I have a Java project that's about traffic network simulation in a random city, I've managed to figure out a way to implement this project, so I divided each intersection into a section which is basically an extended JPanel class (named Carrefour)...everything works well until I got stuck with how to draw vehicles and make them pass through roads.
So my problem is how to draw an image (vehicle image) over an another image (road)?
Another approach that does not require extending components.
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
import java.util.Random;
import java.net.URL;
import javax.imageio.ImageIO;
public class ImageOnImage {
ImageOnImage(final BufferedImage bg, BufferedImage fg) {
final BufferedImage scaled = new BufferedImage(
fg.getWidth()/2,fg.getHeight()/2,BufferedImage.TYPE_INT_RGB);
Graphics g = scaled.getGraphics();
g.drawImage(fg,0,0,scaled.getWidth(),scaled.getHeight(),null);
g.dispose();
final int xMax = bg.getWidth()-scaled.getWidth();
final int yMax = bg.getHeight()-scaled.getHeight();
final JLabel label = new JLabel(new ImageIcon(bg));
ActionListener listener = new ActionListener() {
Random random = new Random();
public void actionPerformed(ActionEvent ae) {
Graphics g = bg.getGraphics();
int x = random.nextInt(xMax);
int y = random.nextInt(yMax);
g.drawImage( scaled, x, y, null );
g.dispose();
label.repaint();
}
};
Timer timer = new Timer(1200, listener);
timer.start();
JOptionPane.showMessageDialog(null, label);
}
public static void main(String[] args) throws Exception {
URL url1 = new URL("http://i.stack.imgur.com/lxthA.jpg");
final BufferedImage image1 = ImageIO.read(url1);
URL url2 = new URL("http://i.stack.imgur.com/OVOg3.jpg");
final BufferedImage image2 = ImageIO.read(url2);
//Create the frame on the event dispatching thread
SwingUtilities.invokeLater(new Runnable(){
#Override
public void run() {
new ImageOnImage(image2, image1);
}
});
}
}
If this is Swing, then draw the background image in a BufferedImage. Display this BufferedImage in a JComponent's (such as a JPanel's) paintComponent method using Graphic's drawImage(...) method, and then draw the changing images over this in the same paintComponent method. Don't forget to call the super.paintComponent(...) method first though.
Please note that this question has been asked quite a bit here and elsewhere, and as you would expect, there are lots of examples of this sort of thing that you can find here with a bit of searching.
Edit
You ask:
Thanks, this is how I draw the firt image (road)
Again, you would create a BufferedImage for this, likely by using ImageIO.read(...). Then you'd draw this in your JPanel's paintComponent(Graphics g) method override using g.drawImage(...).
For example...
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.*;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
#SuppressWarnings("serial")
public class IntersectionImagePanel extends JPanel {
private static final String INTERSECTION_LINK = "http://www.weinerlawoffice.com/" +
"accident-diagram.jpg";
private BufferedImage intersectionImage;
public IntersectionImagePanel() {
URL imageUrl;
try {
imageUrl = new URL(INTERSECTION_LINK);
intersectionImage = ImageIO.read(imageUrl );
} catch (MalformedURLException e) {
e.printStackTrace();
System.exit(-1);
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (intersectionImage != null) {
g.drawImage(intersectionImage, 0, 0, this);
}
}
#Override
public Dimension getPreferredSize() {
if (intersectionImage != null) {
int width = intersectionImage.getWidth();
int height = intersectionImage.getHeight();
return new Dimension(width , height );
}
return super.getPreferredSize();
}
private static void createAndShowGui() {
IntersectionImagePanel mainPanel = new IntersectionImagePanel();
JFrame frame = new JFrame("IntersectionImage");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Related
I'm new on working with Java and Netbeans. In many others languages, it's a simple stuff to do. But after broke my brain thinking, I couldn't. My doubt is simple to explain.
How can I show bitmaps (stored on Hard Drive) in runtime, in a commom JFrame, using java2D? What I need to edit, and or create? Is it simple to do?
Thanks in advance...
The basic process is use Graphics#drawImage to render an image you have previously loaded.
There are a number of things you need in order to achieve this...
