Check program debug - java

So I finished up a program that recursively draws lines which takes an argument "n" to define the depth of the recursion. I have 2 functions, one which draws the relatively left line and another which draws the relatively right one. I tested it ant it seems to work for the first 4 levels, but then either the lines become too small to accurately represent or there's something wrong with my code because the breaks between the lines seem to become arbitrary. Was hoping somebody could test my code and see if they could find what the problem is.
The following image is of depth 10.
EDIT: fixed a part of code, still need help though
public class Art
{
//draws the relatively left line
public static void drawLeftLine(double x0, double y0, double x1, double y1)
{
//define new x coordinate for line
//double x2 = (1/3.0)*(x1 - x0);
//color of line
StdDraw.setPenColor(StdDraw.BLUE);
//draw line by adding new x coord to original
StdDraw.line(x0, y0, x1, y1);
}
//draw relatively right line
public static void drawRightLine(double x0, double y0, double x1, double y1)
{
//define new x coord for line
//double x2 = (2/3.0)*(x1 - x0);
//color of line
StdDraw.setPenColor(StdDraw.BLUE);
//draw line by adding new x coord to original
StdDraw.line(x0, y0, x1, y1);
}
public static void cantor(int n, double x0, double y0, double x1, double y1)
{
if (n == 0)
return;
drawLeftLine(x0, y0, x1, y1);
drawRightLine(x0, y0, x1, y1);
y0 = y0 - 0.1;
y1 = y1 - 0.1;
cantor(n-1, x0, y0, x0 + ((x1 - x0))/3.0, y1); //left
cantor(n-1, (2.0/ 3) * (x1 - x0) + x0, y0, x1, y1); //right
}
public static void main(String[] args)
{
//change n into integer (depth)
int n = Integer.parseInt(args[0]);
//specify inital values for line
double x0 = 0;
double y0 = 0.9;
double x1 = 0.9;
double y1 = 0.9;
//recursive function cantor
cantor(n, x0, y0, x1, y1);
}
}

I think that the drawing looks incorrect because the of the fact that all of the nice double values are being approximated with discrete pixels causing unwanted overlap between the line segments (see EDIT at the bottom). Some comments about your code however :
1) You don't need the drawLeftLine and drawRightLine methods since currently they are drawing exactly the same thing. Since at each step you are calling cantor twice (once for each side of the deleted inner third), you have one call to cantor for each line segment that has to be drawn. As such I would put all of the drawing directly into the cantor method.
2) Since y0 and y1 are both always the same, I would reduce them to just a single y variable.
3) I would simplify the math for computing the new x0 and x1 values down to
double third = (x1 - x0) / 3;
cantor(n - 1, x0, x0 + third, y); // left
cantor(n - 1, x1 - third, x1, y); // right
4) Instead of decrementing the y value by 0.1 every time, you should have a global variable that decides the amount by which this should be decremented (otherwise if you try n > 10 things will break). This value can just be set to 1.0 / n.
5) You don't need to set the color of the pen every time you paint. You can set it just once in the main method.
6) StdDraw already sets a border around the picture you are drawing so there is no need to start your coordinates from 0.9 - you can use 1 instead.
Following these suggestions the code would look like this :
private static double yIncrement;
public static void cantor(int n, double x0, double x1, double y) {
if (n == 0)
return;
StdDraw.line(x0, y, x1, y);
y = y - yIncrement;
double third = (x1 - x0) / 3;
cantor(n - 1, x0, x0 + third, y); // left
cantor(n - 1, x1 - third, x1, y); // right
}
public static void main(String[] args) {
//change n into integer (depth)
int n = Integer.parseInt(args[0]);
// specify inital values for line
double x0 = 0;
double x1 = 1;
double y = 1;
yIncrement = 1.0 / n;
StdDraw.setPenColor(Color.BLUE);
// recursive function cantor
cantor(n, x0, x1, y);
}
EDIT : Playing around with the StdDraw canvas size, canvas scaling settings, and line segment endpoint rounding mode you can get a slightly better picture (the code below produces a picture that looks mostly correct down to the 8th level)
private static double yIncrement;
public static void cantor(int n, double x0, double x1, double y) {
if (n == 0)
return;
x0 = Math.ceil(x0);
x1 = Math.floor(x1);
StdDraw.line(x0, y, x1, y);
y = y - yIncrement;
double third = (x1 - x0) / 3;
cantor(n - 1, x0, x0 + third, y); // left
cantor(n - 1, x1 - third, x1, y); // right
}
public static void main(String[] args) {
// change n into integer (depth)
int n = Integer.parseInt(args[0]);
int width = 1920;
int height = 1080;
StdDraw.setCanvasSize(width, height);
// specify inital values for line
double x0 = 0;
double x1 = width;
double y = 1;
yIncrement = 1.0 / n;
StdDraw.setPenColor(Color.BLUE);
StdDraw.setXscale(0, width);
// recursive function cantor
cantor(n, x0, x1, y);
}
To display everything down to the tenth level with absolute correctness you would need a width of 3^9 pixels (19K pixels). For level 9 that's 3^8 = 6K. For level 8 that's 3^7 = 2k, which is why it looks almost correct with 1.9K pixel width and integer rounding.

