Chapter 12: Problem 18
(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
Step by step solution
Set Up GUI Framework
Create a JFrame
Implement the Custom JPanel
Initialize Random Line Drawing
Clear and Repaint the JPanel
Handle Continuous Refresh
Test the Application
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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 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
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
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.
paintComponent method
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.