Paint method casting - performance - java

I see a lot of people casting the Graphics type to a Graphics2d type inside their Paint method in an effort to have more functionality over the images they draw. Is it not possible cast the graphics type to a graphics2d type outside of the paint function? To me this screams performance issue because every time the paint method is called (i.e every frame) you are needlessly casting to a Graphics2D type every single time.
Also, does Java do any optimization whenever the paint method is called and the same screen is being drawn again? For example if you are only moving one element on the screen then you will generally only need to update that element. It seems java redraws and re-processes the whole screen every time the paint method is called. To me this all seems unnecessarily processing intensive.
Example code:
public void paint(Graphics g) {
AffineTransform transformer = new AffineTransform();
transformer.translate(5,5);
transformer.scale(2,2);
Graphics2D g2d = (Graphics2D)g;
g2d.setTransform(transformer);
// draw to g2d.
}

You state:
To me this screams performance issue because every time the paint method is called (i.e every frame) you are needlessly casting to a Graphics2D type every single time.
There is minimal cost to this, and so I wouldn't worry about it. Instead profile your program and concentrate on the bottle necks that the profiler shows you matter.
Is it not possible cast the graphics type to a graphics2d type outside of the paint function?
No.
Also, does Java do any optimization whenever the paint method is called and the same screen is being drawn again? For example if you are only moving one element on the screen then you will generally only need to update that element. It seems java redraws and re-processes the whole screen every time the paint method is called. To me this all seems unnecessarily processing intensive
I don't think so. What I've done is to 1) create a BufferedImage to display my static images, and then draw directly my dynamic images, and 2) if need be, limit the area being drawn by using the repaint(...) method overload that accepts a Rectangle.

Related

fillRect or drawImage not activating within update method in java

Hi I've been trying to get rid of my flickering on a JFrame app. Have searched around and seen that setDoubleBuffered(true) can be used for paintComponent of Jpanel, but not paint method of JFrame, nor applets.
Managed to diminish but not eliminate flickering by introducing the instructions this.createbufferstrategy(2) within paint method, and further reduced flickering with the instruction this.setignorerepaint(true) inside paint.
But I finally found an example of code that completely removes flickering and it works by drawing the static elements within the update function.
Tested fillRect within update in an applet and it works, but when copy pasted into a regular java application it does not work there within the jframe's update function.
Here's the code
Graphics graphics;
Image image;
public void update(Graphics g)
{
if (image == null) {
image = createImage(this.getWidth(), this.getHeight());
graphics = image.getGraphics(); }
graphics.setColor(Color.blue);
graphics.fillRect(0, 0, this.getWidth(), this.getHeight());
g.drawImage(image, 0, 0, this);//}
With an empty paint function this draws to the screen and fills it with blue in an applet, it also gets rid of flickering. But in a normal application of jframe it does nothing.
What needs to be done to allow either fillRect or drawImage to work from within update in a non applet regular application environment?
BTW, I'm a bit new to this if the graphics object is being modified itself by calling fillRect, how does that modify the image object? Because drawImage is necessary for the screen to turn blue.
PS I've tried not using both createbufferedstrategy and setignorerepaint, and nothing changes.
When using setIgnorePaint(true), its not allowing you to mess with the Graphics.
I'm guessing by the looks of your update(Graphics g) parameter, you call that within your paint method, using the paintMethod's graphic g to paint (inside paint method, you call update(g))
If you ignore paint, its not gonna allow you to use the paintComponent's Graphic parameter.
Post all code that includes graphics (Where you made your strategy, where you're calling this method, ect..)
The flickering is a pretty mainstream issue with the strategy, and I can't promise that I'll be able to fix it (my friend brought the problem up to me a while ago, but i didnt care enough to try and figure it out), but that should at least explain why your graphics aren't rendering

