint (Graphics g)
{
super.paint(g);
g.fillOval(x, y, 30, 30);
}
public static void main(String[] args) {
JFrame frame = new JFrame("Animation");
Game game = new Game();
frame.add(game);
frame.setVisible(true);
frame.setSize(300,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
while (true)
{
game.moveBall();
game.repaint();
}
}
}
The likely problem is, that thread is running too fast for the UI, the UI is been shown well after the "ball" has left the visible area.
You need to do a couple of things...
First, you need to make sure that the updates are scheduled properly within the Event Dispatching Thread and secondly, that there is a short delay between updates. For example, 25fps is about a 40 millisecond delay between updates, 60fps is about 16 milliseconds
There are a number of ways to achieve this, depending what it is you hope to achieve, for example, you could simply use Thread.sleep to cause the thread to pause for a small amount of time between updates. The problem with this is Swing is not thread safe and all updates to the UI should be made within the context of the Event Dispatching Thread.
While you program is only simply, it's possible that a paint cycle could run while you updating it's state, resulting in a dirty update.
Another solution might be to use a Swing Timer which will allow you schedule updates at a regular interval which are triggered within the context of the Event Dispatching Thread, making it safer to use.
Have a look at Concurrency in Swing and How to use Swing Timers for more details.
As an example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class BallAnimation {
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
new BallAnimation();
}
public BallAnimation() {
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("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private int x = 0;
private int y = 0;
public TestPane() {
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
moveBall();
repaint();
}
});
timer.start();
}
protected void moveBall() {
x++;
y++;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.fillOval(x, y, 30, 30);
g2d.dispose();
}
}
}
As a side note, unless you really have reason to do so, you should avoid overriding paint and instead use paintComponent
try your loop with sleep as simplest way to fit your code. main is actually a thread. and JFrame creates its own thread.
while (true)
{
game.moveBall();
game.repaint();
try { Thread.sleep(50); } catch (Exception e){}
}
and I just realized, you dont paint your whole screen with a default color.
change your paint method to this
public void paint (Graphics g)
{
super.paint(g);
g.setColor(Color.white); //default color
g.fillRect(0, 0, getWidth(), getHeight()); // fill whole canvas
g.setColor(Color.black); //change color
g.fillOval(x, y, 30, 30); // draw oval
}

Simple Java Animation using JFrame and JPanel

Ok, so the program's purpose is to just draw and oval and move it across the screen. The code compiles on Eclipse without an error, but when run, no oval is drawn or moved across the screen. I have been researching, and it seems that threads have to do a lot with this, but do I need one for this simple program? I am obviously new to GUI programming with Swing so I would appreciate an explanation or link to one for any additions to the program regarding threads or such related concepts.
public class Game extends JPanel
{
int x =0;
int y =0;
private void moveBall()
{
x+=1;
y+=1;
}
public void paint (Graphics g)
{
super.paint(g);
g.fillOval(x, y, 30, 30);
}
public static void main(String[] args) {
JFrame frame = new JFrame("Animation");
Game game = new Game();
frame.add(game);
frame.setVisible(true);
frame.setSize(300,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
while (true)
{
game.moveBall();
game.repaint();
}
}
}
The likely problem is, that thread is running too fast for the UI, the UI is been shown well after the "ball" has left the visible area.
You need to do a couple of things...
First, you need to make sure that the updates are scheduled properly within the Event Dispatching Thread and secondly, that there is a short delay between updates. For example, 25fps is about a 40 millisecond delay between updates, 60fps is about 16 milliseconds
There are a number of ways to achieve this, depending what it is you hope to achieve, for example, you could simply use Thread.sleep to cause the thread to pause for a small amount of time between updates. The problem with this is Swing is not thread safe and all updates to the UI should be made within the context of the Event Dispatching Thread.
While you program is only simply, it's possible that a paint cycle could run while you updating it's state, resulting in a dirty update.
Another solution might be to use a Swing Timer which will allow you schedule updates at a regular interval which are triggered within the context of the Event Dispatching Thread, making it safer to use.
Have a look at Concurrency in Swing and How to use Swing Timers for more details.
As an example...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class BallAnimation {
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
new BallAnimation();
}
public BallAnimation() {
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("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private int x = 0;
private int y = 0;
public TestPane() {
Timer timer = new Timer(40, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
moveBall();
repaint();
}
});
timer.start();
}
protected void moveBall() {
x++;
y++;
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.RED);
g2d.fillOval(x, y, 30, 30);
g2d.dispose();
}
}
}
As a side note, unless you really have reason to do so, you should avoid overriding paint and instead use paintComponent
try your loop with sleep as simplest way to fit your code. main is actually a thread. and JFrame creates its own thread.
while (true)
{
game.moveBall();
game.repaint();
try { Thread.sleep(50); } catch (Exception e){}
}
and I just realized, you dont paint your whole screen with a default color.
change your paint method to this
public void paint (Graphics g)
{
super.paint(g);
g.setColor(Color.white); //default color
g.fillRect(0, 0, getWidth(), getHeight()); // fill whole canvas
g.setColor(Color.black); //change color
g.fillOval(x, y, 30, 30); // draw oval
}