Related

Triangle Drawing not repeating for recursion code

I am writing a recursion code for my triangle drawing. For some reason, it wont do the recursion, but it will do the base drawing. Would like some help in figuring out why my code isn't repeating. Also, if someone could help me figure out how to fill the triangles with a color, that would be much appreciated.
public class Triangle {
public static void draw(int n, double size, double x, double y) {
if (n == 0) return;
StdDraw.setPenColor(StdDraw.BLUE);
StdDraw.setPenColor(StdDraw.BLACK);
//StdDraw.line(xy, size/2)
double x1 = x + size/2;
double y1 = y + size/2;
double x2 = x1+ size/2;
// bottom triangle
StdDraw.line(x,y, x1, y1);
StdDraw.line(x1, y1, x2, y );
StdDraw.line(x2, y, x1, y);
//right triangle
StdDraw.line(y, y, x2, x2);
StdDraw.line(x1, x1, x1, y1);
// top triangle and left triangle
StdDraw.line(y1, x1, x, x2);
StdDraw.line(x2, x2, x, y);
draw(n-1, size -3, x, y);
}
public static void main(String[] args) {
double x = 0.0;
double y = 0.0;
double size = 1.0;
int n = 2;
draw(n, size, x, y);
}
}

Calculate angle between two lines

After looking at the answers provided in this question, I created the following method:
private int angleOf(float x1, float x2, float y1, float y2) {
final double deltaY = (y1 - y2);
final double deltaX = (x2 - x1);
final double result = Math.toDegrees(Math.atan2(deltaY, deltaX));
return (int) ((result < 0) ? (360d + result) : result);
}
by using the above I will get the angle of each line , then I draw the text to my canvas, as shown below:
int topLine = angleOf(this.mPoints[5].x, this.mPoints[4].x, this.mPoints[5].y, this.mPoints[4].y);
int bottomLine = angleOf(this.mPoints[5].x, this.mPoints[6].x, this.mPoints[5].y, this.mPoints[6].y);
canvas.drawText(String.valueOf(360 - bottomLine + topLine)+"°", this.mPoints[5].x - 80.0f, this.mPoints[5].y, this.mTextPaint);
The above works fine, here is a example of my result:
The problem I have is that the angle is measured from the x-axis and increasing anti-clockwise, as shown below:
When the bottom line or the top line "crosses" the 0° (parallel to the x-axis), I would then get an incorrect angle.
Here is another image to demonstrate this issue:
The angle between the blue lines are 90°, but instead I get 450°. This happens because of the calculation I used 360 - bottomLine + topLine.
Can someone please suggest a solution to this issue.
Thank you.
You can use like this,out put value is radian
coordinate point (0,0) other points (x1,y1) ,(x2,y2)
atan() = tan invers
private double angleOfRadian(float x1, float x2, float y1, float y2) {
return java.lang.Math.atan(y2/x2)-java.lang.Math.atan(y1/x1);
}
Use this method to calculate it properly:
private double angleOfDegrees(float x0, float y0, float x1, float y1) {
double angle2 = Math.atan2(y1,x1);
double angle1 = Math.atan2(y0,x0);
return Math.toDegrees(angle2 - angle1) + 360) % 360;
}

