This is a very thourough answer. I will try to reply ... On 8/25/05, Jim Graham <[EMAIL PROTECTED]> wrote: > >> From the Component javadocs: > >> The update method of Component calls this component's paint > >> method to redraw this component. > >> and: > >> Subclasses of Component that override this method should > >> either call super.update(g), or call paint(g) directly > >> from their update method. > > > > OK, guess I misread the docs. Actually, I followed this tutorial to begin > > with: http://www.dgp.toronto.edu/~mjmcguff/learn/java/ > > either direction will work as long as you override both. Our docs show the > guts in paint() and then update() redirecting to paint() since it reflects > what would otherwise go on underneath the covers. Typically an animation > program overrides paint() to start out with to draw a frame, because that > is where a program should put its paint() code and that is where someone > reading the code would go first to find the painting code. The override of > update() is then added to stop the "erase to background color" flickering. > When you look at it that way, it seems more logical to have the actual > painting code in the paint() method, but both work as long as you override > both. I'm with you and I tried both, same result.
> > >> Of course, you've overridden update(), so this changes the > >> behavior, but it's a bit confusing at the least. But there could > >> be more wrong here: it could be that by changing the nature of > >> update/paint interaction, you're getting in the way of the > >> regular system of issuing and consuming repaint() events, which > >> could cause the paint calls to keep being issued. > >> > >> The solution here is to simply override paint() and do your > >> painting there. Or if you're using Swing, override paintComponent() > >> instead. Don't override update, or at least not in the manner you > >> are doing currently. > > I'm using AWT I guess, no Swing. I'm trying to go for old-API in order > > to make the game runnable on more computers. I compile for 1.4.2, but > > I guess 1.4.2 has Swing so I could go for paintComponent, but my > > feeling is I should use paint(), eg.the tutorial uses paint(). > > Comments? > > I don't see how the way you've overridden paint/update() can lead to the > problem in and of itself. It would be an interesting experiment, but I > wouldn't abandon your architecture to try to fix this. I started "porting" my Applet to JApplet but it proved horrendously errorprone (basically had to cut the file in three --- more work to fix this than starting from scratch) so I am back at the AWT/paint/update stage again. > > >> To improve performance in general: > >> - use a timer to schedule regular repaints so you don't get > >> swamped with constant repaint events (similar to what you're > >> doing, but I don't follow the complexity of using key actions > >> for this. Why not simply issue a repaint call?) > > This is a hard call. While I still need to think about the ramifications > of what you've done with sending ActionEvents to yourself, simply using a > Timer instead of rolling your own Thread would not change anything here if > the action of the Timer was to send the ActionEvent. I've tried both, same result. A potential error with my previous "virtual-click-a-button" method was that it used the postEvent from a custom thread. Given that the documents state that all AWT/Swing code should execute using the invokeLater technique, this i not recommended. Anyway, the Swing Timer didn't work either in my setting. > > If you switched to periodic repaint() calls instead of sending an > ActionEvent then it would mean that the calls to update() would happen > directly instead of as a result of a frame update. You would either have > to move the frame update code to the update() method, or you would have to > have two timer events - one to update the frame, and another to call > repaint - and the two would happen asynchronously. > > This points out a potential problem with the way you've written the code > and could be the root cause of the flood of repaints. Are there ever any > frames that take longer than 1 second to render? If so, then there is no > inherent throttling of your ActionEvents to match the extended compute > time. If, say, you have one frame update that takes 10 seconds to > complete, then by the time it is done, there will be 10 ActionEvents in the > queue waiting to be processed. If those events take less time to process > then you will run through all 10 of them at once and see 10 updates very > quickly in a row which could look like what is happening to you. If it is > much more likely to encounter frame updates that take longer than 1 second > then the backup will be constantly increasing. Simple answer: no. My updateBackbuffer code paints at most 64 tile images sized 32x32 each, and actually even when the non-stopping-updates is going on, there is no performance problem more than the CPU getting up to like 10% (I'm sorry stated 90% earlier post but that was a misreading must have been something else..). The way I know there is mad-updating is via the console output (println) and flickering (the headsup display widgets are flickering). > > Instead of sending an ActionEvent every second which forces a frame update, > you might want to have some way of creating back-pressure. Either: > > - have something in your frame update code which requests the subsequent > frame when it is done and don't send another ActionEvent until it is > requested - that guarantees a delay of N milliseconds "between" frames so > if frames take longer than your delay, the ActionEvents don't accumulate. > This is kind of hard to implement, though. > > - have your frame update code check the last time a frame was updated and > if it was less than 1 second ago, skip this ActionEvent to catch up > (another will come along in less than a second). > > - you can also look at the time-stamp of the ActionEvent and if it was sent > more than 1 second ago, skip it in favor of one that you know will be > coming along very soon. > > - have your frame update code increment "number of frames handled" and have > the event sending code increment "number of frames requested" and if the > requested count is too far ahead of the handled count (like more than 1 > greater), skip a beat by not sending the ActionEvent this time. > > - use calls to update to trigger your frame updates and use "timed repaint" > events which coalesce: > > Timer thread { > loop { > sleep(1000); > repaint(10); // Will coalesce with other repaint(ms) > calls > } > } > > update(Graphics g) { > updateframe(); > paint(g); > } > > paint(Graphics g) { > g.drawImage(backbuffer); > drawheadsup(g); > } > > Note that calls to repaint() with no delay will be queued and result in > calls to update() on a 1 for 1 basis so you could end up with the same > backlog, but calls to repaint() with a delay (as above) will be coalesced > with each other. > > >> - only draw the area that's changed. So if only one rectangle > >> of the playing area has changed, draw that updated region > >> into the back buffer, and copy that region of the back buffer > >> into the window. > > That will help keep the frame update code from getting too far behind the > event sending thread... > > ...jim > > Thanks for your time, /Olof =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".