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  JPanel or Canvas?  (Read 938 times)
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Offline Rakso

Junior Devvie

Medals: 1

« Posted 2013-05-01 08:12:09 »

I have not been programming for too long to know or understand how different java classes is doing when it comes to performance..

This might be a normal question, I did search the forum but didnt find an answear to it.
Which is best to use: JFrame or Canvas?
What are the Pros and Cons with each?

And also something that came to mind right now while typing:
Updating graphics on for example JPanel.. Then you call the paintComponent method.. But that method takes a Graphics g in its parameters.. What is the correct way of calling it from for example a game loop? Should i just create an empty Graphics object on the game initialization and use that or should i actualy declare the object to something?
Offline concerto49

Junior Devvie

« Reply #1 - Posted 2013-05-01 09:08:09 »

JPanel uses Swing. Ancient, but newer.

Canvas is AWT which is long dead.

Pick JPanel - it's lighweight. Canvas is heavy height.

Take a look at JavaFX otherwise.

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Offline Rakso

Junior Devvie

Medals: 1

« Reply #2 - Posted 2013-05-01 13:32:27 »

How about update methods when it comes to swing components like JFrame and JPanel?
When i run my application just to test the library im making it seems like they are updating themselves autoamtically...
Are they?
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Offline davedes
« Reply #3 - Posted 2013-05-01 18:08:53 »

If you are looking for performance you should be looking at OpenGL based rendering.

If you decide to stick with Java2D (IMHO a poor choice), then usually Canvas and buffer strategy is how you might write a game loop.

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