Implementing Bresenham's circle drawing algorithm

I have written an implementation of Bresenham's circle drawing algorithm. This algorithms takes advantage of the highly symmetrical properties of a circle (it only computes points from the 1st octant and draws the other points by taking advantage of symmetry). Therefore I was expecting it to be very fast. The Graphics programming black book, chapter #35 was titled "Bresenham is fast, and fast is good", and though it was about the line drawing algorithm, I could reasonably expect the circle drawing algorithm to also be fast (since the principle is the same).
Here is my java, swing implementation
public static void drawBresenhamsCircle(int r, double width, double height, Graphics g) {
int x,y,d;
y = r;
x = 0;
drawPoint(x, y, width, height,g);
d = (3-2*(int)r);
while (x <= y) {
if (d <= 0) {
d = d + (4*x + 6);
} else {
d = d + 4*(x-y) + 10;
y--;
}
x++;
drawPoint(x, y, width, height,g);
drawPoint(-x, y, width, height,g);
drawPoint(x, -y, width, height,g);
drawPoint(-x, -y, width, height,g);
drawPoint(y, x, width, height,g);
drawPoint(-y, x, width, height,g);
drawPoint(y, -x, width, height,g);
drawPoint(-y, -x, width, height,g);
}
}
This method uses the following drawPointmethod:
public static void drawPoint(double x, double y,double width,double height, Graphics g) {
double nativeX = getNativeX(x, width);
double nativeY = getNativeY(y, height);
g.fillRect((int)nativeX, (int)nativeY, 1, 1);
}
The two methods getNativeX and getNativeY are used to switch coordinates from originating in the upper left corner of the screen to a system that has it origin in the center of the panel with a more classic axis orientation.
public static double getNativeX(double newX, double width) {
return newX + (width/2);
}
public static double getNativeY(double newY, double height) {
return (height/2) - newY;
}
I have also created an implementation of a circle drawing algorithm based on trigonometrical formulaes (x=R*Math.cos(angle)and y= R*Math.sin(angle)) and a third implementation using a call to the standard drawArc method (available on the Graphics object). These additional implementations are for the sole purpose of comparing Bresenham's algorithm to them.
I then created methods to draw a bunch of circles in order to be able to get good measures of the spent time. Here is the method I use to draw a bunch of circles using Bresenham's algorithm
public static void drawABunchOfBresenhamsCircles(int numOfCircles, double width, double height, Graphics g) {
double r = 5;
double step = (300.0-5.0)/numOfCircles;
for (int i = 1; i <= numOfCircles; i++) {
drawBresenhamsCircle((int)r, width, height, g);
r += step;
}
}
Finally I override the paint method of the JPanel I am using, to draw the bunch of circles and to measure the time it took each type to draw. Here is the paint method:
public void paint(Graphics g) {
Graphics2D g2D = (Graphics2D)g;
g2D.setColor(Color.RED);
long trigoStartTime = System.currentTimeMillis();
drawABunchOfTrigonometricalCircles(1000, this.getWidth(), this.getHeight(), g);
long trigoEndTime = System.currentTimeMillis();
long trigoDelta = trigoEndTime - trigoStartTime;
g2D.setColor(Color.BLUE);
long bresenHamsStartTime = System.currentTimeMillis();
drawABunchOfBresenhamsCircles(1000, this.getWidth(), this.getHeight(), g);
long bresenHamsEndTime = System.currentTimeMillis();
long bresenDelta = bresenHamsEndTime - bresenHamsStartTime;
g2D.setColor(Color.GREEN);
long standardStarTime = System.currentTimeMillis();
drawABunchOfStandardCircles(1000, this.getWidth(), this.getHeight(),g);
long standardEndTime = System.currentTimeMillis();
