I'm going to create a moving circle for my later project, and the circle will keep moving, and it interior color will change like color emitting , the changing color will from little circle to larger circle in 5 levels, so how to keep each color change to stay a while and I hope these code present with thread, so I create two thread for the purpose, one control circle moving, another control the circle's interior color emit
here is my code:
import java.awt.*;
import static java.awt.Color.black;
import static java.awt.Color.yellow;
import static java.awt.FlowLayout.RIGHT;
import java.awt.event.*;
import java.awt.geom.Arc2D;
import java.awt.geom.Ellipse2D;
import java.awt.geom.GeneralPath;
import java.awt.geom.Rectangle2D;
import static java.lang.Math.abs;
import java.util.Random;
import javax.swing.*;
import java.util.concurrent.ExecutorService;
class thepane extends JPanel implements Runnable{
public float x,y,r;
public float speedx,speedy;
thepane(float lx,float ly,float lr, float sx,float sy){
loadspeed(sx,sy);
load(lx,ly,lr);
for(int i=0;i<5;i++)
fc[i]=new Color(nd.nextInt(255),nd.nextInt(255),nd.nextInt(255));
}
public void load(float lx,float ly,float lr){
x=lx;y=ly;r=lr;
}
public void loadspeed(float sx,float sy){
speedx=sx;speedy=sy;
}
public void xmoving(){
x+=speedx;
}
public void ymoving(){
y-=speedy;
}
public void touchbond(){
if(x>getWidth()-r||x<0)
speedx*=-1;
if(y>getHeight()-r||y<0)
speedy*=-1;
if(x>getWidth()-r)
x=getWidth()-r;
else if(x<0)
x=0;
if(y>getHeight()-r)
y=getHeight()-r;
else if(y<0)
y=0;
}
Random nd=new Random();
int colorcount=0;
int emitcount=0;
boolean emit=false;
Color[] fc=new Color[5];
Graphics2D comp2D ;
Thread athread;
#Override
public void paintComponent(Graphics comp) {
comp2D = (Graphics2D) comp;
//create rectangle background
comp2D.setColor(Color.BLACK);
comp2D.fillRect(0, 0, getWidth(), getHeight());
//set information text
comp2D.setFont( new Font("Arial", Font.BOLD, 12));
comp2D.setColor(Color.WHITE);
comp2D.drawString("Centre("+(x+r/2)+' '+(y+r/2)+"), xspeed: "+speedx+" yspeed: "+speedy, 10f,10f );
comp2D.drawString("panel width "+getWidth()+" panel height "+getHeight()+" circle radius "
+r, 10f, 22f);
}
//thread run()
#Override
public void run() {
x=100;y=100;
System.out.println("thread in pane start!!!! (current colorcount = "+colorcount+')');
while(true){
circleEmit(fc[colorcount%5]);
repaint();
sleeping(1);
// comp2D=(Graphics2D)this.getGraphics();
// colorEmit(comp2D);
}
}
//wait method
public void waiting(){
try{wait();}
catch(Exception e){}}
public void waiting2D(int time){
try{comp2D.wait(time);}
catch(Exception e){}
}
public void waiting(int time){
try{wait(time);}
catch(Exception e){}
}
//sleep method
public void sleeping(int n){
try{
Thread.sleep(n);
}catch(Exception f){
System.out.print(f);
}
}
Ellipse2D.Float[] e=new Ellipse2D.Float[5];
public void loade(){
float centrex=x+r/2,centrey=y+r/2;
e[0]= new Ellipse2D.Float(centrex-r/10, centrey-r/10, r/5, r/5);
e[1]= new Ellipse2D.Float(centrex-r/5, centrey-r/5, 2*r/5, 2*r/5);
e[2]= new Ellipse2D.Float(centrex-3*r/10, centrey-3*r/10, 3*r/5, 3*r/5);
e[3]= new Ellipse2D.Float(centrex-2*r/5, centrey-2*r/5, 4*r/5, 4*r/5);
e[4]= new Ellipse2D.Float(centrex-r/2, centrey-r/2, r, r);
}
public Color ff;
public synchronized void circleEmit(Color fc){
comp2D=(Graphics2D)this.getGraphics();
loade();
comp2D.setColor(fc);
comp2D.fill(e[emitcount%5]);
waiting(5);
emitcount++;
}
public synchronized void callnotify(){
this.notify();
}
//iterative way to generate color emit
public void colorEmit(Graphics2D comp2D){
//create circle
//set circle property
float centrex=x+r/2,centrey=y+r/2;//so x=centrex-r/2;y=centrey+r/2