Why isn't my JFrame repainting like I told it to?

When instantiating my modified JPanel class, I pass in a file through the constructor. The file (XML) gets read and the data gets used by me later in the paint method. However, right after I parse the data, I call both repaint() and revalidate(), but my GUI looks exactly the same. I call these methods both in my main class which extends JFrame and my panel class which extends JPanel.
When I choose an xml file from my JFileChooser, the drawPanel class gets instantiated with its other constructor, taking in the file and parsing it, then calling repaint and revalidate. I omitted most of the code to save your time.
Here's the main class' code:
public class myCode extends JFrame {
public myCode() {
super("Roadway Simulator");
setSize(800, 600);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLayout(null);
drawie = new drawPanel();
drawie.setSize(new Dimension(width - 200, height));
drawie.setMinimumSize(new Dimension(width - 200, height));
drawie.setMaximumSize(new Dimension(width - 200, height));
drawie.setLocation(0, 0);
add(drawie);
setVisible(true);
try{Thread.sleep(500);revalidate();repaint();}catch(InterruptedException eeee){}
}
public static void main(String[] args){new myCode();}
}
Here's my drawPanel class:
class drawPanel extends JPanel {
boolean drawRoad = false;
public drawPanel() {
super();
}
public drawPanel(Document doc){
super();
//the change in my paint method
drawRoad = true;
revalidate();
repaint();
}
public paint(Graphics g){
super.paint(g);
if(drawRoad){
g.setColor(Color.BLACK);
g.fillRect(0,0,600,600);
}
}
}
My code is the same as above, just with a lot more detail. Why isn't my JFrame repainting?
Here:
try{Thread.sleep(500);revalidate();repaint();}catch(InterruptedException eeee){}
Understand what Thread.sleep(...) does to a Swing GUI when called on the Swing event thread -- it puts the current thread which happens to be the Swing event thread, the one responsible for all drawing and user interaction, to sleep. In other words, you put your entire application completely to sleep.
Solution -- don't call this ever on the event thread.
As an aside, there's no cost to putting each method call on its own line, and no reason for that long line that you've posted as it serves no purpose other than to confuse.
try{Thread.sleep(500);revalidate();repaint();}catch(InterruptedException eeee){} is most likely blocking the Event Dispatching Thread, preventing from processing the Event Queue and making it look like your program has hung.
See Concurrency in Swing for more details...
It is also not recommended to override paint of Swing components and instead use paintComponent, see Performing Custom Painting for more details
In your case, I would recommend using a javax.swing.Timer instead of Thread.sleep, see How to use Swing Timers for more details
Updated
I don't see any where in your code that would change drawRoad from false to true, so your paint method is painting...nothing...so I guess you frame is painting exactly the way you told it to...
You may also like to take a look at Initial Threads and you might like to have a read through Code Conventions for the Java TM Programming Language, it will make it easier for people to read your code and for you to read others
Updated
Given that you example is incomplete and won't compile, when I rebuild it, this will work...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
import org.w3c.dom.Document;
public class TestDraw extends JFrame {
public TestDraw() {
super("Roadway Simulator");
setSize(800, 600);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
DrawPanel drawie = new DrawPanel(null);
add(drawie);
setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
new TestDraw();
}
});
}
class DrawPanel extends JPanel {
boolean drawRoad = false;
public DrawPanel() {
super();
}
public DrawPanel(Document doc) {
super();
drawRoad = true;
revalidate();
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(600, 600);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (drawRoad) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, getWidth(), getHeight());
}
}
}
}
If I change DrawPanel drawie = new DrawPanel(null); to DrawPanel drawie = new DrawPanel(); it still paints, but doesn't perform your custom painting.
The other problem is, as has already been highlighted, is the use of null layouts
Avoid using null layouts, pixel perfect layouts are an illusion within modern ui design. There are too many factors which affect the individual size of components, none of which you can control. Swing was designed to work with layout managers at the core, discarding these will lead to no end of issues and problems that you will spend more and more time trying to rectify.
Have a look at Why is it frowned upon to use a null layout in SWING? for more details...
Now, having said that, when you add drawie, you never give it a size, Swing is smart enough not to paint 0x0 sized components...