long standardDelta = standardEndTime - standardStarTime;
System.out.println("Trigo : " + trigoDelta + " milliseconds");
System.out.println("Bresenham :" + bresenDelta + " milliseconds");
System.out.println("Standard :" + standardDelta + " milliseconds");
}
Here is the kind of rendering it would generate (drawing 1000 circles of each type)
Unfortunately my Bresenham's implementation is very slow. I took many comparatives measures, and the Bresenham's implementation is not only slower than the Graphics.drawArcbut also slower than the trigonometrical approach. Take a look at the following measures for a various number of circles drawn.
What part of my implementation is more time-consuming? Is there any workaround I could use to improve it? Thanks for helping.
[EDITION]: as requested by #higuaro, here is my trigonometrical algorithm for drawing a circle
public static void drawTrigonometricalCircle (double r, double width, double height, Graphics g) {
double x0 = 0;
double y0 = 0;
boolean isStart = true;
for (double angle = 0; angle <= 2*Math.PI; angle = angle + Math.PI/36) {
double x = r * Math.cos(angle);
double y = r * Math.sin(angle);
drawPoint((double)x, y, width, height, g);
if (!isStart) {
drawLine(x0, y0, x, y, width, height, g);
}
isStart = false;
x0 = x;
y0 = y;
}
}
And the method used to draw a bunch of trigonometrical circles
public static void drawABunchOfTrigonometricalCircles(int numOfCircles, double width, double height, Graphics g) {
double r = 5;
double step = (300.0-5.0)/numOfCircles;
for (int i = 1; i <= numOfCircles; i++) {
drawTrigonometricalCircle(r, width, height, g);
r += step;
}
}
Your Bresenham method isn't slow per se, it's just comparatively slow.
Swing's drawArc() implementation is machine-dependent, using native code. You'll never beat it using Java, so don't bother trying. (I'm actually surprised the Java Bresenham method is as fast as it is compared to drawArc(), a testament to the quality of the virtual machine executing the Java bytecode.)
Your trigonometric method, however, is unnecessarily fast, because you're not comparing it to Bresenham on an equal basis.
The trig method has a set angular resolution of PI/36 (~4.7 degrees), as in this operation at the end of the for statement:
angle = angle + Math.PI/36
Meanwhile, your Bresenham method is radius-dependent, computing a value at each pixel change. As each octant produces sqrt(2) points, multiplying that by 8 and dividing by 2*Pi will give you the equivalent angular resolution. So to be on equal footing with the Bresenham method, your trig method should therefore have:
resolution = 4 * r * Math.sqrt(2) / Math.PI;
somewhere outside the loop, and increment your for by it as in:
angle += resolution
Since we will now be back to pixel-level resolutions, you can actually improve the trig method and cut out the subsequent drawline call and assignments to x0 and y0, eliminate unnecessarily casts, and furthermore reduce calls to Math. Here's the new method in its entirety:
public static void drawTrigonometricalCircle (double r, double width, double height,
Graphics g) {
double localPi = Math.PI;
double resolution = 4 * r * Math.sqrt(2) / Math.PI;
for (double angle = 0; angle <= localPi; angle += resolution) {
double x = r * Math.cos(angle);
double y = r * Math.sin(angle);
drawPoint(x, y, width, height, g);
}
}
The trig method will now be executing more often by several orders of magnitude depending on the size of r.
I'd be interested to see your results.
Your problem lies in that Bresenham's algorithm does a variable number of iterations depending on the size of the circle whereas your trigonometric approach always does a fixed number of iterations.