An image to paint
A surface to paint on
Luckily, both these are relatively easy to achieve in Swing
See ImageIO for reading images, Reading/Loading an Image
See Performing Custom Painting for more details about how to perform painting in Swing...
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class ShowMyImage {
public static void main(String[] args) {
new ShowMyImage();
}
public ShowMyImage() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
ImagePane pane = new ImagePane();
try {
pane.setImg(ImageIO.read(new File("C:\\hold\\thumbnails\\_MTCGAC__Pulling_Cords_by_Dispozition.png")));
} catch (IOException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(pane);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class ImagePane extends JPanel {
private BufferedImage img;
public ImagePane() {
}
public void setImg(BufferedImage value) {
if (img != value) {
img = value;
repaint();
}
}
public BufferedImage getImg() {
return img;
}
#Override
public Dimension getPreferredSize() {
BufferedImage img = getImg();
return img == null ? new Dimension(200, 200) : new Dimension(img.getWidth(), img.getHeight());
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
BufferedImage img = getImg();
if (img != null) {
int x = (getWidth() - img.getWidth()) / 2;
int y = (getHeight()- img.getHeight()) / 2;
g2d.drawImage(img, x, y, this);
}
g2d.dispose();
}
}
}
You need, as was told below to extend JPanel class and override paintComponent method in it.
public class DrawImageClass extends JPanel {
private static final long serialVersionUID = 1L;
private Image image;
public DrawImageClass(Image image) throws HeadlessException {
super();
this.image = image;
}
#Override
protected void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D)g;
g2d.drawImage(image, null, null);
}
}
And then create JFrame and add this class to it.
public class App {
private static final int WIDTH=480, HEIGHT = 640;
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setSize(new Dimension(HEIGHT, WIDTH));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
try {
DrawImageClass panel = new DrawImageClass(ImageIO.read(new File(App.class.getResource("/1.png").getPath())));
panel.setPreferredSize(new Dimension(HEIGHT, WIDTH));
frame.add(panel);
frame.setVisible(true);
} catch (Exception e) {
System.out.println("wrong path or smth other");
}
}
}
Example for picture which is in resource folder in project
You can do this with the basic AWT package in java. You will need to extend the JFrame class and override its paintComponent method to display an image there. i.e.
public class MyFrame extends JFrame {
private java.awt.Image bitmap = ImageIO.read(new File("myBitmap.bmp"));
#Override
public void paintComponent(java.awt.Graphics graphics) {
int x = 0;
int y = 0;
int w = bitmap.getWidth(null);
int h = bitmap.getHeight(null);
graphics.drawImage(bitmap, x, y, w, h, this);
}
}
You can simply instantiate it then
MyFrame myFrame = new MyFrame();
myFrame.setPreferredSize(new Dimension(100, 100));
myFrame.setVisible(true);
This is a basic example of course.
I am making a 2d game and I need to draw an image on top of another. After I draw the first image(the larger one, jpg), the second image(the smaller one,png) erases from where the second image is to the lower right hand corner. Like this:
I have looked into this a bit, and it was suggested that I use buffered images, so I did that with both images and the problem remains. Here is one post I looked at: How to draw an image over another image?. I have also seen some people suggesting graphics2d, though I did not really understand the reason to use them or how to use them. I am new to java graphics and images, so it is probably a silly mistake.
Here is my code. Thank you.
