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(Screen Saver) Write an application that simulates a screen saver. The application should randomly draw lines using method drawLine of class Graphics. After drawing 100 lines, the application should clear itself and start drawing lines again. To allow the program to draw continuously, place a call to repaint as the last line in method paintComponent. Do you notice any problems with this on your system?

Short Answer

Expert verified
A screen saver can be simulated with random line drawing and continuous repainting, ensuring to clear and redraw every cycle.

Step by step solution

01

Set Up GUI Framework

Begin by creating a Java application using a GUI framework such as Swing. Import necessary classes from javax.swing and java.awt for graphical operations.
02

Create a JFrame

Create a main method to set up the JFrame. Set its size and default close operation. Add a custom JPanel where the drawing will occur.
03

Implement the Custom JPanel

Extend JPanel and override its paintComponent method. This is where you'll implement the drawing logic.
04

Initialize Random Line Drawing

Within paintComponent, use a loop to generate and draw 100 random lines. Use the drawLine method from the Graphics class, specifying random coordinates within the panel's dimensions.
05

Clear and Repaint the JPanel

After drawing the 100 lines, clear the drawing area using the fillRect method to cover the entire panel with its background color. Then call repaint to refresh the component and trigger another paint cycle.
06

Handle Continuous Refresh

Ensure continuous drawing by invoking repaint at the end of the paintComponent method. Consider introducing a delay (e.g., using Thread.sleep) to manage CPU usage and the visual display timing.
07

Test the Application

Run the application and observe its behavior: check for any artifacts or performance impacts that might arise from the continuous redraw loop and adjust timing or resource usage as needed.

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Key Concepts

These are the key concepts you need to understand to accurately answer the question.

Java Swing
Java Swing is a powerful GUI toolkit that allows Java developers to build interactive graphical applications with ease. It's part of the Java Foundation Classes and provides a rich set of components such as buttons, labels, and text fields. One of the key features of Java Swing is its platform independence, meaning that applications built with Swing look and function the same across all operating systems. This is achieved through a model known as 'L&F' (Look and Feel) which Swing uses to render its interface.

Java Swing is based on a lightweight component framework. Unlike earlier AWT components which were heavyweight, Swing components do not rely directly on the operating system's native components. This makes them more flexible and versatile for custom designs. When developing a Java application that involves graphical operations, using Swing simplifies the process by providing a set of classes tailored for these tasks. It's essential to import the `javax.swing` package when working on GUI elements, and Swing components are best used in concurrency with the Event Dispatch Thread (EDT) to ensure proper functioning.
JPanel
In Java Swing, `JPanel` serves as a versatile container for holding components and performing custom drawing. It is a basic building block for creating user interface elements and can be added to other containers such as `JFrame`. What makes `JPanel` particularly useful is its lightweight nature, which allows for layering and positioning of components in a flexible manner.

Using `JPanel` for custom graphics is a common practice. By extending the `JPanel` class, you can override its `paintComponent` method to perform drawing operations. This capability makes it ideal for a variety of tasks such as creating custom widgets or interactive visualizations.
A `JPanel` can contain other Swing components, which makes it an excellent choice for organizing a complex UI. However, when performing direct drawing inside a `JPanel`, the `paintComponent` method becomes the workhorse, handling all graphical updates within the panel. Panels can be nested to create sophisticated layouts that are still manageable, thanks to layout managers which automatically handle the position and size of components.
Graphics class
The `Graphics` class is a fundamental part of Java's Abstract Window Toolkit (AWT) and is inherited by Swing components. This class provides the essential tools required for drawing shapes, text, and images onto components. Each time a component needs to be rendered, the system calls the `paintComponent` method and provides a `Graphics` object which acts as a paintbrush.

Utilizing the `Graphics` class, developers can execute commands such as:
  • `drawLine(int x1, int y1, int x2, int y2)`: Draws a line between point `(x1, y1)` to `(x2, y2)`.
  • `drawRect(int x, int y, int width, int height)`: Draws a rectangle with the specified dimensions.
  • `setColor(Color c)`: Sets the color for any subsequent drawing operations.
When drawing with the `Graphics` class, the coordinate system used is based on the top-left being the origin `(0,0)`. All drawings are clipped or limited to the boundaries of the component. If a more advanced drawing capability is needed, subclassing may be required to provide more control or extend functionalities.
paintComponent method
The `paintComponent` method is a core feature of the `JComponent` class, which `JPanel` and other Swing components inherit. It serves as the callback method that you override to perform custom rendering on the component. Whenever a component needs to be redrawn, the Swing framework calls this method and provides it with a `Graphics` object.

Overriding `paintComponent` is the standard approach to custom drawing in Swing. The key steps involve:
  • Calling `super.paintComponent(g)`: This clears the previous contents of the component, ensuring a clean canvas before applying new drawings.
  • Utilizing the passed `Graphics` object (`g`) to draw content: You can use methods like `drawLine` to implement custom graphics.
  • Managing the drawing loop: For animations, invoke `repaint()` at the end of the method to schedule another painting operation.
It's important to ensure efficient drawing within `paintComponent` to avoid flickering or performance issues. Using double buffering and optimizing the drawing operations can significantly enhance the visual experience. This method is integral to creating dynamic, visually appealing Java applications.

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Most popular questions from this chapter

{Random Triangles})\( Write an application that displays randomly generated triangles in different colors. Each triangle should be filled with a different color. Use class GeneralPath and method \)f i 11$ of class Graphics2D to draw the triangles.

State whether each of the following is true or false. If false, explain why. a) The first two arguments of Graphics method draw0val specify the center coordinate of the oval. b) In the Java coordinate system, \(x\) -values increase from left to right. c) Graphics method fillPolygon draws a filled polygon in the current color. d) Graphics method drawArc allows negative angles. e) Graphics method getSize returns the size of the current font in centimeters. f) Pixel coordinate (0,0) is located at the exact center of the monitor.

{ Random Colors })$ Modify Exercise 12.28 to draw each of the 20 randomly sized shapes in a randomly selected color. Use all 13 predefined Color objects in an array of Colors.

(Drawing Cubes) Write an application that draws a cube. Use class GeneralPath and method draw of class Graphics2D.

Fill in the blanks in each of the following statements: a) In Java 2D, method _______of class________sets the characteristics of a line used to draw a shape. b) Class ________ helps specify the fill for a shape such that the fill gradually changes from one color to another. c) The _______ method of class Graphics draws a line between two points. d) RGB is short for_______ ,_________ and .___________ e) Font sizes are measured in units called ._________ f) Class ________ helps specify the fill for a shape using a pattern drawn in a Buffered- Image.

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