This also means that Bresenham's algorithm will always produce a smooth looking circle whereas your trigonometric approach will produce worse looking circles as the radius increases.
To make it more even, change the trigonometric approach to produce approximately as many points as the Bresenham implementation and you'll see just how much faster it is.
I wrote some code to benchmark this and also print the number of points produced and here are the initial results:
Trigonometric: 181 ms, 73 points average
Bresenham: 120 ms, 867.568 points average
After modifying your trigonometric class to do more iterations for smoother circles:
int totalPoints = (int)Math.ceil(0.7 * r * 8);
double delta = 2 * Math.PI / totalPoints;
for (double angle = 0; angle <= 2*Math.PI; angle = angle + delta) {
These are the results:
Trigonometric: 2006 ms, 854.933 points average
Bresenham: 120 ms, 867.568 points average
I lately wrote a bresenham circle drawing implemenation myself for a sprite rasterizer and tried to optimize it a bit. I'm not sure if it will be faster or slower than what you did but i think it should have a pretty decent execution time.
Also unfortunately it is written in C++. If i have time tomorrow i might edit my answer with a ported Java version and an example picture for the result but for now you'd have to do it yourself if you want (or someone else who would want to take his time and edit it.)
Bascically, what it does is use the bresenham algorithm to aquire the positions for the outer edges of the circle, then perform the algorithm for 1/8th of the circle and mirror that for the the remaining 7 parts by drawing straight lines from the center to the outer edge.
Color is just an rgba value
Color* createCircleColorArray(const int radius, const Color& color, int& width, int& height) {
// Draw circle with custom bresenham variation
int decision = 3 - (2 * radius);
int center_x = radius;
int center_y = radius;
Color* data;
// Circle is center point plus radius in each direction high/wide
width = height = 2 * radius + 1;
data = new Color[width * height];
// Initialize data array for transparency
std::fill(data, data + width * height, Color(0.0f, 0.0f, 0.0f, 0.0f));
// Lambda function just to draw vertical/horizontal straight lines
auto drawLine = [&data, width, height, color] (int x1, int y1, int x2, int y2) {
// Vertical
if (x1 == x2) {
if (y2 < y1) {
std::swap(y1, y2);
}
for (int x = x1, y = y1; y <= y2; y++) {
data[(y * width) + x] = color;
}
}
// Horizontal
if (y1 == y2) {
if (x2 < x1) {
std::swap(x1, x2);
}
for (int x = x1, y = y1; x <= x2; x++) {
data[(y * width) + x] = color;
}
}
};
// Lambda function to draw actual circle split into 8 parts
auto drawBresenham = [color, drawLine] (int center_x, int center_y, int x, int y) {
drawLine(center_x + x, center_y + x, center_x + x, center_y + y);
drawLine(center_x - x, center_y + x, center_x - x, center_y + y);
drawLine(center_x + x, center_y - x, center_x + x, center_y - y);
drawLine(center_x - x, center_y - x, center_x - x, center_y - y);
drawLine(center_x + x, center_y + x, center_x + y, center_y + x);
drawLine(center_x - x, center_y + x, center_x - y, center_y + x);
drawLine(center_x + x, center_y - x, center_x + y, center_y - x);
drawLine(center_x - x, center_y - x, center_x - y, center_y - x);
};
for (int x = 0, y = radius; y >= x; x++) {
drawBresenham(center_x, center_y, x, y);
if (decision > 0) {
y--;
decision += 4 * (x - y) + 10;
}
else {
decision += 4 * x + 6;
}
}
return data;
}
//Edit
Oh wow, I just realized how old this question is.