Ellipse2D.Float e1 = new Ellipse2D.Float(centrex-r/10, centrey-r/10, r/5, r/5);
Ellipse2D.Float e2 = new Ellipse2D.Float(centrex-r/5, centrey-r/5, 2*r/5, 2*r/5);
Ellipse2D.Float e3 = new Ellipse2D.Float(centrex-3*r/10, centrey-3*r/10, 3*r/5, 3*r/5);
Ellipse2D.Float e4 = new Ellipse2D.Float(centrex-2*r/5, centrey-2*r/5, 4*r/5, 4*r/5);
Ellipse2D.Float e5 = new Ellipse2D.Float(centrex-r/2, centrey-r/2, r, r);
if(colorcount>=4)
emit(comp2D,fc[(colorcount-4)%5],e5);
waiting(1000);
if(colorcount>=3)
emit(comp2D,fc[(colorcount-3)%5],e4);
waiting(1000);
if(colorcount>=2)
emit(comp2D,fc[(colorcount-2)%5],e3);
waiting(1000);
if(colorcount>=1)
emit(comp2D,fc[(colorcount-1)%5],e2);
waiting(1000);
emit(comp2D,fc[colorcount%5],e1);
waiting(1000);
colorcount++;
}
private void emit(Graphics2D comp,Color thecolor,Ellipse2D.Float f){
comp.setColor(thecolor);
comp.fill(f);
}
}
//------------------------------------------------------------------------------------
//main class
public class drawpanel extends Thread implements ActionListener{
JFrame frame=new JFrame();
thepane panel;
JButton FlyingBalls=new JButton("balls"),exit=new JButton("Exit"),stop=new JButton("Stop");
JButton slow=new JButton("slow down"),resume=new JButton("resume");
Float x,y,r;
public void sleeping(int n){
try{
Thread.sleep(n);
}catch(Exception f){
System.out.print(f);
}
}
Thread newthread,pthread;
Thread[] five=new Thread[5];
drawpanel(){
frame.setTitle("FlyingBalls");
frame.setLocation(100, 100);
frame.setLayout(null);
//x,y,r,speedx,speedy
panel=new thepane(nd.nextInt(800),nd.nextInt(500),40,nd.nextFloat()*20+1,nd.nextFloat()*10+1);
panel.setSize(800,500);
frame.setSize(810,580);
frame.add(panel);
FlyingBalls.setSize(80,30);exit.setSize(70,30);stop.setSize(70,30);slow.setSize(140,30);
resume.setSize(100,30);
FlyingBalls.addActionListener(this);
exit.addActionListener(this);
stop.addActionListener(this);slow.addActionListener(this);resume.addActionListener(this);
frame.add(FlyingBalls);frame.add(exit); frame.add(stop);frame.add(slow);frame.add(resume);
FlyingBalls.setLocation(20,500);exit.setLocation(190, 500);stop.setLocation(110,500);
slow.setLocation(270,500);resume.setLocation(420,500);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//control moving ball
newthread=new Thread(this);
//control color change
for(int i=0;i<5;i++){
five[i]=new Thread(panel);
}
// newthread.start();
panel.colorcount++;
five[0].start();
panel.colorcount=2;
// five[1].start();
panel.waiting(5);
}
public static void main(String[] arg){
drawpanel apanel=new drawpanel();
}
int bw=800,bh=500;
void setp(){
x=panel.x;y=panel.y;
}
void touchbond(){
System.out.println("width:"+panel.getWidth()+"Height:"+panel.getHeight());
System.out.println("xposition:"+x+"yposition:"+y);
if(x+r>panel.getWidth()){
panel.speedx*=-1;
x=bw-r;
}
else if(x-r<0){
panel.speedx*=-1;
x=r;
}
if(y-r<0){
panel.speedy*=-1;
y=r;
}
else if(y+r>panel.getHeight()){
panel.speedy*=-1;
y=bh-r;
}
panel.x=x;panel.y=y;
}
int T=10;
Random nd=new Random();
#Override
public void run(){
r=panel.r;
panel.loadspeed(-6.33f,-3.4f);
while(true){
if(stopcount==0){//button control variable
panel.xmoving();panel.ymoving();
panel.touchbond();
sleeping(T);}
panel.loade();
// panel.callnotify();
// panel.colorEmit(panel.comp2D);
panel.repaint();
}
}
#Override
public void start(){
}
int count=0,stopcount=0;
#Override
public void actionPerformed(ActionEvent e) {
if(e.getSource()==exit){
System.exit(0);
}
if(e.getSource()==FlyingBalls){
//panel=new thepane();
}
if(e.getSource()==resume){
stopcount=0;T=10;
panel.emit=false;
}
if(e.getSource()==slow){
if(count%2==0)
T=500;
else
T=10;
count++;
}
if(e.getSource()==stop){
stopcount++;
panel.emit=true;
}
}
}
So, lots of theory to cover.