Java animation freeze

I am trying to write a simple 2d animation engine in Java for visualizing later programming projects. However, I am having problems with the window refresh. On running, the frame will sometimes display a blank panel instead of the desired image. This begins with a few frames at a time at apparently random intervals, worsening as the program continues to run until the actual image only occasionally blinks into view. The code for processing each frame is run, but nothing in the frame is actually displayed. I believe the problem may come from my computer more than my code (certainly not from bad specs though), but am not sure. Help much appreciated.
Three classes. Code here:
package animator;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.applet.AudioClip;
public class APanel extends JPanel
{
public APanel(int l, int h){
setPreferredSize(new Dimension(l,h));
setLocation(80, 80);
setVisible(true);
setFocusable(true);
}
public Graphics renderFrame(Graphics g){
return g;
}
public void paintComponent(Graphics g) {
requestFocusInWindow();
renderFrame(g);
}
}
package animator;
import java.awt.*;
public class Animator extends APanel
//extending the APanel class allows you to code for different animations
//while leaving the basic functional animator untouched
{
public static final int SCREEN_X = 700;
public static final int SCREEN_Y = 700;
int frameNum;
public Animator() {
super(SCREEN_X, SCREEN_Y);
frameNum = 0;
}
public Graphics renderFrame(Graphics g) {
frameNum++;
g.drawString(""+frameNum,5,12);
return g;
}
}
package animator;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.Timer;
public class Runner {
int framerate = 30;
Animator a = new Animator();
JFrame j = new JFrame();
public Runner(){
j.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
j.add(a);
start();
j.setSize(a.getPreferredSize());
j.setVisible(true);
}
public void start() {
Timer t = new Timer(1000/framerate, new ActionListener() {
public void actionPerformed(ActionEvent e){
j.getComponent(0).paint(j.getComponent(0).getGraphics());
//The following line of code keeps the window locked to a preferred size
// j.setSize(j.getComponent(0).getPreferredSize());
}
});
t.start();
}
public static void main(String[] args){
Runner r = new Runner();
}
}
There are some serious mistakes in your code which could be the cause or a factor of your problem...
j.setSize(a.getPreferredSize()); is irrelevant, simply use JFrame#pack, you get better results as it takes into account the frame decorations
j.setSize(j.getComponent(0).getPreferredSize()); use JFrame#setResizable and pass it false instead...
NEVER do j.getComponent(0).paint(j.getComponent(0).getGraphics()); this! You are not responsible for the painting of components within Swing, that's the decision of the RepaintManager. Just call j.repaint()
super(SCREEN_X, SCREEN_Y);...just override the getPreferredSize method and return the size you want.
setLocation(80, 80); irrelevant, as the component is under the control of a layout manager
setVisible(true); (inside APanel)...Swing components are already visible by default, with the exception of windows and JInternalFrames
And finally...
public void paintComponent(Graphics g) {
requestFocusInWindow();
renderFrame(g);
}
There is never any need for this method to be made public, you NEVER want someone to be able to call it, this will break the paint chain and could have serious ramifications in the ability for the component to paint itself properly.
You MUST call super.paintComponent before performing any custom painting, otherwise you could end up with all sorts of wonderful paint artifacts and issues
Never modify the state of a component from within a paint method...while it "might" not be an immediate issue calling requestFocusInWindow(); within your paintComponent could have side effects you don't know about...
Instead, it should look more like...
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
renderFrame(g);
}

