My applet does not work repaint method. here is my code - java

import java.applet.*;
import java.awt.*;
public class rectangle extends Applet
{
void slp(int x)
{
try
{
Thread.sleep(x);
}
catch(Exception e)
{}
}
public void init()
{}
public void paint(Graphics g)
{
for(int i=0;i<10;i++)
{
rectangle rect=new rectangle();
g.drawRect(20+i,40+i,40,50);
slp(10);
rect.repaint();
}
}
}

You are blocking the AWT Event Dispatch Thread (EDT). Use javax.swing.Timer (note the Swing one) instead of the for loop.
(Also #Override is useful, and sticking to the normal Java coding conventions.)

Related

Java drawing a circle using awt,JFrame with Thread(Runnable) on Netbeans (Mac)

https://github.com/terryaa/KOSTA_MAC/tree/master/Java/NetBeans/day13_01_15/src/ex1
What I'm trying to do is to draw circles, but one circle on a canvas at a time and then moving on to drawing next circle using Runnable join. It should draw a circle using .start() and the other .start() shouldn't start until formal .start()'s drawing circle is done.
In linked page's package, Ex3_Canvas1 class has main and use Runnable MyThread0 class to draw a circle using basic .start() and .join() and it does perfectly what I want.
I created NetBean's automatic JFrame class Ex2_CanvasDemo and tried to do the same and failed. JFrame window pops up after drawing a full circle and then shows creating of next circle. What I want is that the window should first appear and it shows creation of both circles ,not simulataneously but sequently, like Ex3_Canvas1.
I guess it's because main thread waits for th(Ex2_CanvasDemo) to finish so window doesn't apply for changes. But shouldn't Ex1_Canvas1 should do the same? Is this differences due to automatically generated code by netbeans? How can I do the same as Ex1_Canvas1 in Ex2_CanvasDemo.
I tried making a Runnable class and used in Ex2_CanvasDemo but failed also..
Any help?
I'm using jdk 8 and netbeans8 on mac.
--Thread part of Ex2_CanvasDemo--
public Ex2_CanvasDemo() {
initComponents();
Thread th=new Thread(new Runnable() {
#Override
public void run() {
for(int i=0;i<370;i+=10){
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
Logger.getLogger(Ex2_CanvasDemo.class.getName()).log(Level.SEVERE, null, ex);
}
arcNUm=i;
System.out.println("circle"+arcNUm);
canvas1.repaint();
}
}
});
th.start();
try {
th.join();
} catch (InterruptedException ex) {
Logger.getLogger(Ex2_CanvasDemo.class.getName()).log(Level.SEVERE, null, ex);
}
th=new Thread(new Runnable() {
#Override
public void run() {
for(int i=0;i<370;i+=10){
System.out.println("circle"+i);
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
Logger.getLogger(Ex2_CanvasDemo.class.getName()).log(Level.SEVERE, null, ex);
}
arcNum2=i;
canvas2.repaint();
}
}
});
th.start();
// try {
// th.join();
// } catch (InterruptedException ex) {
// Logger.getLogger(Ex2_CanvasDemo.class.getName()).log(Level.SEVERE, null, ex);
// }
}
Caveat
Animation is hard, good animation is really hard. You need to repeat this to yourself, because animation done right is, really hard.
What you need to know...
Animation is basically the illusion of change over time. Very rarely do you want to perform linear animation, animation is normally done over a period of time, as it allows for performance difference in the platform to be smoothed out in away which is not as harsh to the user.
Swing is single threaded and not thread safe. This means that you should not block the event dispatching thread and that you must only update the UI from within the context of the event dispatching thread.
See Concurrency in Swing for more details
This makes life a little difficult, as you can't simply run a linear loop in the EDT, as this will block the UI and it's difficult to do it from a Thread because it's a mess of synchronisation.
One of the simplest solutions is to make use of the available API and use a Swing Timer, which acts as a pseudo loop, putting in a small delay between call backs, in which you can perform some operations
Example...
While there are a number of ways you might approach this, I've set up a simple List which contains a bunch of Animatables which "do stuff" and then simply run one after the other in serial.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Ellipse2D;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
TestPane testPane = new TestPane();
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(testPane);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
testPane.play();
}
});
}
});
}
public class TestPane extends JPanel {
private List<Animatable> animations;
private Animatable animation;
private Timer timer;
public TestPane() {
animations = new ArrayList<>(25);
animations.add(new CircleAnimation(Color.RED));
animations.add(new CircleAnimation(Color.BLUE));
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (animation == null) {
animation = animations.remove(0);
}
if (animation.update(getBounds())) {
if (animations.isEmpty()) {
((Timer)e.getSource()).stop();
} else {
animation = animations.remove(0);
}
}
repaint();
}
});
}
public void play() {
timer.start();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (animation != null) {
Graphics2D g2d = (Graphics2D) g.create();
animation.paint(g2d);
g2d.dispose();
}
}
}
public interface Animatable {
public boolean update(Rectangle bounds);
public void paint(Graphics2D g2d);
}
public class CircleAnimation implements Animatable {
private Color color;
private Ellipse2D circle;
private double delta = -1;
public CircleAnimation(Color color) {
this.color = color;
}
#Override
public boolean update(Rectangle bounds) {
if (circle == null) {
circle = new Ellipse2D.Double(bounds.width, (bounds.height / 2) - 10, 20, 20);
}
Rectangle rect = circle.getBounds();
rect.x += delta;
circle.setFrame(rect);
return rect.x + 20 < bounds.x;
}
#Override
public void paint(Graphics2D g2d) {
if (circle == null) {
return;
}
g2d.setColor(color);
g2d.fill(circle);
}
}
}