Firstly...
Animation is not easy, good animation is hard.
Swing is single threaded and is not thread safe
This means that you should not perform any long running or blocking operations within the context of the Event Dispatching Thread.
It also means that you shouldn't modify the UI or anything the UI relies on from outside the context of the Event Dispatching Thread
More threads != more work
More threads doesn't always mean you're going to get more done. In fact, in this scenario, it could really cause a huge number of issues, as you need the ability to reason out the state at a single point in time (when painting)
Animation Theory
Okay, animation is simply the illusion of change, how you accomplish that will come down to the problem you trying to solve.
For me, the best animations are time based animations, not linear.
A linear animation keeps updating from its start state till it reaches its end state, in a constant progression. These don't tend to scale well and can suffer issues on low performant systems.
A time based animation is one where the amount of time is defined and then, based on a anchor time (ie start time) and the state of the animation is updated based on the amount of time which is passed. This is a really simple way to achieve "frame dropping". You'd also be very surprised to find that in general terms, time based animations tend to look better across more platforms.
A time based animation is also more capable of generating "easement" effects, but that's getting way deeper then we need to go right now.
Okay, but what's this got to do with your problem? Well, actually, quite a bit.
The first thing we need is some kind of "main-loop" from which all the animation can be driven. Typically, I'd look to a good animation library, but failing that, a simple Swing Timer will do the basic good really well.
It generates its ticks in the Event Dispatching Thread, which makes it very useful for our needs. See How to Use Swing Timers for more details
So, we start with something like...
private Timer timer;
//...
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
// Update the state
repaint();
}
});
//...
timer.start();
This gives us our "main loop", from which we can update the state as needed and then trigger a repaint of the component.
For the purpose of this demonstration, I'm going to devise a self-contained unit of "animation duration", used to track the amount of time which has passed since the animation was started, this is personal choice, but it would allow me to drive a number of animations and it contains the logic to a single unit of work.
public class AnimationDuration {
private Duration duration;
private Instant startedAt;
public AnimationDuration(Duration duration) {
this.duration = duration;
}
public Duration getDuration() {
return duration;
}
public void start() {
startedAt = Instant.now();
}
public void stop() {
startedAt = null;
}
public boolean isRunning() {
return startedAt != null;
}
public float getProgress() {
Duration runningTime = Duration.between(startedAt, Instant.now());
if (runningTime.compareTo(duration) > 0) {
runningTime = duration;
}
long total = duration.toMillis();
float progress = runningTime.toMillis() / (float) total;
return progress;
}
}
This basically allows to trigger the animation to start running (anchor point in time) and then get the progress of the animation at any point in time. This provides a normalised concept from 0-1, so if we want to make it longer or shorter, all we do is adjust the duration and everything else is taken care of.
For your specific problem, I'd consider some kind of "time line" or "key frames", which defines that certain actions should occur at certain points of time along the time line.