import java.awt.*;
import java.awt.event.*;
import java.net.*;
import javax.swing.*;
import java.util.ArrayList;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import java.io.IOException;
public class DisplayExample extends JComponent
{
private BufferedImage backgroundImage;
private String backgroundName;
private BufferedImage image; //image to draw
private int imageX; //position of left edge of image
private int imageY; //position of top edge of image
private JFrame frame;
public static void main(String[] args)
{
DisplayExample example = new DisplayExample();
example.run();
}
public DisplayExample()
{
imageX = 200;
imageY = 200;
backgroundName = "backgroundShip.jpg";
URL backgroundURL = getClass().getResource(backgroundName);
if (backgroundURL == null)
throw new RuntimeException("Unable to load: " + backgroundName);
try{backgroundImage = ImageIO.read(backgroundURL);}catch(IOException ioe){}
//load image
String fileName = "explosion.png";
URL url = getClass().getResource(fileName);
if (url == null)
throw new RuntimeException("Unable to load: " + fileName);
//image = new ImageIcon(url).getImage();
try{image = ImageIO.read(url);}catch(IOException ioe){}
System.out.println(image instanceof BufferedImage);
setPreferredSize(new Dimension(1040,500)); //set size of drawing region
//need for keyboard input
setFocusable(true); //indicates that WorldDisp can process key presses
frame = new JFrame();
frame.getContentPane().add(this);
frame.pack();
frame.setVisible(true);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if(backgroundImage != null)
g.drawImage(backgroundImage,0,0,getWidth(), getHeight(), null);
g.drawImage(image, imageX, imageY, this);
}
public void run()
{
while(true)
{
imageY+=1;
repaint();
try{Thread.sleep(100);}catch(Exception e){}
}
}
}
So I took your code, added my own images and it runs fine for me.
Having said that, there are some areas you can improve:
You're running the risk of either blocking the Event Dispatching Thread or introducing a thread race condition into your code with your run method. You should consider using a Swing Timer instead. See How to use Swing Timers for more details. This allows you to schedule regular callbacks which are called within the context of the EDT, making it safer to update the context of the UI
You should only ever create or modify the state of the UI from within the context of the EDT, Swing is not thread safe. See Initial Threads for more details. Swing has been known to have "issues" when the UI is not initialised within the EDT
Scaling an image is expensive, you should avoid doing so from within the paint methods, instead, scale the image and keep a reference to the result and use it when you need to paint it.
You should consider using the key bindings API over KeyListener, it will solve many of the issues associated with using KeyListener. See How to Use Key Bindings for more details.
For example...
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 java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class DisplayExample extends JComponent {
private BufferedImage backgroundImage;
private String backgroundName;
private BufferedImage image; //image to draw
private int imageX; //position of left edge of image
private int imageY; //position of top edge of image
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();
}
DisplayExample example = new DisplayExample();
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(example);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public DisplayExample() {
imageX = 200;
imageY = 200;
try {
backgroundImage = ImageIO.read(new File("..."));
} catch (IOException ioe) {
ioe.printStackTrace();
}
//load image
try {
image = ImageIO.read(new File("..."));
} catch (IOException ioe) {
ioe.printStackTrace();
}
//need for keyboard input
//setFocusable(true); //indicates that WorldDisp can process key presses
// Use the key bindings API instead, causes less issues
Timer timer = new Timer(100, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
imageY += 1;
repaint();
}
});
timer.start();
}
#Override
public Dimension getPreferredSize() {
return backgroundImage == null ? new Dimension(200, 200) : new Dimension(backgroundImage.getWidth(), backgroundImage.getHeight());
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (backgroundImage != null) {
// Scaling is expensive, don't do it here
int x = (getWidth() - backgroundImage.getWidth()) / 2;
int y = (getHeight() - backgroundImage.getHeight()) / 2;
g2d.drawImage(backgroundImage, x, y, this);
}
g2d.drawImage(image, imageX, imageY, this);
g2d.dispose();
}
}
Aim: to place JButton on a top of an image that is loaded from a different class.
Problem: only JButton or image can be displayed
//main class
JPanel mPanel.add(new JButton("ddd") );
mPanel.add(drawbg);
class DrawBg extends JPanel {
public Dimension getPreferredSize() {
return new Dimension(1280, 720);
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
// background
Image img = new ImageIcon(getClass().getResource("/images/test_bg.jpg")).getImage();
int imgX = img.getWidth(null);
int imgY = img.getHeight(null);
g.drawImage(img, (getWidth() - imgX), (getHeight() - imgY), imgX, imgY, null);
}
Edit Ah yes, as ControlAltDel points out, you're not adding your JButton to your drawing JPanel instance. Just do that, and your problem is solved.
I don't see the bug in your code, so it might lie in code not shown. I do see a problem in that you're reading the image in, inside of paintComponent, something that should never be done as it will slow down painting and thus slow down the perceived responsiveness of your program. Also, why re-read in the image with each paint. Instead read it in once.