Time Delay using Thread.sleep() for paintComponent(Graphics g) not working as expected

I am making an Animated ProgressBar, in which i used multiple fillRect() method of class javax.swing.Graphics.
To put a delay after each rectangle is painted, I am using Thread.sleep(500) method for making a delay, (Suggested by many Forums, for making a delay).
The Problem is, instead of making a delay of 0.5sec after each Rectangle box is displayed, it takes the whole delay required by all the rectangles, in the start, and then displays the final image, thats the Progress Bar.
Question 1
TO make a delay for every single bar, i put the delay "Thread.sleep(500)" along with the bars "fillRect()" in a single for() loop, i would like to know, Why does it takes all the delay in the beginning and then dislplays the completed ProgressBar.
Question 2
How can i change my code, so that the delay can occur simultaneously with each rectangle bar, so when i run the program it should generate an Animated Progress Bar.
Code:
import javax.swing.JOptionPane;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Color;
class DrawPanel extends JPanel
{
public paintComponent(Graphics g)
{
super.paintComponent(g);
g.setColor(new Color(71,12,3));
g.fillRect(35,30,410,90);
for ( int i=1; i<=40; i+=2)
{
Color c = new Color (12*i/2,8*i/2,2*i/2);
g.setColor(c);
g.fillRect( 30+10*i,35,20,80);
try
{ Thread.sleep(500); }
catch(InterruptedException ex)
{ Thread.currentThread().interrupt(); }
}
}
}
class ProgressBar
{
public static void main (String []args)
{
DrawPanel panel = new DrawPanel();
JFrame app = new JFrame();
app.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
app.add(panel);
app.setSize(500,200);
app.setVisible(true);
}
}
Your help is highly appreciated, Thankyou.
Don't block the EDT (Event Dispatch Thread) - the GUI will 'freeze' when that happens. Instead of calling Thread.sleep(n) implement a Swing Timer for repeated tasks. See Concurrency in Swing for more details. Also be sure to check the progress bar tutorial linked by #Brian. It contains working examples.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class DrawPanel extends JPanel
{
int i = 0;
public DrawPanel() {
ActionListener animate = new ActionListener() {
public void actionPerformed(ActionEvent ae) {
repaint();
}
};
Timer timer = new Timer(50,animate);
timer.start();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
g.setColor(new Color(71,12,3));
g.fillRect(35,30,410,90);
Color c = new Color (12*i/2,8*i/2,2*i/2);
g.setColor(c);
g.fillRect( 30+10*i,35,20,80);
i+=2;
if (i>40) i = 0;
}
}
class ProgressBar
{
public static void main (String []args)
{
DrawPanel panel = new DrawPanel();
JFrame app = new JFrame();
app.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
app.add(panel);
app.setSize(500,200);
app.setVisible(true);
}
}
I really wouldn't do this. The Swing refresh thread isn't supposed to be used like this. You're much better off using another thread (perhaps using a TimerTask) and redrawing rectangles upon demand.
Check out the Oracle ProgressBar tutorial for more info, code etc.

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