Now, the following is a really simple concept, but it gets the job.
public interface KeyFrame {
public float getProgress();
}
public class TimeLine<K extends KeyFrame> {
private List<K> keyFrames;
public TimeLine() {
keyFrames = new ArrayList<>(25);
}
// Returns the key frames between the current progression
public K getKeyFrameAt(float progress) {
for (int index = 0; index < keyFrames.size(); index++) {
K keyFrame = keyFrames.get(index);
if (progress >= keyFrame.getProgress()) {
if (index + 1 < keyFrames.size()) {
K nextFrame = keyFrames.get(index + 1);
// But only if your between each other
if (progress < nextFrame.getProgress()) {
return keyFrame;
}
} else {
// Nothing after me :D
return keyFrame;
}
}
}
return null;
}
public void add(K keyFrame) {
keyFrames.add(keyFrame);
Collections.sort(keyFrames, new Comparator<KeyFrame>() {
#Override
public int compare(KeyFrame lhs, KeyFrame rhs) {
if (lhs.getProgress() > rhs.getProgress()) {
return 1;
} else if (lhs.getProgress() < rhs.getProgress()) {
return -1;
}
return 0;
}
});
}
}
This allows you to define certain KeyFrames along the timeline, based on a normalised concept of time and then provides the ability to get the KeyFrame based on the current progression through animation.
There are much more complex solutions you might consider, which would generate self contained events based on time progressions automatically, but I prefer been able to driver the animation itself independently, makes these types of things more flexible - add a JSlider and you can manipulate the progression manually ;)
The next thing we need is something to carry the properties for the circle KeyFrame ...
public class CirclePropertiesKeyFrame implements KeyFrame {
private float progress;
private double radius;
private Color color;
public CirclePropertiesKeyFrame(float progress, double radius, Color color) {
this.progress = progress;
this.radius = radius;
this.color = color;
}
#Override
public float getProgress() {
return progress;
}
public Color getColor() {
return color;
}
public double getRadius() {
return radius;
}
#Override
public String toString() {
return "KeyFrame progress = " + getProgress() + "; raidus= " + radius + "; color = " + color;
}
}
Now, we need to put it together...
public class TestPane extends JPanel {
private AnimationDuration timelineDuration;
private TimeLine<CirclePropertiesKeyFrame> timeLine;
private Timer timer;
private CirclePropertiesKeyFrame circleProperties;
public TestPane() {
timelineDuration = new AnimationDuration(Duration.ofSeconds(10));
timeLine = new TimeLine<>();
timeLine.add(new CirclePropertiesKeyFrame(0, 5, Color.CYAN));
timeLine.add(new CirclePropertiesKeyFrame(0.2f, 10, Color.BLUE));
timeLine.add(new CirclePropertiesKeyFrame(0.4f, 15, Color.GREEN));
timeLine.add(new CirclePropertiesKeyFrame(0.6f, 20, Color.YELLOW));
timeLine.add(new CirclePropertiesKeyFrame(0.8f, 25, Color.MAGENTA));
timer = new Timer(5, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (timelineDuration.isRunning()) {
float progress = timelineDuration.getProgress();
if (progress >= 1.0) {
timelineDuration.stop();
}
CirclePropertiesKeyFrame keyFrame = timeLine.getKeyFrameAt(progress);
circleProperties = keyFrame;
}
repaint();
}
});
}
#Override
public void addNotify() {
super.addNotify();
timelineDuration.start();
timer.start();
}
#Override
public void removeNotify() {
super.removeNotify();
timer.stop();
timelineDuration.stop();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (circleProperties != null) {
double radius = circleProperties.radius;
double xPos = (getWidth() / 2) - radius;
double yPos = (getHeight() / 2) - radius;
g2d.setColor(circleProperties.color);
g2d.fill(new Ellipse2D.Double(xPos, yPos, radius * 2, radius * 2));
}
g2d.dispose();
}
}
And then we end up with something like...
Now, this is a 10 second sequence, so every 2 seconds it will update. Try changing the duration of the AnimationDuration and see what happens.
Note This is a non-repeating animation (it doesn't loop). You could make it loop, but the calculation to do so becomes more complicate, as you need to consider by how much you're over the expected Duration and then apply that to the next cycle, so it looks smooth
But what about movement?
Well, actually, pretty much already answered that question. You would also place the movement code inside the Timers ActionListener, right before the repaint request. In fact, I might be tempted to create some kind of class that could take the current KeyFrame information and combine it with the location properties, this would then be used the paintComponent method to draw the circle.
I want to blend the animation states ...
Well, that's a much more difficult question, especially when it comes to colors.
The basic theory is, you need the two key frames which set either side of the current progression. You would then apply a "blending" algorithm to calculate the amount of change to be applied between the two key frames.
