I wanted to draw an image on my panel based on the data I receive from another thread. I am sure the data and consequent pixel array works well, but the repaint() would never work. Can anyone tell me what's going wrong here?
import javax.swing.*;
import java.awt.*;
import java.awt.image.*;
/** Create an image from a pixel array. **/
public class PicturePlaza extends JApplet
{
ImagePanel fImagePanel;
ReadCom readComPort;
Thread readPortThread;
public void init () {
// initiate the read port thread so that it can receive data
readComPort = new ReadCom();
readPortThread = new Thread(readComPort,"ReadCom");
readPortThread.start();
Container content_pane = getContentPane ();
fImagePanel = new ImagePanel ();
content_pane.add (fImagePanel);
}
// Tell the panel to create and display the image, if pixel data is ready.
public void start () {
while(true){
if(readComPort.newPic){
fImagePanel.go();
}
try {
Thread.sleep(4000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
/** Create an image from a pixel array. **/
class ImagePanel extends JPanel{
Image fImage;
int fWidth = ReadCom.row, fHeight = ReadCom.col;
void go() {
//update the image if newPic flag is set to true
fImage = createImage (new MemoryImageSource (fWidth, fHeight, ReadCom.fpixel, 0, fWidth));
repaint();
readComPort.newPic = false; //disable the flag, indicating the image pixel has been used
}
/** Paint the image on the panel. **/
public void paintComponent (Graphics g) {
super.paintComponent (g);
g.drawImage (fImage, 0, 0, this );
}
}
}
Thanks
Just a little note on repaint()
. repaint()
schedules a repaint of the screen, it won't always do it immediately in my experience. I found the best solution is to directly call paint()
yourself.
Graphics g;
g = getGraphics();
paint(g);
I put this as a new function to call in my code when I wanted it to paint immediately. Also this will not erase the previous graphics on the screen, you will have to do that manually.
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