Swing graphics in multithreaded program

I'm coding a game; something like this: http://i.stack.imgur.com/HBrEE.png
I have a class named Canvas which extends JLabel and in overriden paintComponent(), put an image of gridlines as background, then paint the player and obstacles (walls).
By using createGraphics() , I get a Graphics2D object. I need this to paint weapons and bullets from their classes, too. (As you see, there are several weapons that shoot bullets in specific time intervals.)
For implementing all these, using SwingUtilities.invokeLater() I paint the gridlines, player and walls in Canvas class. I thought of creating a thread per weapon and one per bullet; I know, it's an overkill but since I'm new to multithreading I have no other ideas!
And another problem is with Graphics2D object: I need to share this object between threads so I thought of using final keyword; but it's not possible because the value of Graphics2D object will be determined in paintComponent().
Thanks in advance for any help you are able to provide.
You shouldn't use multi-threaded rendering threads ever (well, in 99% of the cases at least). Most graphics programs keep the full scene state in some object tree that only one thread renders every so often (1/60th of a second). The rendering thread goes through each object in the render tree and invoke .paint or whatever else will get the object to be drawn. Rinse and repeat and you're done.

Best way to avoid redrawing an entire maze?

I'm working on a project for maze generation using Java, swing, and Java2D. I'm fairly new to Java2D so please excuse me if this question is newbish.
Basically, I have a successfully generated maze. I wish to draw this maze on a custom JPanel that I've set up and properly overridden PaintComponent on. The problem I have now is I currently have the ability to draw the maze, but every time I repaint it disappears. I've solved this by having it redraw the maze every time repaint() is called but this seems horribly inefficient. Since the maze doesn't change why should I have to redraw it?
So my question is this: is there any way to "cache" the drawing of the maze so I don't have to waste cycles redrawing it every time? I can see redrawing it every time for exceptionally large mazes being a major source of slow downs.
Thank you!
Draw the maze to a BufferedImage. Then in your paintComponent() method just paint the BufferedImage. Swing will determine whether the entire maze or just parts of it need to be repainted.
For an example painting onto a BufferedImage see the DrawOnImage example from Custom Painting Approaches.
If the maze never changes, you can initially draw it into a BufferedImage. You can use your same code you wrote for overriding paintComponent by creating a BufferedImage and calling image.createGraphics() on it to get a Graphics2D object. Any painting you do to the Graphics2D object returned from createGraphics() is added to the BufferedImage. You may have to extract your previous drawing code just for the maze into its own function which takes a Graphics2D object and draws to it.
Once you have your maze drawn into the BufferedImage, you can use any of the drawImage() functions in Graphics or Graphics2D. This avoids having to redraw the maze: now you are just drawing the already rendered image.

