Re: Graphics help please

From:
Knute Johnson <nospam@rabbitbrush.frazmtn.com>
Newsgroups:
comp.lang.java.programmer
Date:
Sun, 27 Jan 2008 20:57:29 -0800
Message-ID:
<479d60b8$0$1620$b9f67a60@news.newsdemon.com>
Daniele Futtorovic wrote:

On 28.01.2008 02:34, Stefan Ram allegedly wrote:

Rexx Magnus <trashcan@uk2.net> writes:

I've got some code below, in its early stages - my ultimate goal is
to be able to render pixel graphics to the screen, but I don't want
to render an entire image and then display it. I'd prefer to have it
shown as it draws, so that I can see the activity (for the time being).


  I would like to try to summarize how to do animation.
  This is somewhat daring, because I never actually wrote
  anything like this myself:

  The method that paints an on-screen area usually is called
  ?paintComponent?. Whenever it is being activated, it should
  synchronize the model (internal state of the painting) to
  the screen (output area).

  To make sure that ?paintComponent? is being activated,
  one can call ?repaint?.

  For ?paintComponent? to be executed on a regular base one
  thread needs to call repaint() repeatedly. Usually this will
  be done with the update frequency wanted.
  Special care might be necessary if the update frequency should
  be ?as fast as possible?: Then the time between two calls of
  ?repaint()? should be significantly smaller then the run time
  of a single paintComponent(). This run time, however, is not
  known when writing the program. So, one might measure it at
  run time and then call repaint() after 1/20 of it? Multiple
  calls of repaint() will be coalesced by Swing when they arrive
  while paintComponent() is still running, so that this should
  be harmless.

  The behavior of paintComponent() depends on whether this is a
  continous animation depending on the time or a stepped
  calculation proceeding in generations. In the first case, the
  picture is calculated for the current time. In the second
  case, the next generation is calculated and then being displayed.
Both, however, might conflict recommendations not to
  do long calculations within the event-dispatch thread.

  When the calculation of the next generation is being done
  within ?paintComponent?, one can assume a quite regular loop:
  One execution of paintComponente does ?calculate();
  display();?; and fast triggering via ?repaint? will start this
  anew as soon as it has been finished. This results in a
  calculate-display-iteration.

  Another approach would be to draw into a memory buffer from an
  extra thread. paintComponent() will be called whenever the
  buffer has been changed significantly. When the programm does
  not have to be fast, one might want to repaint() after every
  pixel changed. If it should be fast, one might do several
  modifications to the picture before the next ?repaint? is
  called. I.e., one might like to keep paintComponent from
  taking to much processing time away from the other thread.

  Two other notes:

  One can add additional care not to repaint faster than the
  hardware video refresh cylce for a full screen, or much faster
  than the eyes can see because more speed would be wasted.

  I believe, there also is a full-screen mode for Java, where
  some rules may change. For example, one might not have to
  worry about overlapping or moving windows in this case.


If you use an Image, and register the default ImageObserver in the
Graphics#drawImage call, to wit the Component itself, then theoretically
you won't have to bother about repaint() at all, since a call to
ImageObserver#imageUpdate should trigger a repaint, possibly with some
optimisations handled behind the scenes (? for the last point).


The user does not call imageUpdate(), it is called by the ImageObserver
and overridden by the user to detect changes in the image.

It would be interesting to know whether this also works if you use a
simple container for your Image, like a JLabel (ergo no need to bother
about paint(Graphics) or paintComponent(Graphics) at all). Although,
since I seem to recall seeing animated GIFs displayed with a JLabel, I
expect it to be the case.

DF.


You still have to have a call to Graphics.drawImage().

--

Knute Johnson
email s/nospam/knute/

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