gerard_pp
JGO n00b  Posts: 31 Medals: 1
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on:
2012-01-31 22:21:06 » |
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Can someone help me to get this running? 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33
| import java.applet.*; import java.awt.*;
public class Prueba extends Applet implements Runnable{ Thread t; int i; Graphics backBufferG; Image backBufferI; Dimension Dim; public void init(){ t = new Thread(this); t.start(); i = 0; Dim.getSize(); backBufferI = createImage(600, 600); backBufferG = backBufferI.getGraphics(); } public void run(){ while(true){ i++; repaint(); try{ t.sleep(1000/30); }catch(Exception ex){;} } } public void paint(Graphics g){ backBufferG.drawString("i = "+i, 10, 20); g.drawImage(backBufferI, 0, 0, this); } } |
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Warning: Plz, excuse my bad english...
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theagentd
JGO Wizard     Posts: 1392 Medals: 88
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Reply #1 on:
2012-02-01 01:54:11 » |
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Try to move the Thread creation and starting to public void start().
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There is no god.
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gerard_pp
JGO n00b  Posts: 31 Medals: 1
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Reply #2 on:
2012-02-01 06:02:47 » |
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Hi D
i still cant figure out why this is not working. i did what you told, but its like the t.start(); method is not doing anything.
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Warning: Plz, excuse my bad english...
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Games published by our own members! Go get 'em!
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Riven
« League of Dukes » JGO Kernel      Posts: 5871 Medals: 255
Hand over your head.
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Reply #3 on:
2012-02-01 06:06:39 » |
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| backBufferG.drawString("i = "+i, 10, 20); |
This is rather odd. You *overwrite* your image with text. You probably will end up with something that looks like 'i=8', 'i=88', 'i=888' (as time goes by) Also, make 'int i' volatile, as you're reading it from a thread that is not writing to it.
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Luckssmith
JGO n00b  Posts: 2 Medals: 1
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Reply #4 on:
2012-02-01 06:48:47 » |
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| public void init(){ ... Dim.getSize(); ... } |
Dim is uninitialized. Change it to something like this 1
| Dim = new Dimension(getSize()); |
or don't call getSize() since you aren't using Dim anywhere yet.
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gerard_pp
JGO n00b  Posts: 31 Medals: 1
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Reply #5 on:
2012-02-01 06:54:16 » |
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| backBufferG.drawString("i = "+i, 10, 20); |
This is rather odd. You *overwrite* your image with text. You probably will end up with something that looks like 'i=8', 'i=88', 'i=888' (as time goes by) Also, make 'int i' volatile, as you're reading it from a thread that is not writing to it. Hello Riven it just works as i intend. i use it to make some kind of counter... I dont know if you can recomend another way... Any ways, i applied some changes to the code and finally get it to work. But now, all the numbers on my counter keeps splattered on the screen  no matter the "repaint()" refresh the whole thing... 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34
| import java.applet.*; import java.awt.*;
public class Prueba extends Applet implements Runnable{ Thread t; int i; Graphics backBufferG; Image backBufferI; public void init(){ t = new Thread(this); t.start(); i = 0; backBufferI = createImage(600, 600); backBufferG = backBufferI.getGraphics(); } public void run(){ while(true){ i++; repaint(); try{ t.sleep(1000/29); }catch(Exception ex){;} } } public void paint(Graphics g){ backBufferG.drawString("i = "+i, 10, 20); g.drawImage(backBufferI, 0, 0, this); } public void update(Graphics g){ paint(g); } } |
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Warning: Plz, excuse my bad english...
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Riven
« League of Dukes » JGO Kernel      Posts: 5871 Medals: 255
Hand over your head.
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Reply #6 on:
2012-02-01 06:55:39 » |
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Reread my post very carefully. It explains why you see what you see 
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gerard_pp
JGO n00b  Posts: 31 Medals: 1
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Reply #7 on:
2012-02-01 07:24:06 » |
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Reread my post very carefully. It explains why you see what you see  Don't get me wrong, I really appreciate your help, the issue is i didnt understand very well what you said... 
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Warning: Plz, excuse my bad english...
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Riven
« League of Dukes » JGO Kernel      Posts: 5871 Medals: 255
Hand over your head.
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Reply #8 on:
2012-02-01 07:25:41 » |
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repaint() clears your component, not your own image.
You are rendering text in your own image, time and time again, never clearning it, so any text will be drawn on top of the existing text.
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sproingie
JGO Strike Force    Posts: 901 Medals: 55
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Reply #9 on:
2012-02-01 11:52:17 » |
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Your thread pattern is unusual, and I really don't think it's a good idea to turn an Applet into a Runnable that becomes the implementation of a new thread. Really, stay sane and separate that Runnable a different class, or drop the threading altogether and get it working without threads first.
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Games published by our own members! Go get 'em!
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gerard_pp
JGO n00b  Posts: 31 Medals: 1
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Reply #10 on:
2012-02-02 11:47:41 » |
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Im back, just to post the code with some minor changes, and this time, working as i wanted. I still have in consideration to put my applet extension class apart from the runnable ones. (thanks for the tips). 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46
| import java.applet.*; import java.awt.*; import java.awt.image.*;
public class Prueba extends Applet implements Runnable{ int i; BufferedImage backBuffer; Graphics2D painter; Thread t; int movilidadX; int movilidadY; public void init(){ t = new Thread(this); backBuffer = new BufferedImage(600, 400, BufferedImage.TYPE_INT_RGB); painter = backBuffer.createGraphics(); i = 0; movilidadX = 0; movilidadY = 0; t.start(); } public void run(){ while(true){ i++; movilidadX++; movilidadY++; repaint(); try{ t.sleep(1000/30); }catch(InterruptedException ex){ ex.printStackTrace(); } } } public void paint(Graphics g){ painter.setColor(Color.GRAY); painter.fillRect(0, 0, 600, 400); painter.setColor(Color.BLACK); painter.fillRect(movilidadX, movilidadY, 10, 10); painter.drawString("El valor de i es: " + i, 20, 20); g.drawImage(backBuffer, 0, 0, this); paint(g); } } |
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Warning: Plz, excuse my bad english...
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