Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
0% found this document useful (0 votes)
199 views

Here Here Here: Java Applet Tutorial

This document provides an introduction to creating Java applets. It includes examples of simple applets that draw lines, shapes, and text to demonstrate basic graphics functionality. The examples are meant to be downloaded and modified to help learners get started with applet programming. Additional resources for learning Java and programming concepts are also referenced.

Uploaded by

Vasanth Reddy
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
199 views

Here Here Here: Java Applet Tutorial

This document provides an introduction to creating Java applets. It includes examples of simple applets that draw lines, shapes, and text to demonstrate basic graphics functionality. The examples are meant to be downloaded and modified to help learners get started with applet programming. Additional resources for learning Java and programming concepts are also referenced.

Uploaded by

Vasanth Reddy
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 31

Java Applet Tutorial

This site is meant to be a quick-and-dirty introduction to writing Java applets. A set of example
applets are given to be used as exercises. Feel free to download the source code herein, try it out on
your own machine, and modify it.

Designers and artists: this tutorial emphasizes visual and interactive aspects of applets. It was
made especially for people wishing to create small, graphical, expressive forms with Java.
However, if you have no programming experience at all, you'll probably need additional learning
resources. Please see the note below for first-time programmers.

Before getting started, you'll need a compiler for Java, so that you can translate source code into
something executable. You could, for example, download Sun's Java Software Development Kit
(abbreviated as JDK or SDK), which includes a compiler, utilities, example applets, and a boat-load
of documentation. (Mac users can try here, here and here.) Be sure to get the Java SDK and not the
JRE (Java Runtime Environment) -- the former allows you to compile java programs, the latter only
allows you to run them.

After getting a compiler, you can try out the examples. The first one, "Drawing Lines", walks you
through the process of creating an applet. Please note that lessons 9-12 are unfinished, as I have yet
to get around to completing them.

1 Drawing Lines
2 Drawing Other Stuff
3 Color - introduces arrays
4 Mouse Input - introduces showStatus( ) and Vector
5 Keyboard Input
6 Threads and Animation - introduces System.out.println( )
Backbuffers - introduces Math.random( ) and

Graphics.drawImage( )
8 Painting
9 Clocks
10 Playing with Text - introduces 2D arrays and hyperlinks
11 3D Graphics - introduces classes
12 Odds and Ends

All of these examples were designed to be small and, hopefully, easy to absorb. If you couldn't find
information here that you need, you might try Sun's website, which has copious documentation on
Java, along with online tutorials and examples. You might also try the Java FAQ, a copy of which
can be found by searching for "java faq" in any good search engine (or just try here -- the same site
also hosts a tutorial).

If you're looking for books on Java, O'Reilly publishes some good ones, although they are most
useful to people with at least a bit of prior programming experience. Java in a Nutshell by David
Flanagan (in its 3rd edition, at the time of writing) covers the basic features of Java, including the
syntax of the language, data structures, object-oriented features, and threads. Determined novices
with no programming experience may find it useful. Java Foundation Classes in a Nutshell by
David Flanagan describes how to create GUIs with widgets and how to draw basic graphics, among
other things. Java 2D Graphicsby Jonathan Knudsen, also published by O'Reilly, discusses in
detail the graphics features of the Java 2 platform.

First-time programmers will probably find that the explanations given in this tutorial are too brief
and leave out too many details. Basic information on the Java language can be found here (try to
focus on understanding the syntax of variables, expressions, loops, and flow control structures at
first -- we hardly make use of any object-oriented concepts in this tutorial). There are some books
on Java for first-time programmers: this site recommends Java: An Introduction to Computer
Science and Programming by Walter Savitch et al., Problem Solving With Java by Elliot B.
Koffman and Ursula Wolz, andIntroduction to Programming Using Java: An Object-Oriented
Approach by David M. Arnow and Gerald Weiss. You might also try getting a feel for some basic
programming concepts by learning a simpler language first, such as DBN.

Terminology : Note that the term function is used in this tutorial in place of the more modern (and
object-oriented) term method. 

About these web pages :


These exercises were a joy to prepare once I figured out how to write a Perl script that could take the
documentation and .java source files I wrote and generate .html files with them. The script also generated the
little navigation bars at the top of each exercise page, and made it easy for me to play with different color
schemes.

Thanks to Richard Streitmatter-Tran for encouraging me to create these lessons !

Exercise 1: Drawing Lines

Here's the source code for a first applet:


import java.applet.*;
import java.awt.*;

public class DrawingLines extends Applet {

int width, height;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );
}

public void paint( Graphics g ) {


g.setColor( Color.green );
for ( int i = 0; i < 10; ++i ) {
g.drawLine( width, height, i * width / 10, 0 );
}
}
}
Start up a plain text editor and type in the source code. It's important that you use a plain ASCII
text editor (such as "Notepad" on Windows, "SimpleText" on Mac, or "vi" or "emacs" on UNIX) to
enter the source code; don't use a word processing application (such as "WordPerfect" or "Word")
since they use a proprietary format for files. If you don't want to do any typing, you
can download the source file. Save the file as DrawingLines.java. It's important that the filename
match the class name in the source code.

Now, you have to compile the source code to generate a bytecode file called DrawingLines.class. If
you're using Sun's Java Software Development Kit, you can compile by typing javac
DrawingLines.java at a command prompt (on Windows, this is done within an MS-DOS shell).
Check that the .class file was indeed generated.