Applet code for moving banner

This is my applet code for a moving banner .It is working properly but there is one doubt .
import java.applet.*;
import java.awt.*;
/*<html>
<applet code ="SimpleBanner" width="2000" height="2000"></applet></html>*/
public class SimpleBanner extends Applet implements Runnable{
String msg=" A Simple Banner Is Moving";
boolean flag=false;
Font f=new Font("TimesRoman",Font.BOLD,50);
int i=10;
public void init()
{
setBackground(Color.gray);
setFont(f);
setForeground(Color.green);
}
public void start()
{
Thread t=new Thread(this);
t.start();
}
public void run()
{
for(;;)
{
try{
repaint();
if(flag)
break;
Thread.sleep(250);
}catch(InterruptedException e){}
}
}
public void paint(Graphics g)
{
char ch=msg.charAt(0);
msg=msg.substring(1,msg.length());
msg+=ch;
drawString(msg,300,100);
}
public void stop()
{
flag=true;
}
}
As you can see I am not extending Graphics class and I am using setFont() method defined in Graphics class without its object how this is possible? And if I try to call drawString() method in paint() method without g it is not working.

My game is flickering due to my painting directly in JFrame. How do I use JPanel? [duplicate]

I think I need to put some code where the comment is (or maybe use non static method but I am not sure). The main method creates the window and then starts the graphics method. I would like the blue square to flash.
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class paintTest extends JPanel{
private static JFrame theWindow = new JFrame("Window");
static boolean blueSqr = false;
public void paint(Graphics g) {
g.setColor(Color.RED);
g.fillRect(10, 10, 10, 10);
if(blueSqr){
g.setColor(Color.BLUE);
g.fillRect(10, 10, 10, 10);
}
}
public static void main(String[] args){
createWindow();
theWindow.getContentPane().add(new paintTest());
while(true){
blueSqr = false;
System.out.println("off");
try {Thread.sleep(1000);} catch (InterruptedException e) {e.printStackTrace();}
blueSqr = true;
// Needs something here
System.out.println("on");
try {Thread.sleep(1000);} catch (InterruptedException e) {e.printStackTrace();}
}
}
public static void createWindow(){
theWindow.setSize(500, 500);
theWindow.setLocationRelativeTo(null);
theWindow.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
theWindow.setVisible(true);
}
}
Any help would be really good.
Use a Swing Timer to call repaint(). Also, override paintComponent() in a JPanel, rather than paint().
Something like this:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class PaintTest extends JPanel{
boolean blueSqr = false;
PaintTest() {
setPreferredSize(new Dimension(100,25));
ActionListener al = new ActionListener() {
public void actionPerformed(ActionEvent ae) {
blueSqr = !blueSqr;
repaint();
}
};
Timer timer = new Timer(1000,al);
timer.start();
}
public void paintComponent(Graphics g) {
Color c = (blueSqr ? Color.BLUE : Color.RED);
g.setColor(c);
g.fillRect(10, 10, 10, 10);
}
public static void main(String[] args){
SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame theWindow = new JFrame("Window");
theWindow.getContentPane().add(new PaintTest());
createWindow(theWindow);
}
});
}
public static void createWindow(JFrame theWindow){
theWindow.pack();
theWindow.setLocationByPlatform(true);
theWindow.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
theWindow.setVisible(true);
}
}
There were other improvements I could not be bothered documenting (code speaks louder than words). If you have any questions (check the docs first, then) ask.
your issues are
1) by calling Thread.sleep(int) in the Swing related code, never do that, for delaying in Swing (there are lots of topics about why not use sleep in programing languages ...) use Swing Timer
2) your JPanel doesn't returns any XxxSize
3) for Swing use paintComponent(), only if you have got really important reasons then use method paint() more about repaint and animating Graphics in the 2D Graphics tutorial