java 2D and swing

I have trouble understanding a fundamental concept in Java 2D.
To give a specific example:
One can customize a swing component via implementing it's own version of the method paintComponent(Graphics g)
Graphics is available to the body of the method.
Question:
What is exactly this Graphics object, I mean how it is related to the object that has the method paintComponent? Ok, I understand that you can do something like:
g.setColor(Color.GRAY);
g.fillOval(0, 0, getWidth(), getHeight());
To get a gray oval painted. What I can not understand is how is the Graphics object related to the component and the canvas. How is this drawing actually done?
Another example:
public class MyComponent extends JComponent {
protected void paintComponent(Graphics g) {
System.out.println("Width:"+getWidth()+", Height:"+getHeight());
}
public static void main(String args[]) {
JFrame f = new JFrame("Some frame");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setSize(200, 90);
MyComponent component = new MyComponent ();
f.add(component);
f.setVisible(true);
}
}
This prints
Width:184, Height:52
What does this size mean? I have not added anything to the frame of size(200,90).
UPDATE:
I understand that I must override paint to give in the Graphics g object the hints required to do the repaint and that I do not have to create a Graphics object as one will be given by platform.
What happens after that is what I can not understand.
E.g. does Graphics represent the screen and the object is painted accordingly on screen as soon as I start calling the various g.setXXX methods?
Does it get stored in a queue and there is a 1-1 association among g and each component? So the framework uses each g of each component to paint it one at a time?
How does this work?
Any help on this is highly welcome
Thanks
I understand your problem as I struggled with it for some time when I was learning Java graphics. It's not just Java 2D graphics - it is part of AWT.
When you create a JFrame or some other top-level object, it does a lot of work "behind the scenes" - part of which is creating a Graphics object. (There is not explicit notification of this, though if you stepped through the code with a debugger you may see classes which create the Graphics).
You then create components which you add, or register with, the top-level object. These all have to implement a call-back method, including
paint(Graphics g);
You will then #Override these methods so that when the component is rendered it uses YOUR paint method.
Do not try to save the Graphic or create a new one. Think of it as the framework taking the responsibility off you.
The size of components is often taken out of your hands. If you use a layout manager then it may decide to resize your component.
If you are coming from a procedural imperative background you may well have problems (I came from FORTRAN). My advice would be to try a number of tutorials and - at some stage - enlightenment will start to come.
The general documentation for Java graphics is poor. There are many concepts which are opaque (see How does Java Graphics.drawImage() work and what is the role of ImageObserver ). The early implementation was rushed through and had many bugs. Even now it is often unclear whether and in what order you should call methods such as setPack() and setVisible().
This doesn't mean you shouldn't use it! Just that the learning curve is a bit longer than IMO it should be.
MORE:
Also YOU don't decide when something is painted, the framework does. paint(g) really means "The framweork is repainting its components. What to you want this component to provide at this stage".
Maybe providePaintingInstructionsWhenRequiredForComponentGraphics(Graphics g) would be a useful name.
Similarly repaint() does not repaint at your orders, but when the system thinks it should. I haven't found it useful.
If you (say) resize a component interactively every slight change will normally trigger a paint(g). try putting a LOG.debug() in the paint code and seeing when it gets called.
What does this size mean? I have not added anything to the frame of size(200,90).
You added your component to the frame and set the size of the frame to be (200, 90). The default layout manager for the content pane of the frame is the BorderLayout, which means the component you added gets all the available space. The frame needs some space for the title bar and borders, so your component gets the remaining space.
The component does not create a static Graphics object association.
The graphics object is the wrapper for a platform handle giving access to a physical device, like the screen. It's valid for the time when "paint" is executed only, you can't store it and reuse it later. It is a resource managed by the "toolkit".
The component itself is an abstraction on top of the windowing system, that gets asociated shortly with this device for getting rendered.
EDIT
You can force such an association calling "getGraphics" if you feel the need to paint out of the "paint" callback. This should be a very rare case and you ALWAYS should dispose the Graphics afterwards.
Think of a Graphics like a piece of paper which you draw on to show how the Component looks like at that moment. After you've drawn it, the framework toolkit will trim off the edges and show what you've drawn to display the component. Moreover, the next time you draw the component, you'll be drawing on a different piece of paper, so don't keep the old Graphics around.

How to draw a JPanel on a canvas?

is there a possibility to draw a JPanel on a specific location op a Graphics (or Graphics2D) object?
I override the paint method of my canvas, and call panel.paint(g) in there, but it does not work the way I woul hope.
#Override
public void paint(Graphics g){
Dimension size = panel.getPreferredSize();
panel.setBounds(pos.x, pos.y, size.width, size.height);
panel.paint(g);
}
the size object is correctly defined as I would wish, so that's not the problem. Also, the pos contains a correct x and y on the screen.
You should probably be using paintComponent instead of paint, since the latter is the AWT method, and the former is the Swing method.
One nice thing about Swing's paintComponent is that the Graphics passed is actually always going to be a Graphics2D, so you can:
Graphics2D g = (Graphics2D)lg;
Now you can use the getTransform to save the old transform, then modify the transform of the Graphics2D using either setTranform or the scale, translate and rotate methods. Don't forget to restore the old transform, or you'll likely fudge the next thing being drawn by that context.
I'll throw in that, depending on the circumstance, drawing to a BufferedImage might be appropriate. You can get a Graphics context using BufferedImage.getGraphics(). Then you can draw the BufferedImage's context by whatever means suit you.

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