Not impossible, just a step more difficult
This code allows the node to move while holding the mouse:
private double xc, yc;
private void makePortable(Node node){
node.setOnMousePressed(event -> {
xc = node.getTranslateX() - event.getSceneX();
yc = node.getTranslateY() - event.getSceneY();
});
node.setOnMouseDragged(event -> {
node.setTranslateX(xc+event.getSceneX());
node.setTranslateY(yc+event.getSceneY());
});
}
This method is built into the singleton. It has a method to which the node is transferred, which is added in the Pane and is previously made portable.
public static final Word WORD = new Word();
private Pane input;
private Text text;
private Word(){
}
public void init(Pane input){
this.input = input;
}
public void addCanvas(Text text){
this.text = text;
makePortable(text);
input.getChildren().add(text);
}
public void draw(){
//And here I need to get his current coordinates
action(text.get???X(), text.get???Y());
}
But now I need to get the coordinates of the offset node. How can i do this?
The issue is not resolved, but I found a workaround. If you need to put a knot on the Canvas and draw it, then you first need to take Pane(I advise StackPane) the Canvas and add the knot.
Next you need to take a screenshot Node and upload this screenshot to the Canvas. Code:
public void loadImage(Image image) {
canvas.getGraphicsContext2D().drawImage(image,
0, 0, canvas.getWidth(), canvas.getHeight());
}
public void action(){
WritableImage wi = new WritableImage((int)canvas.getWidth(),
(int)canvas.getHeight());
pane.snapshot(null, wi);
loadImage(wi);
}
And at the end of Pane, delete the incoming Node. Good luck! (:
I followed steps from many articles but the undo system not behaving as expected. first, the undo button goes back correctly till the first edit but can't go beyond the first edit. also, when I click undo and then re-edit it circles back to the last edit. It's better if you execute the code and see yourself.
Another question, while I'm trying to figure out a solution I read that saving images in an Array is memory intensive, is that true even for this simple paint class, and what is the alternative? saving the image's graphic?
import java.awt.*;import java.awt.image.BufferedImage;import java.awt.event.*;import java.util.ArrayList;import javax.swing.*;import javax.swing.event.*;import javax.swing.undo.*;
public class Painter extends JFrame{
//attributes//
Painter.Canvas canvas;
JPanel controlPanel;
JButton undoButton;
JButton redoButton;
PainterHandler handler;
Container container;
//undo system elements//
UndoManager undoManager; // history list
UndoableEditSupport undoSupport; // event support
//constructor//
public Painter()
{
super("Painter-test");
controlPanel = new JPanel();
undoButton = new JButton("undo");
redoButton = new JButton("redo");
handler = new Painter.PainterHandler();
container = getContentPane();
canvas = new Painter.Canvas();
this.organizer();
}// end constructor
public void organizer()
{
controlPanel.setLayout(null);
controlPanel.setPreferredSize(new Dimension(120,350));
controlPanel.setBackground(null);
//add undo listeners to undo/redo buttons.
undoButton.addActionListener( new AbstractAction()
{
public void actionPerformed( ActionEvent evt )
{ undoManager.undo(); refreshCanvas(); refreshUndoRedo();}
});
redoButton.addActionListener(new AbstractAction()
{
public void actionPerformed(ActionEvent evt )
{ undoManager.redo(); refreshCanvas(); refreshUndoRedo(); }
});
// initilize the undo/redo system.
undoManager= new UndoManager();//history list
// event support, instance.
undoSupport = new UndoableEditSupport();
//add undoable edit listener to the support instance.
undoSupport.addUndoableEditListener(new UndoableEditListener()
{
public void undoableEditHappened (UndoableEditEvent event)
{
UndoableEdit edit = event.getEdit();
undoManager.addEdit( edit );
refreshUndoRedo();
}
});
refreshUndoRedo();
canvas.setPreferredSize(new Dimension(600,400));
//place buttons on panel.
undoButton.setBounds(10, 160, 80, 20);
redoButton.setBounds(10, 181, 80, 20);
//add components to panel.
controlPanel.add(undoButton);
controlPanel.add(redoButton);
//add panels to window.
