Hi Dimitri,
Thanks a lot for your reply, greatly appreciated. it turn out it was in a
deadlock I was accessing the graphicsConfiguration from different threads which
is protected by a lock.
[Message sent by forum member 'magpie' (magpie)]
Okay, so here is my code. Nothing special, I guess . . . .
// Render Frame to volatile image.
do
{
// Check if the viBackbuffer is still valid.
graphicsConfiguration = this.getGraphicsConfiguration();
valCode = viBackbuffer.validate(graphicsConfiguration);
Hi Dmitri,
I have to apologize to the vaildate() method because it is the
this.getGraphicsConfiguration that does not always realize that the image is
located on a different screen. Now, I make a printout of the device ID each
time I call this.getGraphicsConfiguration and although the dialoge
I don't see much wrong with the code.
See comments below.
[EMAIL PROTECTED] wrote:
Okay, so here is my code. Nothing special, I guess . . . .
// Render Frame to volatile image.
do
{
// Check if the viBackbuffer is still valid.
graphicsConfiguration =
Could you please try this test on that system and see if the
device in the title changes when you move the frame back
and forth.
[code]
import java.awt.Frame;
import java.awt.GraphicsDevice;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import
Hi Dmitri,
thanks for your effort!
I will try your code on monday, when I am back at work.
Anyway, to answer the questions from your first answer today:
Firstly, yes, I am sure that no other thread updates my graphicConfiguration
field.
The other answer is that meanwhile I do print out the
I am using drawimage method to add a BufferedImage to another BufferedImage.
The base image is a bilevel (white and black) and the added image is bilevel
too.
But in result, the added image just became a black frame in base image.
Anyone has an idea?
[Message sent by forum member 'jiezhang'
This problem is solved by constructing BufferedImage correctly.
But still not sure why it is such exception thrown out.
Can't find underline source code.
[Message sent by forum member 'jiezhang' (jiezhang)]
http://forums.java.net/jive/thread.jspa?messageID=291048
Hi Adam,
I haven't read through everything you've written here, but it sounds
like you've already learned about the major players here - there are
access methods at a number of levels - BufferedImage, Raster,
DataBuffer, and some helper methods on SampleModel and ColorModel as
well. The
You shouldn't be using Antialiased rendering on an Indexed image.
Antialiasing requires the ability to choose a color that is N% of the
way from the foreground to the background and store that color, but that
color may not be in the colormap of an Indexed image.
One could argue that we should
[EMAIL PROTECTED] wrote:
I am using drawimage method to add a BufferedImage to another BufferedImage.
The base image is a bilevel (white and black) and the added image is bilevel
too.
But in result, the added image just became a black frame in base image.
Anyone has an idea?
Please post a
This is source code. How do I give images.
import java.awt.image.BufferedImage;
import java.awt.Graphics2D;
import java.awt.AlphaComposite;
import java.awt.Color;
import java.awt.Font;
import java.awt.RenderingHints;
import java.awt.FontMetrics;
import java.awt.geom.Rectangle2D;
import
Should the drawGlyphVector() method in Graphics2D honour any current rendering
hints such as RenderingHints.KEY_TEXT_ANTIALIASING? It appears not to be doing
this.
--
And loving it,
-Qu0ll (Rare, not extinct)
_
[EMAIL PROTECTED]
[Replace the
[EMAIL PROTECTED] wrote:
Should the drawGlyphVector() method in Graphics2D honour any current rendering
hints such as RenderingHints.KEY_TEXT_ANTIALIASING? It appears not to be doing
this.
It gets that particular hint from the FontRenderContext that is used to
create/layout the
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