For example:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class ButtonOnImg extends JPanel {
public static final String IMG_PATH = "https://duke.kenai.com/gun/Gun.jpg";
private BufferedImage img;
public ButtonOnImg() throws IOException {
URL url = new URL(IMG_PATH);
img = ImageIO.read(url);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, null);
}
}
#Override
public Dimension getPreferredSize() {
if (img == null) {
return super.getPreferredSize();
} else {
int w = img.getWidth();
int h = img.getHeight();
return new Dimension(w, h);
}
}
private static void createAndShowGui() {
try {
ButtonOnImg mainPanel = new ButtonOnImg();
mainPanel.add(new JButton("Button!"));
JFrame frame = new JFrame("ButtonOnImg");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
} catch (IOException e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
Which displays as:
My gif animation flickers too much. I've heard about double buffering that can help but how do I do that to my gif animation? Or is there a better faster shortcut to it. This is just a small test applet thing Im doing for fun but will implement the lessons in class.
Context:
import java.net.*;
import java.applet.Applet;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class HiroshimaBlock extends Applet implements ActionListener {
TextField distanceText = new TextField(10);
TextField accelerationText = new TextField(10);
Button security = new Button("Account Manager");
Button launch = new Button("LAUNCH!");
Button Reportl = new Button("Report Logs");
Image dancer;
URL base;
MediaTracker mt;
Timer tm = new Timer(10, this);
TextArea answers = new TextArea("I am ready for your first trip.", 4, 20,
TextArea.SCROLLBARS_NONE);
Image image;
#Override
public void init() {
setSize(550, 500);
// Some messages for the top of the Applet:
addHorizontalLine(Color.orange);
addNewLine();
// JOptionPane.showMessageDialog(null, "HiroshimaBlock",
// "Welcome to HiroshimaBlock", JOptionPane.PLAIN_MESSAGE);
// The two text fields and the launch button:
Frame c = (Frame) this.getParent().getParent();
c.setTitle("HiroshimaBlock");
mt = new MediaTracker(this);
try {
base = getDocumentBase();
} catch (Exception e) {
}
dancer = getImage(base, "dancer1.gif");
mt.addImage(dancer, 9);
try {
mt.waitForAll();
} catch (InterruptedException e) {
}
loadImage();
// add(distanceText);
// add(new Label("Distance of trip in light years"));
addNewLine();
addNewLine();
// add(accelerationText);
// add(new Label("Acceleration of rocket in g's"));
addNewLine();
add(launch);
addNewLine();
add(security);
addNewLine();
add(Reportl);
// A text area for printing the answers:
// answers.setEditable(false);
// add(answers);
addNewLine();
addNewLine();
addHorizontalLine(Color.orange);
}
public void loadImage() {
URL url = getClass().getResource("hsblock.png");
image = getToolkit().getImage(url);
}
public void paint(Graphics g) {
g.drawImage(image, 20, 20, this);
this.security.setLocation(25, 200);
addNewLine();
this.launch.setLocation(25, 230);
this.Reportl.setLocation(25, 260);
this.security.setSize(100, 25);
this.launch.setSize(100, 25);
this.Reportl.setSize(100, 25);
g.drawImage(dancer, 150, 200, this);
tm.start();
}
private void addHorizontalLine(Color c) {
// Add a Canvas 10000 pixels wide but only 1 pixel high, which acts as
// a horizontal line to separate one group of components from the next.
Canvas line = new Canvas();
line.setSize(10000, 1);
line.setBackground(c);
add(line);
}
private void addNewLine() {
// Add a horizontal line in the background color. The line itself is
// invisible, but it serves to force the next Component onto a new line.
addHorizontalLine(getBackground());
}
#Override
public void actionPerformed(ActionEvent arg0) {
// TODO Auto-generated method stub
}
}
You want to:
Create a drawing class that extends JPanel (or JComponent)
Override the paintComponent(Graphics g) method of your class.
Call the super's method first in this method
And then do your animation drawing in this method.
This will give you Swing's automatic double buffering which should help smooth out your animation.
Display your drawing JPanel in your JApplet by adding it to the applet's contentPane.