container.add(canvas,BorderLayout.WEST);
container.add(controlPanel, BorderLayout.EAST);
}//end organizerTab3()
public void refreshCanvas() { canvas.repaint(); }
//refresh undo, redo buttons.
public void refreshUndoRedo()
{
// refresh undo
undoButton.setEnabled( undoManager.canUndo() );
// refresh redo
redoButton.setEnabled( undoManager.canRedo() );
}
//INNER CLASSES
ArrayList<BufferedImage> imagesArray = new ArrayList<BufferedImage>();
BufferedImage imageCopy;
Graphics graphics;
BufferedImage image;
int index;
private class Canvas extends JPanel
{
public Canvas()
{
//Panel properties
setSize(600,400);
setBackground(new Color(84,84,118));
image = new BufferedImage(getWidth(), getHeight(),BufferedImage.TYPE_INT_ARGB);
//add Listeners.
addMouseMotionListener(handler);
addMouseListener(handler);
}//end constructor
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
}
}//end inner class PaintPanel
private class PainterHandler extends MouseAdapter
{
#Override
public void mouseDragged(MouseEvent event)
{
if(event.getComponent().equals(canvas))
{
if (image != null)
{
// Paint into the image
graphics = image.getGraphics();
graphics.setColor(new Color(249,30,138));
graphics.fillOval(event.getX(), event.getY(), 20, 20);
imageCopy = new BufferedImage(canvas.getWidth(),canvas.getHeight(),BufferedImage.TYPE_INT_ARGB);
imageCopy.getGraphics().drawImage(image, 0, 0, null);
canvas.repaint();
}
}
}//end mouseDragged(MouseEvent event)
#Override
public void mouseReleased(MouseEvent event)
{
if(event.getComponent().equals(canvas))
{
//UNDO SYSTEM START//
//add image to the array.
imagesArray.add(imageCopy);
// get image's index.
index = imagesArray.indexOf(imageCopy);
//create AddEdit instance of type UndoableEdit.
UndoableEdit edit = new Painter.AddEdit(imagesArray, imageCopy,index);
// notify the listeners
undoSupport.postEdit( edit );
//UNDO SYSTEM END//
}
}
}//end MouseHandler class
private class AddEdit extends AbstractUndoableEdit
{
private ArrayList<BufferedImage> undoableImagesArray;
private BufferedImage undoableImage;
int undoableIndex;
public AddEdit(ArrayList<BufferedImage> v, BufferedImage img, int i)
{
undoableImagesArray = v;
undoableImage = img;
undoableIndex = i;
}
public void undo() throws CannotUndoException
{
undoableImagesArray.remove(undoableImage);
if(!undoableImagesArray.isEmpty())
image = (BufferedImage)undoableImagesArray.get(undoableImagesArray.size()-1);
canvas.repaint();
}
public void redo() throws CannotRedoException
{
undoableImagesArray.add(undoableImage);
image = (BufferedImage)undoableImagesArray.get(undoableImagesArray.size()-1);
canvas.repaint();
}
public boolean canUndo() { return true; }
public boolean canRedo() { return true; }
}//end class AddEdit
public static void main(String[] s)
{
Painter p = new Painter();
p.setSize(800, 500);
p.setVisible(true);
p.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}//END CLASS Painter
You don't use undoableIndex. In fact you should not remove the image from array but instead move the pointer.
canUndo() should return true if the list is not empty and the pointer >0
canRedo() should return true if the pointer!= size() of the list
I'm very new to java (and to object oriented programming for that matter). As a first java project I've been instructed to get a tag cloud engine applet up and running. So I found WordCram and a small example bit of code for using PApplets and thought I'd have an easy time...
But while my code doesn't generate any errors per-se, it throws the following upon running:
Exception in thread "Animation Thread" java.lang.NullPointerException
at processing.core.PApplet.handleDraw(PApplet.java:2336)
at processing.core.PGraphicsJava2D.requestDraw(PGraphicsJava2D.java:243)
at processing.core.PApplet.run(PApplet.java:2176)
at java.lang.Thread.run(Thread.java:722)
I have a TON of code, and I'm hesitant to post it all here... But over the course of trying to get to the bottom of my code I'm always frustrated at how little of the code the inquirer gives: so I'll tentatively paste it here and I'll look out for people telling me to reformat or edit out some or most of it.
