So I've got an assignment that takes two inputs, males and females, and outputs matingPairs, the product of the two.
In addition to that, the instructions ask to draw a shape using one of those variables.
I've decided to draw circles for each value.
I first draw matingPairs, followed by the smaller male and female circles on top of the original, larger matingPairs circle.
The problem I'm running in to is obviously representing the graphic in the applet. If the numbers go higher than say 100, the graphic becomes too large for the applet.
I'm looking for a way to basically have the matingPairs circle always fill the applet, then have males and females dynamically adjust so their size is scaled relative to the matingPairs circle size. I'm using JApplet.
Thank you very much for any guidance. I'm really looking for a solution, rather a push in the right direction.
May be you should provide more instruction about how are you drawing the circles in the Graphics object.
The idea is to manage two bi-dimensional spaces with different scales; the first one is the input data and the second one represents the available area to draw such data. The first one can have data on any location, such (5, 5), (0.2, 0.3)or (1200, 3400). The key is to map the original coordinates of the first space into the second, using the proper transformation: scale + translation.
This transformation must be calculated prior to start drawing and applies to any point drawn.
The idea is to map the rectangle where input data resides to the available area in the graphics. If the graphics area is 200x200 pixels and the data could be from (0, 0) to (400, 400), just divide by 2 the coordinates of the points to draw. If the original data is not centered in (0, 0), use a translation.
So, do you need to know how to get the size of the applets canvas or how to scale the male/female circles accordingly?
Edit:
Drawing a circle to fill the 600x600 area should be easy. Just keep in mind that you often specify the top left corner of the circle and the width and height (i.e. the diameter) when calling drawOval() / fillOval() or similar methods.
The next question is: what does represent the size of the input (males/females) and output (pairs), the area or the radius of the circles? Whatever it is, it should be easy to calculate the input/output ratio and then multiply the fixed size of the output circle with it in order to get the size of the input circle.
Related
I worked on a very simple map editor phase for a game in java. The goal is to put some islands with different shape on the map. But there is some constraints:
islands must not be a specific distance far from another island (lets call it L)
islands must not be a specific distance close from another island (lets call it S)
In the game, the island is place with the mouse. The gamer can see areas where the island can be place or not as you can see.
My problem is that I realize my disalow area is not good. For example, the rectangle island have a rectangle disallow area (my first naive attempt) but in fact I must draw area of S around the rectangle ; that leads to a shape like this:
I'm able to draw these kind of areas as long as my shapes are just composed of lines. But my island can have cubic or quadratic curve (and even though i'll need this kind of area for other shapes later).
The closer I manage to do is that:
In this case, the disallow area around the circle must be ... a circle (simple geometry). But as you can see, I have a weird rounded rectangle.
I currently try to transform each segment of the pathiterator of a Shape to get the area. It's not as simple as scaling a shape (remember the rectangle case). I've allready try many ways to transform the shape and get the area.
Question:
Does someone have information, formula, clues, algorithms, libs to get this area from any java.awt.Shape (or PathIterator) and a distance?
http://www.java2s.com/example/java/java.lang/expand-or-shrink-a-shape-in-all-directions-by-a-defined-offset.html
This site describe how to use stroke to get the offset area.
There is just a single modification to solve my problem ; I have to use BasicStroke.JOIN_ROUND to get the good rectangular Shape.
Then I get:
So I am building a application to solve mazes one of the options is upload a picture and it will solve it. However upon solving the maze the output will look like this.
I would like to figure out how to make my program find the proper corridor size and have the solution look like this with the pathway completely full
My data is put into a array with 1's representing the walls and 0's the spaces like this. So far I have thought about trying to find the smallest distance between 1's but that runs into problems with circular mazes and writing on the maze. I have thought about filling the distance between the walls but that runs into problems at intersections.
I am drawing on the image using
image.setRGB(x, y, Color.RED.getRGB());
with the image being a BufferedImage.
I am truly all out of ideas and don't know how to come at this problem any help would be appreciated.
Each square in your grid has a certain size. Say wsq * hsq for "width of square times height of square".
Given your much more fine-grained (x, y), you can find in which square it is by dividing x by wsq and y by wsh:
int xsq = x / wsq;
int ysq = y / ysq;
The area to paint red would be from (xsq * wsq, ysq * hsq) and have width/height (wsq, hsq). and you could paint that red, but it would mean that you paint over the walls. So you have to adjust the area you're going to fill with red color by the size of the walls. If the walls are all two pixels thick, you need to add 1 to the x and the y coordinate of the square, and substract 2 from the widht and the height.