4) Swing GUI should be built in the Event Dispatch Thread

Java AWT - repaint() method thread scheduling

What I am looking to do is have the user to be able to change perspectives from a KeyListener. If the user hits the specified key, than the perspective should change. Any ideas?
Even if I override the methods they still do not work. I have also tried KeyAdapter
package com.development.gameOne.environment.component;
import java.applet.Applet;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import com.development.gameOne.environment.applet.drawing.Perspective;
import com.development.gameOne.environment.applet.perspectives.p1.FirstPerspective;
import com.development.gameOne.environment.applet.perspectives.p2.SecondPerspective;
public class Component extends Applet implements KeyListener {
private static final long serialVersionUID = 1L;
private Dimension size = new Dimension(1280, 720);
private ArrayList<Perspective> perspectives = new ArrayList<Perspective>();
private boolean running = true;
private boolean switchPerspective = false;
public Component() {
setPreferredSize(size);
loadPerspectives();
addKeyListener(this);
setFocusable(true);
setVisible(true);
start();
}
private void loadPerspectives() {
perspectives.add(new FirstPerspective());
perspectives.add(new SecondPerspective());
}
public static void main(String[] args) {
new Component();
}
#Override
public void paint(Graphics g) {
while (running) {
for (Perspective p : perspectives) {
System.out.println(p.getPerspective());
while (!switchPerspective) {
System.out.println("Rendering");
p.start(g);
sleep(100);
}
switchPerspective = false;
}
sleep(10);
}
}
public static void sleep(int renderSpeed) {
try {
Thread.sleep(renderSpeed);
}
catch (Exception e) {}
}
public void keyPressed(KeyEvent e) {
switch(e.getKeyCode()){
case KeyEvent.VK_SHIFT:
System.out.println("KeyPressed");
switchPerspective = true;
break;
}
}
public void keyTyped(KeyEvent e) { }
public void keyReleased(KeyEvent e) {}
}
The program runs, but doesn't switch perspectives. I cannot seem to get the KeyListener
to work at all. I really have no idea what to do.
I don't think the issue is with your KeyListener, but is with your paint process
#Override
public void paint(Graphics g) {
while (running) {
for (Perspective p : perspectives) {
System.out.println(p.getPerspective());
while (!switchPerspective) {
System.out.println("Rendering");
p.start(g);
sleep(100);
}
switchPerspective = false;
}
sleep(10);
}
}
This will block the Event Dispatching Thread, preventing it from ever been able to process new events coming into the system
Take a look at Painting in AWT and Swing for details about how painting works in AWT.
The (simple) solution, in this case, would be to provide a other Thread which handles the timing between updates and simple call repaint when you want the UI updated.
A better solution would be take take advantage of the a BufferStrategy instead. It still require a Thread, but stops you from breaking the painting chain.
As a side note. AWT Applets are woefully out-of-date and were replaced by JApplet before 2000. Having said that, I would recommend against using applets at all, as they have enough problems which only increases the difficulty of starting development and focus on something like a JPanel added to an instance of a JFrame instead.
Take a look at Performing Custom Painting and Creating a GUI With JFC/Swing
I'd also drop the use of KeyListener as soon as you can in favour of Swing's Key bindings API. See How to Use Key Bindings for more details
I'd also avoid calling your applet Component, there already is a class called Component and this is just going to confuse matters...
And applets, definitely, should not have a main method. They are expected to be loaded by the browser directly and have a different, defined, life cycle.

