[英]Java- paintComponent most efficient way of drawing millions of squares from an array
我已经基于一些示例编写了一个程序来模拟Conway的生活游戏。 游戏中的每个单元都是活着的或死亡的,它们存储在整数int[][]
数组中,该数组始终至少为1000 * 1000,这意味着有数百万个单元。
遍历数组以找到适用所有不同规则的方法很好,并且CPU占用不是特别大。 但是,用于在JFrame上绘制这些矩形的方法可能会导致Xeon E3 1246 V3(I7 4770)上的CPU使用率超过90%。 在2000 ^ 2的数组大小上,它可能会导致Windows 10完全硬锁定。
@Override
protected void paintComponent(Graphics g) {
liveCells = 0;
super.paintComponent(g);
Color gColor = g.getColor();
if(!backgroundWork || isPaused) {
for (int row = 0; row < grid.length; row++) {
for (int column = 0; column < grid[row].length; column++) {
//Checking if the cell is alive.
if (grid[row][column] == 1 ) {
liveCells++;
g.setColor(Color.red);
g.fillRect(column * UIScale, row * UIScale, UIScale, UIScale);
}
}
}
}
g.setColor(gColor);
if (isPaused) {
g.drawString("The game is paused", 0, 30);
g.drawString("Generation: " + generationCounter, 0, 10);
g.drawString("Living cells: " + liveCells, 150, 10);
} else { //If the game is running
g.drawString("Generation: " + generationCounter++, 0, 10);
g.drawString("Living cells: " + liveCells, 100, 10);
}
g.setColor(gColor);
try {
/* Sleep for some microseconds. */
TimeUnit.MICROSECONDS.sleep(sleepTimer);
} catch (InterruptedException ex) {
System.err.println("An InterruptedException was caught: " + ex.getMessage());
}
}
我可以很清楚地看到单元格的绘制是问题所在,为了使程序运行得更快,我已经添加了一种更改变量backgroundWork的方法,该方法禁止更新矩形网格。 启用或禁用此选项将导致任务管理器CPU利用率差异高达80%。
使用当前的绘制网格的方法,我看不到使网格更快的方法,因为所有单元格彼此独立,并且通常不会有超过3个彼此相邻的红色,因此没有理由实施一次同时绘制多个图形的方法。
谁能建议一种加快当前过程的方法,或者另一种绘制正方形的方法。 谢谢你的帮助。
这种方法是由Hovercraft Full Of Eels(顺便说一句好名字)建议的,比我以前使用的方法要快得多,
@Override
protected void paintComponent(Graphics g) {
liveCells = 0;
BufferedImage BI = new BufferedImage(UIDimensions, UIDimensions, BufferedImage.TYPE_INT_RGB);
super.paintComponent(g);
Color gColor = g.getColor();
if(!backgroundWork || isPaused) {
for (int row = 0; row < grid.length; row++) {
for (int column = 0; column < grid[row].length; column++) {
//Checking if the cell is alive.
if (grid[row][column] == 1 ) {
liveCells++;
if(UIScale != 1) {
//TODO- Draw squares larger than one pixel
} else {
BI.setRGB(column, row, 16711680);
}
//The old code is commented out below
//g.setColor(Color.red);
//Drawing the colour in a 4x4 pixel square. With a window of 1000x1000, there are 250x250 organisms, hence the /4 everywhere
//g.fillRect(column * UIScale, row * UIScale, UIScale, UIScale);
//The way that this works is that it draws rectangles at the coordinates of the grid.
//The graphics on the screen aren't a grid themselves, they are just lots of squares
} else {
BI.setRGB(column, row, 16777215);
}
}
}
g.drawImage(BI, 0, 0, null);
}
g.setColor(gColor);
if (isPaused) { //If the game is paused (isPaused is true)
g.drawString("The game is paused", 0, 30);
g.drawString("Generation: " + generationCounter, 0, 10);
g.drawString("Living cells: " + liveCells, 150, 10);
} else { //If the game is running
g.drawString("Generation: " + generationCounter++, 0, 10);
g.drawString("Living cells: " + liveCells, 100, 10);
}
g.setColor(gColor);
try {
/* Sleep for some seconds. */
TimeUnit.MICROSECONDS.sleep(sleepTimer);
} catch (InterruptedException ex) {
System.err.println("An InterruptedException was caught: " + ex.getMessage());
}
}
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