Generating fractal Swirl [closed]

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Closed 10 years ago.
I need to draw a fractal swirl using the algorithm Iterated Function System.
There are coefficients for this fractal:
0.745455 -0.459091 0.406061 0.887121 1.460279 0.691072 0.912675
-0.424242 -0.065152 -0.175758 -0.218182 3.809567 6.741476 0.087325
And here is my code:
import java.awt.Graphics;
import javax.swing.JPanel;
public class Surface extends JPanel {
double a1 = 0.745455;
double b1 = -0.459091;
double d1 = 0.406061;
double e1 = 0.887121;
double c1 = 1.460279;
double f1 = 0.691072;
double p1 = 0.912675;
double a2 = -0.424242;
double b2 = -0.065152;
double d2 = -0.175758;
double e2 = -0.218182;
double c2 = 3.809567;
double f2 = 6.741476;
double p2 = 0.087325;
double x1(double x, double y) {
return a1 * x + b1 * y + c1;
}
double y1(double x, double y) {
return d1 * x + e1 * y + f1;
}
double x2(double x, double y) {
return a2 * x + b2 * y + c2;
}
double y2(double x, double y) {
return d2 * x + e2 * y + f2;
}
public void paint(Graphics g) {
drawFractal(g);
}
void drawFractal(Graphics g) {
double x1 = 300;
double y1 = 300;
double x2 = 0;
double y2 = 0;
g.fillOval(300 + (int) x1, 300 + (int) y1, 3, 3);
for (int i = 0; i < 10000; i++) {
double p = Math.random();
if (p < 0.91675) {
x2 = x1(x1, y1);
y2 = y1(x1, y1);
g.fillOval(300 + (int) x2, 300 + (int) y2, 3, 3);
x1 = x2;
y1 = y2;
} else {
x2 = x2(x1, y1);
y2 = y2(x1, y1);
g.fillOval(300 + (int) x2, 300 + (int) y2, 3, 3);
x1 = x2;
y1 = y2;
}
}
}
}
Unfortunately, with this code I get a wrong picture:
It would be great if someone could point out my mistake.
Your generation seems correct (i.e. don't do x1 = x2 +300; y1 = y2 +300;), but your problem is you're way off the scale for the purposes of rendering. This means there are very few points that fall outside very center of the image.
Your window is [0..600]x[0..600]. Try multiplying x2 and y2 with 50, so that you're rendering the [-6..6]x[-6..6] region instead of the [-300..300]x[-300..300] region of space.
Note that it should be sufficient to draw single pixels (as lines to itself) instead of 3x3 ovals.
int xp = 300 + (int) (x2 * scale);
int yp = 300 + (int) (y2 * scale);
g.drawLine(xp, yp, xp, yp);
Depending on what gets rendered, you might need to adjust the scale slightly to get the entire image with reasonable bounds. Note the second transformation offsets by -6.7, so a scale of 30 should be about right.
Also note that by using x1 = x2 +300; y1 = y2 +300; you change the transformations and get a different fractal (at a scale at which you expect).
This is great, I was wrong thinking that exponential runtime required! The fractals appeared more dimensional than my imagination!
Thanks #Jan Dvorak!
The following also works (in my coordinates, xcenter=300, ycenter=100 and radius=50 are global drawing parameters) and works faster:
void drawFractal2(Graphics g) {
double x1 = 0;
double y1 = 0;
double x2 = 0;
double y2 = 0;
double p;
g.fillOval(xcenter + (int) (x1 * radius), ycenter + (int) (y1 * radius), 3, 3);
for(int i=0; i<100000; ++i) {
p = Math.random();
if (p < p1) {
x2 = x1(x1, y1);
y2 = y1(x1, y1);
}
else {
x2 = x2(x1, y1);
y2 = y2(x1, y1);
}
g.fillOval(xcenter + (int) (x2 * radius), ycenter + (int) (y2 * radius), 3, 3);
x1 = x2;
y1 = y2;
}
}
and the picture is better
BELOW IS MY INCORRECT ANSWER
But it show how fractals are bigger than the intuition, so I keep it.
I guess your algorithm should be tree-like (recursive) while your one is linear. You are just drawing one chain of points, transforming it one after one. So you get some spiral-like chain. It can't generate any fractal picture in principle.
I GOT YOUR PICTURE
You have 2 mistakes:
1) you pass 300 both into iteration and as drawing shift. This is minor.
2) You algorithm is linear. Linear algorithm can't draw tree-like picture. If you use random values, you should run algorithm multiple times. One chain draws only one random portion of the picture.
I got your picture with following recursive algorithm. It works slow but you are to improve it.
void drawFractal(Graphics g, double x1, double y1, int depth) {
double x2 = 0;
double y2 = 0;
if( depth > 20 ) {
return;
}
g.fillOval(xcenter + (int) (x1 * radius), ycenter + (int) (y1 * radius), 3, 3);
x2 = x1(x1, y1);
y2 = y1(x1, y1);
drawFractal(g, x2, y2, depth+1);
x2 = x2(x1, y1);
y2 = y2(x1, y1);
drawFractal(g, x2, y2, depth+1);
}
to run it I used
public void paint(Graphics g) {
//drawFractal(g);
drawFractal(g, 0, 0, 0);
}
parameters are
int xcenter = 300;
int ycenter = 100;
int radius = 50;
the picture is follows:

How to move a mouse smoothly throughout the screen by using java?