how to suspend Applet in browser when tab is unselected

I'm making my first Applet. I have a JPanel which creates a Swing GUI and performs CPU intensive tasks (repainting a Component 60Hz). My Applet displays this JPanel on event dispatching thread. here is an abstraction of the problem. Normally I would launch the applet from an html document instead of having a main method. This program puts about a 40% load on my CPU.
import javax.swing.*;
import java.awt.*;
import java.awt.geom.*;
import java.awt.event.*;
public class TestApplet extends JApplet {
TestPanel tp;
public void init() {
try {
SwingUtilities.invokeAndWait(new Runnable() {
public void run() {
createGUI();
}
});
} catch (Exception e) {
System.err.println("createGUI didn't complete successfully");
}
}
private void createGUI() {
//Create and set up the content pane.
tp = new TestPanel();
tp.setOpaque(true);
setContentPane(tp);
}
public static void main(String[] args) {
JFrame f = new JFrame("Fish Tank");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JApplet ap = new TestApplet();
ap.init();
f.add("Center", ap);
f.pack();
f.setVisible(true);
}
}
class TestPanel extends JPanel{
public TestTank tt = new TestTank();
public TestPanel() {add(tt);}
public void stop() {tt.stop();}
public void start() {tt.start();}
}
class TestTank extends Component implements ActionListener{
private javax.swing.Timer timer;
TestTank(){
timer = new javax.swing.Timer(17, this);
timer.setCoalesce(true);
timer.start();
}
public Dimension getPreferredSize(){
return new Dimension(900, 700);
}
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
Dimension size = getSize();
g2.setPaint(new GradientPaint(0,0,Color.RED,900, 0,Color.WHITE));
g2.fill(new Rectangle2D.Float(0,0,size.width,size.height));
}
public void actionPerformed(ActionEvent e) {
repaint();
}
public void stop(){timer.stop();}
public void start(){timer.start();}
}
My question: How do I suspend and resume execution of the JPanel (FishTankPanel) when the user switches tabs or minimizes the browser? I want the Applet to stop using the CPU when the user can't see what it is doing. I need to capture browser events in order to execute tp.stop() in the applet. I have tried to execute them with window event listeners in the JPanel, and by overriding the start() and stop() methods in the Applet. I have been unsuccessful. Any suggestions or solutions would be appreciated.
I would do as Dave said and use the JApplet override start and stop methods to call your GUI methods. For instance, see changes in code:
public class TestApplet extends JApplet {
TestPanel tp;
public void init() {
// ... no change
}
private void createGUI() {
// ... no change
}
#Override
public void stop() {
if (tp != null) {
tp.stop();
}
}
#Override
public void start() {
if (tp != null) {
tp.start();
}
}
}
class TestTank extends Component implements ActionListener {
private javax.swing.Timer timer;
// ... no change
public void stop() {
timer.stop();
System.out.println("stop");
}
public void start() {
timer.start();
System.out.println("start");
}
}
It seems you might need to leverage some JS for this. E.G. use the JS shown in this answer to explicitly call the applet start() & stop() methods on focus & blur detection respectively.
The solution for my problem was to use javascript to implement the Page Visibility API. I then called the appropriate Java methods from within the javascript script.

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