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You guys are good at Java, right?
 
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Tue Oct 14, 2003 12:59 am    Post subject: You guys are good at Java, right? [quote]

I need to fix these two:
http://www.venosoft.com/ninkazu/relfun2.java
http://www.venosoft.com/ninkazu/relblob1.java

and make this faster:
http://www.venosoft.com/ninkazu/julia.java

I need a better method of grabbing and plotting pixels than what I'm doing now...

::EDIT::
I fixed relblob1. Check it out
http://www.venosoft.com/ninkazu/relblob1.html

Speed is still an issue. Any methods, people?
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Happy
JonA's American snack pack


Joined: 03 Aug 2002
Posts: 200

PostPosted: Tue Oct 14, 2003 6:09 am    Post subject: [quote]

Comments would be fantastic.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
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PostPosted: Tue Oct 14, 2003 8:29 pm    Post subject: [quote]

All I need is a way to speed up drawing. You don't need to know what the rest does.
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Happy
JonA's American snack pack


Joined: 03 Aug 2002
Posts: 200

PostPosted: Tue Oct 14, 2003 9:17 pm    Post subject: [quote]

Sorry. I assumed you wanted me to help.

Since I have no idea what your code does I can only assume you mean pixel drawing, as it seems you're using [url=http://java.sun.com/j2se/1.4.2/docs/api/java/awt/Graphics.html#fillRect(int,%20int,%20int,%20int)]fillRect() [/url] for drawing pixels (and I only gather that from the fact that there's a few "fillRect(x,y,1,1)"'s in there (In essence, drawing pixel sized rectangles). For speed, I'd recommend you stay clear of that method. It's nasty and rather naive. Although it's been awhile since I've done anything in Java, I'm pretty sure the following links will get you pointed in the right direction:

http://java.sun.com/j2se/1.4.2/docs/api/

And, in particular:
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/image/DataBuffer.html
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/image/Raster.html
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/image/WritableRaster.html
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Tue Oct 14, 2003 10:31 pm    Post subject: [quote]

Ugh, I can't any sense of this :'(
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Wed Oct 15, 2003 4:26 am    Post subject: [quote]

Ninkazu wrote:
Ugh, I can't any sense of this :'(


The joy of Java!
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Wed Oct 15, 2003 11:13 am    Post subject: [quote]

Reload the above relblob1.html and you'll see that I got it going faster. Not as fast as I want it, but I'll try to fix that after school if I have time.

Speaking of which.... gotta run!
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Oct 15, 2003 12:44 pm    Post subject: [quote]

When trying your URL (or www.venosoft.com), I get the following error:

(111) Connection refused

Might be an issue with the proxy of Trinity (my current university), but I haven't encountered this problem before.
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If we could navigate in the physical world by hyperlinks, we wouldn't bother with walking, driving, flying... so why should we do it in a virtual world? - KDE User Interface Guidelines
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Wed Oct 15, 2003 8:23 pm    Post subject: [quote]

Could be a server hiccup.
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Thu Oct 16, 2003 2:47 am    Post subject: [quote]

1. you don't need to create a new Graphics every loop; move your paintapp() into paint() and call repaint() from your main loop. repaint calls paint.

2. You create new instances of a whole lot of variables all thru the code; like the two stacks in the qsort(). This is a cardinal sin in Java realtime programming. NEVER create objects or let objects go out of reference in your main loop. You are inviting the GC to kick in which can take 100+ millisecs ie thats a very noticable pause.

3. Thread.sleep() gives erratic timing on all platforms but linux. On win98/ME its unbearable and on WinXP it gives erratic frame rates. There is a wiki on javagaming .org with code for a self correcting timer thread class that works real well.

4. To increase your framerate overall you'll need to drop the fillRect altogether and use a MemoryImageSource or a BufferedImage.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Thu Oct 16, 2003 11:05 am    Post subject: [quote]

Thanks, I'll do that after my finals today.
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