I used doubly linked lists in order to create this moving sine curve (the code might be extremely primitive and disorganized but this is just a first draft and I barely know how to use Swing..):
import java.awt.*;
import javax.swing.JFrame;
public class DisplayGraphics extends Canvas{
public void paint(Graphics g) {
setForeground(Color.RED);
this.setSize(720,440);
class list {
int pos;
list next;
list prev;
list(){
int pos;
list next ;
list prev;
}
list(int pos){
this.pos = pos;
}
list(int pos, list next){
this.pos = pos;
this.next = next;
}
public void setpos(int pos){
this.pos= pos;
}
public void setnext(list next){
this.next= next;
next.prev=this;
}
public void display(list head){
list tracker = head;
int y;
//displays the sincurve momentarily
for (int i = 1;i<721; i++){
y = (int)(Math.sin(Math.toRadians(tracker.pos))*200)+200;
g.fillOval(i,y,3,3);
tracker = tracker.next;
}
}
}
list temp = new list();
temp.setpos(1);
list head = temp;
for (int i =2; i<720; i++){
list thing = new list();
thing.setpos(i);
temp.setnext(thing);
temp = thing;
}
list tail = new list(720);
temp.setnext(tail);
tail.setnext(head);
//creates the moving display
boolean run = true;
while(run==true){
head.display(head);
//try {
//Thread.sleep(10);
//} catch(InterruptedException ex) {
// Thread.currentThread().interrupt();
//}
g.clearRect(0, 0, getWidth(), getHeight());
head = head.next ;
}
}
public static void main(String[] args) {
DisplayGraphics m=new DisplayGraphics();
JFrame f=new JFrame();
f.add(m);
f.setSize(720,400);
//f.setLayout(null);
f.setVisible(true);
}
}
However, the program doesn't run very smoothly. Are there any suggestions to make it run faster, and more smoothly?
ok there are some flaws that have to be corrected ^^
1) trigger your painting via threads
//set isRunning=false to stop repaint
private boolean isRunning = true;
private void startUpdateThread(){
Runnable r = new Runnable() {
public void run() {
while(isRunning){
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
//repaint calls the paint(Graphics g)-method
repaint();
}
}
};
Thread t = new Thread(r);
t.setDaemon(true);
t.start();
}
2) don't make things complicated: just calculate f(x)=y during paint ^^
3) do only things in paint, that have to be done: don't set size everytime you paint
private int xCount = 0;
public void paint(Graphics g) {
//setSize(...)
xCount = xCount + 1;
for (int dx = 1; dx < 721; dx++) {
int x = (xCount%721)+dx;
int y = (int) (Math.sin(Math.toRadians(x)) * 200) + 200;
g.fillOval(dx, y, 3, 3);
}
}
what's left? your setup ^^
public static void main(String[] args) {
DisplayGraphic m = new DisplayGraphic();
m.startUpdateThread();
m.setSize(720, 440);
JFrame f = new JFrame();
f.add(m);
f.setSize(720, 400);
f.setVisible(true);
}
you might want to take a look at buffering... if you don't like to do so, just use JPanel
instead of Canvas (you'll have to overwrite paintComponent(Graphics g)
instead of paint(Graphics g)
)
public class DisplayGraphic extends JPanel {
private int xCount = 0;
public void paintComponent(Graphics g) {
super.paintComponent(g);
//...
//same as paint in above
}
}
}
public class DisplayGraphics extends Canvas{
Don't mix Swing and AWT. Swing components (anything that is a JComponent
) are double buffered by default. That helps avoid jerky rendering.
public void paint(Graphics g) {
setForeground(Color.RED);
Whenever we override any paint method, we should immediately call the super method in order to erase the original drawing. But for Swing we would override paintComponent(Graphics)
instead of paint(Graphics)
.
Setting the foreground color should be done in the constructor once, then left alone. Calling it again triggers paint!
this.setSize(720,440);
And that is another thing that will trigger a repaint!
Further, it is better to override the size of getPreferredSize()
method and pack()
the top level window that contains it.. Whatever information, site, book you have been using, find a new & better version. This code shows bad practices in too many of the important parts..
Are there any suggestions to make it run faster, and more smooth?
Use a Swing component (eg JPanel
) instead of the Canvas
. Make the changes & override the methods mentioned above. Create a Swing Timer
that calls repaint()
in the loop part.
See Performing Custom Painting & How to Use Swing Timers for better learning resources.
The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.