There is a mouseMove()method that makes the pointer jump to that location. I want to be able to make the mouse move smoothly throughout the screen. I need to write a method named mouseGLide() which takes a start x, start y, end x, end y, the total time the gliding should take, and the number of steps to make during the glide. It should animate the mouse pointer by moving from (start x, start y) to (end x, start y) in n steps. The total glide should take t milliseconds.
I don't know how to get started can anyone help me get started on this? Can anyone just tell me what steps I need to do in order to make this problem work.
To start off, let's just write out an empty method where the parameters are as you defined in your question.
public void mouseGlide(int x1, int y1, int x2, int y2, int t, int n) {
}
Next, let's create a Robot object and also calculate 3 pieces of information that'll help your future calculations. Don't forget to catch the exception from instantiating Robot.
Robot r = new Robot();
double dx = (x2 - x1) / ((double) n);
double dy = (y2 - y1) / ((double) n);
double dt = t / ((double) n);
dx represents the difference in your mouse's x coordinate everytime it moves while gliding. Basically it's the total move distance divided into n steps. Same thing with dy except with the y coordinate. dt is the total glide time divided into n steps.
Finally, construct a loop that executes n times, each time moving the mouse closer to the final location (taking steps of (dx, dy)). Make the thread sleep for dt milliseconds during each execution. The larger your n is, the smoother the glide will look.
Final result:
public void mouseGlide(int x1, int y1, int x2, int y2, int t, int n) {
try {
Robot r = new Robot();
double dx = (x2 - x1) / ((double) n);
double dy = (y2 - y1) / ((double) n);
double dt = t / ((double) n);
for (int step = 1; step <= n; step++) {
Thread.sleep((int) dt);
r.mouseMove((int) (x1 + dx * step), (int) (y1 + dy * step));
}
} catch (AWTException e) {
e.printStackTrace();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
For all those who have been struggling with the programming as I did before, this is how you implement this method and use it correctly:
public class gliding_the_mouse {
public void mouseGlide(int x1, int y1, int x2, int y2, int t, int n) {
try {
Robot r = new Robot();
double dx = (x2 - x1) / ((double) n);
double dy = (y2 - y1) / ((double) n);
double dt = t / ((double) n);
for (int step = 1; step <= n; step++) {
Thread.sleep((int) dt);
r.mouseMove((int) (x1 + dx * step), (int) (y1 + dy * step));
}
} catch (AWTException e) {
e.printStackTrace();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public static void main (String[] args) { // program initialization
gliding_the_mouse x = new gliding_the_mouse(); // we declare what are we are going to use
x.mouseGlide(400,500,700,700,5000,10000); // the smaller the time value, the faster the mouse glides.
}
}
Using no. of steps may not be ideal in every situation. Below is the code which moves the mouse by some given pixel amount.
The idea of this logic, is we provide the start point and end point and:
we get the straight line equation for the two points
we identify the points (pixel jump) along the line
we move the mouse to each idenfied point on the line using a very minimal delay to replicate the general mouse movement.
/**
* Moves mouse from (x1,y1) to (x2, y2).
*
* #param x1 initial x
* #param y1 initial y
* #param x2 x
* #param y2 y
*/
private static void moveTo(final int x1, final int y1, final int x2, final int y2) {
int pixelJump = 10;
final double xSqu = (x2 - x1) * (x2 - x1);
final double ySqu = (y2 - y1) * (y2 - y1);
final double lineLength = Math.sqrt(xSqu + ySqu);
double dt = 0;
while (dt < lineLength) {
dt += pixelJump;
final double t = dt / lineLength;
final int dx = (int) ((1 - t) * x1 + t * x2);
final int dy = (int) ((1 - t) * y1 + t * y2);
r.mouseMove(dx, dy);
r.delay(1); // Increase this number if you need to delay the mouse movement
}
r.mouseMove(x2, y2);
}

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