And you could fill it again (with a Graphics2D) for every time that you are now calling image.setRGB or you could remember which squares that you already filled.
Note: since you are working with regular-sized squares, you can also optimize your maze-solving algorithm to work in a grid of squares of size (wsq, hsq) rather than the individual pixels in the image.
Let's say I have many small bitmaps and I draw a big circle around them but not necessary all bitmaps are inside of the circle (like some can be half way in or have their edges stick out) and I want to run on every single pixel of the bitmaps in the circle (meaning pixels that are outside of the circle wont be counted, only the parts that are inside), how do I go about doing that, I know how to run on every pixel of all the bitmap, but not in a specific shape..
You need to create an imaginary grid, or rather a grid that is only useful in that it will help you solve the problem at hand. This is the grid that you will assign all the bitmaps to a position on, imagining that the circle's center is to be located at (0,0).
You then use a little math
to find if a pixel as it is relative to its bitmap's position on the grid, is within the radius of the circle.
Of course the distance formuala is
Or if you rather it is the sqrt( a^2 + b^2 ). where 'a' is the difference in x and 'b' is the difference in y between 2 points.
I need to draw some graphics objects on a JPanel in a JApplet, they are Graphics2D objects.
Here is some visual help
1) I would like to draw circles near the boundaries of the panel at random coordinates so that every time the applet is started it looks different.
I would like in some way to say that exclude this part, don't draw there - blue circle in image.
2) Would be nice if I could evenly distribute them so that if there are 4 circles, then the distance between the circles is almost the same, but still random to some amount.
3) If the first 3 or 4 circles are drawn then draw the other smaller and random sized circles are drawn all over the panel that isn't used.
It seems like a strange idea but would it be possible to make an algorithm that gives you the centre coordinates based on some constraints like
(x-100)^2 + (y-100)^2 >200 && 0< x <400 && 0< y < 400
Now I do it like this:
divide the whole area into a grid where every slot in the gird is free or taken and inside that slot draw the circles at random coordinates, but still within that slot.
That idea doesn't look so good and I would like to do it better.
I'm implementing this in java but general ideas are also welcome.
If you have only circles, the "not overlapping" test is easy: Two circles are not overlapping if and only if the distance of there centers is bigger than the sum of their radiuses (for equality they are touching). For overlapping the border: the distance from the border must be bigger than the radius.
So, you could simply go on and generate random coordinates (either with fixed or random radiuses), then check if any are overlapping. If yes, either start again, or throw away only the overlapping ones and go on.
If you have not too many circles, this simple algorithm is enough. If it starts taking too long, you might think about using some spatial data structure, so you will only have to check the circles near to your new point.
You may want to create the list of circles to paint not inside of the paintComponent method, but instead in the init() or start() method (or some thread called from there), so the painting will not take too long, and the circles will not change for every (maybe even partial) repaint.
I am currently trying to show a series of images that slightly differ from each other in a 3D view, and which contain lots of transparent areas (for example, points that move in time inside a rectangle, and I would provide a 3D view with all their positions over time).
What I'm doing now is generate an image with the points drawn in it, create one Boxes of 40x40x1 per frame (or rectangular shape of 40x40), apply the image as a texture to the FRONT side of the box, and add the boxes to my scenes at positions (0, 0, z) where z is the frame number.
It works quite well, but of course their is discontinuities (of 1 "meter") between the images.
I would like to know if their is a way to create an "extrusion" object based on that image so as to fill the space between the planes. This would be equivalent of creating one 1x1x1 box for each point, placing them at (x, y, z) where x/y are the point's coordinate and z the frame number. The actual problem is that I have lots of points (several hundreds, if not thousands in some cases), and what was relatively easy to handle and render with an image would, I think, become quite heavy to render if I have to create thousands boxes.
Thanks in advance for your help,
Frederic.
You could use 3d textue with your data (40 x 40 x N) pixels, N=number of frames.
But you still has to draw something with this texture enabled.
I would do what you are doing currently - draw quads, but no only along Z axis, but along X and Y too.
Each of N quads along Z axis would have 40x40 size, each of 40 quads along X axis would be 40xN size, and each of 40 quads along Y axis would be Nx40 size.
So for 2x2x2 textue we will draw 2+2+2 = 6 quads, and it will look like regular cube, for 3x3x3 points in texture we will draw 3+3+3 quads, and it will look like 8 cubes stacked into one big cube (so instead of 8 cubes 6 quads each we just draw 9 quads, but the effect is the same).
For 40x40x1000 it would be 1080 quads (reasonable to draw in real time imho) instead of 40*40*1000*6 quads.
I only don't know, if the graphical effect would be exactly what you wanted to achieve.