For example:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.lang.reflect.InvocationTargetException;
import java.nio.Buffer;
import javax.swing.*;
public class SimpleAnimation extends JApplet {
#Override
public void init() {
try {
SwingUtilities.invokeAndWait(new Runnable() {
public void run() {
DrawPanel drawPanel = new DrawPanel();
getContentPane().add(drawPanel);
}
});
} catch (InvocationTargetException | InterruptedException e) {
e.printStackTrace();
}
}
}
class DrawPanel extends JPanel {
private static final int I_WIDTH = 20;
private static final int I_HEIGHT = 20;
private static final int TIMER_DELAY = 15;
private int x = 0;
private int y = 0;
private BufferedImage img = new BufferedImage(I_WIDTH, I_HEIGHT, BufferedImage.TYPE_INT_ARGB);
public DrawPanel() {
Graphics2D g2 = img.createGraphics();
g2.setColor(Color.red);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2.fillOval(1, 1, I_WIDTH - 2, I_HEIGHT - 2);
g2.dispose();
new Timer(TIMER_DELAY, new TimerListener()).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, x, y, this);
}
}
private class TimerListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
x++;
y++;
repaint();
}
}
}
Well LOL I made it stop flickering by using update LOLOLOL
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
public class Test extends Applet {
Image img;
public void init() {
setSize(700, 700);
img = getImage(getDocumentBase(), "dancer1.gif");
}
public void update(Graphics g) {
g.drawImage(img, 140, 200, this);
}
public void paint(Graphics g) {
update(g);
}
}
I'm trying to render a dynamically changing image on a JPanel. I have tried many things and I simply do not get how to do it or what I'm doing wrong and I'm at the point of going insane. I'm new to swing and this is a small but essential part of my program which enables me to see what I'm doing.
The simple requirement is the picture rendered initially in the JPanel in the code mentioned below should update at each tick with random colors. I cannot get the image to update. Instead I get another square appearing in the middle of the image I'm trying to update and that small square dynamically changes. I do not know what I'm doing wrong. Please let me know how to rectify the code below so I could get the whole image to update.
Thank you.
The code is as follows
(MainTest.java)
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import javax.swing.JPanel;
import javax.swing.JButton;
import javax.swing.Timer;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
public class MainTest extends JFrame {
static ImageEditor img ;
JPanel panel;
Timer to;
public MainTest()
{
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(265, 329);
getContentPane().setLayout(null);
img = new ImageEditor();
panel = new ImageEditor();
panel.setBounds(10, 11, 152, 151);
panel.add(img);
getContentPane().add(panel);
JButton btnIterate = new JButton("Iterate");
btnIterate.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
ThirdClass t = new ThirdClass(img);
to = new Timer(10,t);
to.start();
}
});
btnIterate.setBounds(10, 230, 89, 23);
getContentPane().add(btnIterate);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
MainTest frame = new MainTest();
//frame.getContentPane().add(imgx);
frame.setVisible(true);
}
});
}
}
(ImageEditor.java)
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferedImage;
#SuppressWarnings("serial")
public class ImageEditor extends JPanel {
private static BufferedImage img = new BufferedImage(100, 100, 1);
public ImageEditor() {
render();
}
public void paintComponent(Graphics g) {
if (img == null)
super.paintComponents(g);
else
g.drawImage(img, 0, 0, this);
}
public void render() {
float cellWidth = 10;
float cellHeight = 10;
int imgW = img.getWidth();
int imgH = img.getHeight();
float r, g, b;
Graphics2D g2 = img.createGraphics();
g2.setBackground(Color.black);
g2.clearRect(0,0,imgW,imgH);
for (int x=0; x<100; x++) {
for (int y=0; y<100; y++) {
r = (float)Math.random();
g = (float)Math.random();
b = (float)Math.random();
g2.setColor(new Color(r,g,b));
g2.fillRect((int)(x*cellWidth), (int)(y*cellHeight),
(int)cellWidth+1, (int)cellHeight+1);
}
}
g2.setColor(Color.black);
g2.dispose();
repaint();
}
public BufferedImage getImage() {
if (img == null)
img = (BufferedImage)createImage(100, 100);
return img;
}
public void setImage(BufferedImage bimg) {
img = bimg;
}
}
(ThirdClass.java)
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class ThirdClass implements ActionListener {
static ImageEditor mock;
public ThirdClass(ImageEditor img)
{
mock = img;
Train();
}
public void Train()
{
mock.render();
}
#Override
public void actionPerformed(ActionEvent arg0) {
Train();
}
}
From the code:
img = new ImageEditor();
panel = new ImageEditor();
panel.setBounds(10, 11, 152, 151);
panel.add(img);
getContentPane().add(panel);
You are defining img as an ImageEditor, but you probably meant for it to be a BufferedImage. You are then adding it to panel, which is another ImageEditor - but it is being added through the superclass method JPanel.add, when you probably meant to use the method you wrote, ImageEditor.setImage().