First of two classes:
package tagengine;
import java.awt.*;
public class TagFrame extends Frame {
public TagFrame()
{
super("Embedded PApplet");
Engine embed = new Engine();
setLayout(new BorderLayout());
add(embed, BorderLayout.CENTER);
embed.init();
}
public static void main(String[] args)
{
TagFrame tagFrame = new TagFrame();
}
}
And the second:
package tagengine;
import processing.core.PApplet;
import processing.core.PFont;
import processing.core.PVector;
import wordcram.*;
public class Engine extends PApplet {
#Override public void setup() {
this.size(900, 500);
this.colorMode(HSB);
this.noLoop();
this.setVisible(true);
}
#Override public void draw() {
this.background(68);
new WordCram(this)
.fromWebPage("http://en.wikipedia.org/wiki/Barcamp")
.withColors(color(0, 0, 0),
color(0, 0, 255),
color(30, 255, 255)) // mustard, red)
.withFonts(PFont.list())
.withAngler(moreRandomByWeight())
.withPlacer(crazyPlacer())
.sizedByWeight(8, 100)
.maxNumberOfWordsToDraw(300)
.drawAll();
}
WordAngler moreRandomByWeight() {
return new WordAngler() {
#Override public float angleFor(Word w) {
float range = (1 - w.weight) * PI;
return random(-range, range);
}
};
}
WordPlacer crazyPlacer() {
return new WordPlacer() {
#Override public PVector place(Word w, int rank, int words,
int ww, int wh, int fw, int fh) {
float x = (fw - ww) * (1 - w.weight);
float y = random(fh - wh);
return new PVector(x, y);
}
};
}
#Override public void mousePressed() {
redraw();
}
}
You're adding your Engine to the BorderLayout before calling init(), and it looks like an immediate paint operation is trying to execute before the Engine is ready to be painted.
Please have a look at the following code
First, Please note I am a 100% newbie to Java Mobile.
In here, I am making the light on and vibrate on when user click the button. However, I really wanted to create a SOS application which turn the whole screen into white, and go to black, like that, in the thread. I guess I didn't achieve that by this app because even the lights are on, the buttons are still there. I tried to turn the "Form" color to "white" but it seems like JME has no "Color" class.
import javax.microedition.midlet.*;
import javax.microedition.lcdui.*;
public class Midlet extends MIDlet{
private Form f;
private Display d;
private Command start,stop;
private Thread t;
public Midlet()
{
t = new Thread(new TurnLightOn());
}
public void startApp()
{
f = new Form("Back Light On");
d = Display.getDisplay(this);
d.setCurrent(f);
start = new Command("Turn On",Command.OK,0);
stop = new Command("Turn Off",Command.OK,1);
f.addCommand(start);
f.setCommandListener(new Action());
}
public void pauseApp() {
}
public void destroyApp(boolean unconditional)
{
this.notifyDestroyed();
}
private class Action implements CommandListener
{
public void commandAction(Command c, Displayable dis)
{
f.append("Light is Turnning On");
t.start();
}
}
private class ActionOff implements CommandListener
{
public void commandAction(Command c, Displayable dis)
{
}
}
private class TurnLightOn implements Runnable
{
public void run()
{
f.append("Working");
for(int i=0;i<100;i++)
{
try
{
d.flashBacklight(200);
d.vibrate(200);
Thread.sleep(1000);
}
catch (InterruptedException ex)
{
ex.printStackTrace();
}
}
}
}
}
Use the javax.microedition.lcdui.Canvas instead of Form. This example can get you started
public void startApp()
{
f = new Form("Back Light On");
d = Display.getDisplay(this);
start = new Command("Turn On",Command.OK,0);
stop = new Command("Turn Off",Command.OK,1);
f.addCommand(start);
f.setCommandListener(new Action());
myCanvas = new MyCanvas();
d.setCurrent(myCanvas);
myCanvas.repaint();
}
Now create a canvas and implement paint method like this:
class MyCanvas extends Canvas {
public void paint(Graphics g) {
// create a 20x20 black square in the center
// clear the screen first
g.setColor(0xffffff);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(0xffffff); // make sure it is white color
// draw the square, <b>changed to rely on instance variables</b>
<b>g.fillRect(x, y, getWidth(), getHeight());</b>
}
}