EDIT: To summarize:
The tiny block of updating pixels you described is the BufferedImage (img.img), inside of your ImageEditor img, which is in turn inside of the ImageEditor panel, which is itself inside the applet's content pane.
replace static ImageEditor img in the MainTest class with BufferedImage img
replace img = new ImageEditor in MainTest's no-args constructor with img = new BufferedImage()
replace panel.add(img) in MainTest's no-args constructor with panel.setImage(img)
replace static ImageEditor mock in the ThirdClass class with BufferedImage mock
replace the ImageEditor img argument in ThirdClass's constructor with BufferedImage img
replace any other stuff involving img to correctly handle it as a BufferedImage
One other thing, although this problem isn't itself the cause of any program malfunction, you should rename the Train() method in ThirdClass to something like train() so it matches proper java style.
After my initial post of the above question I have gone back to the basics and managed to answer my own question.
I am inserting the complete code below so another user having the same problem would not have to go through the same process over again.
My mistake was very trivial. However for people starting swing I think this might be helpful
(MainTest.java)
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import javax.swing.JPanel;
import javax.swing.JButton;
import javax.swing.Timer;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
public class MainTest extends JFrame {
ImageEditor img;
JPanel panel;
Timer t;
public MainTest()
{
setSize(600,600);
setDefaultCloseOperation(EXIT_ON_CLOSE);
getContentPane().setLayout(null);
img = new ImageEditor();
panel = img;
panel.setBounds(0, 0, 510, 510);
getContentPane().add(panel);
JButton btnStart = new JButton("Start");
btnStart.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
test();
}
});
btnStart.setBounds(0, 528, 89, 23);
getContentPane().add(btnStart);
}
private void test() {
Train tx = new Train(img);
t = new Timer(100, tx);
t.start();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
MainTest frame = new MainTest();
frame.setVisible(true);
}
});
}
}
(ImageEditor.java)
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferedImage;
#SuppressWarnings("serial")
public class ImageEditor extends JPanel {
private static BufferedImage img = new BufferedImage(500, 500, 1);
public ImageEditor() {
setLayout(null);
}
public void paintComponent(Graphics g) {
if (img == null)
super.paintComponents(g);
else
g.drawImage(img, 0, 0, this);
}
public void render() {
float cellWidth = 10;
float cellHeight = 10;
int imgW = img.getWidth();
int imgH = img.getHeight();
float r, g, b;
Graphics2D g2 = img.createGraphics();
g2.setBackground(Color.black);
g2.clearRect(0,0,imgW,imgH);
for (int x=0; x<100; x++) {
for (int y=0; y<100; y++) {
r = (float)Math.random();
g = (float)Math.random();
b = (float)Math.random();
g2.setColor(new Color(r,g,b));
g2.fillRect((int)(x*cellWidth), (int)(y*cellHeight),
(int)cellWidth+1, (int)cellHeight+1);
}
}
g2.setColor(Color.black);
g2.dispose();
repaint();
}
public BufferedImage getImage() {
if (img == null)
img = (BufferedImage)createImage(500, 500);
return img;
}
public void setImage(BufferedImage bimg) {
img = bimg;
}
}
(Train.java this class was named ThirdClass.java in my question)
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class Train implements ActionListener {
ImageEditor temp;
Train(ImageEditor img)
{
temp = img;
}
public void train()
{
temp.render();
}
#Override
public void actionPerformed(ActionEvent e) {
train();
}
}
Thank you for all who commented and answered my question.