Then, create a .html file containing the following line:


<applet width=300 height=300 code="DrawingLines.class"> </applet>

(If the .html file is not in the same directory as the .class file, you'll have to add
a codebase="..." attribute specifying the path to the class file. More information on
the <applet> tag can be found here.) When you view the .html file in a web browser, you should
see something like this:

Here's a second version of the same source code, this time with comments:
import java.applet.*;
import java.awt.*;

// The applet's class name must be identical to the filename.


public class DrawingLines extends Applet {

// Declare two variables of type "int" (integer).


int width, height;

// This gets executed when the applet starts.


public void init() {

// Store the height and width of the applet for future reference.
width = getSize().width;
height = getSize().height;

// Make the default background color black.


setBackground( Color.black );
}

// This gets executed whenever the applet is asked to redraw itself.


public void paint( Graphics g ) {

// Set the current drawing color to green.


g.setColor( Color.green );

// Draw ten lines using a loop.


// We declare a temporary variable, i, of type "int".
// Note that "++i" is simply shorthand for "i=i+1"
for ( int i = 0; i < 10; ++i ) {

// The "drawLine" routine requires 4 numbers:


// the x and y coordinates of the starting point,
// and the x and y coordinates of the ending point,
// in that order. Note that the cartesian plane,
// in this case, is upside down (as it often is
// in 2D graphics programming): the origin is at the
// upper left corner, the x-axis increases to the right,
// and the y-axis increases downward.
g.drawLine( width, height, i * width / 10, 0 );
}
}
}

Exercise 2: Drawing Other Stuff

The source code:


import java.applet.*;
import java.awt.*;

public class DrawingStuff extends Applet {

int width, height;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );
}

public void paint( Graphics g ) {

// As we learned in the last lesson,


// the origin (0,0) is at the upper left corner.
// x increases to the right, and y increases downward.

g.setColor( Color.red );
g.drawRect( 10, 20, 100, 15 );
g.setColor( Color.pink );
g.fillRect( 240, 160, 40, 110 );

g.setColor( Color.blue );
g.drawOval( 50, 225, 100, 50 );
g.setColor( Color.orange );
g.fillOval( 225, 37, 50, 25 );

g.setColor( Color.yellow );
g.drawArc( 10, 110, 80, 80, 90, 180 );
g.setColor( Color.cyan );
g.fillArc( 140, 40, 120, 120, 90, 45 );

g.setColor( Color.magenta );
g.fillArc( 150, 150, 100, 100, 90, 90 );
g.setColor( Color.black );
g.fillArc( 160, 160, 80, 80, 90, 90 );

g.setColor( Color.green );
g.drawString( "Groovy!", 50, 150 );
}
}

The resulting applet looks like this:

For documentation on the Graphics class and the parameters that are passed to functions such
as drawRect(), fillOval(), etc., go here.

Please note that some of the member functions in Graphics, such as fillRect(), interpret
the width and height parameters as measured between pixel edges; hence the resulting figure will
truly be widthpixels wide and height pixels high. However, other functions, such as drawRect(),
assume dimensions are measured between pixel centres; hence the resulting figure will actually
be width+1 by height+1pixels.

Exercise 3: Color

In the last lesson, we used a number of colors predefined by


Java: Color.red, Color.green, Color.magenta, etc. (for a complete list, go here). In this lesson, we
learn how to create arbitrary colors, by specifying an RGB value. The example applets below
generate spectrums of color and draw something with them.

The source code for the first applet:


import java.applet.*;
import java.awt.*;

public class DrawingWithColor1 extends Applet {

int width, height;


int N = 25; // the number of colors created
Color[] spectrum; // an array of elements, each of type Color
Color[] spectrum2; // another array

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

// Allocate the arrays; make them "N" elements long


spectrum = new Color[ N ];
spectrum2 = new Color[ N ];

// Generate the colors and store them in the arrays.


for ( int i = 1; i <= N; ++i ) {
// The three numbers passed to the Color() constructor
// are RGB components in the range [0,1].
// The casting to (float) is done so that the divisions will be
// done with floating point numbers, yielding fractional quotients.

// As i goes from 1 to N, this color goes from almost black to white.


spectrum[ i-1 ] = new Color( i/(float)N, i/(float)N, i/(float)N );

// As i goes from 1 to N, this color goes from almost pure green to pure red.
spectrum2[ i-1 ] = new Color( i/(float)N, (N-i)/(float)N, 0 );
}
}

public void paint( Graphics g ) {

int step = 90 / N;
for ( int i = 0; i < N; ++i ) {
g.setColor( spectrum[ i ] );
g.fillArc( 0, 0, 2*width, 2*height, 90+i*step, step+1 );

g.setColor( spectrum2[ i ] );
g.fillArc( width/3, height/3, 4*width/3, 4*height/3, 90+i*step, step+1 );
}
}
}

The resulting applet:

A second example:
import java.applet.*;
import java.awt.*;
import java.lang.Math;

public class DrawingWithColor2 extends Applet {

int width, height;


int N = 25;
Color[] spectrum;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

spectrum = new Color[ N ];

// Generate the colors and store them in the array.


for ( int i = 0; i < N; ++i ) {
// Here we specify colors by Hue, Saturation, and Brightness,
// each of which is a number in the range [0,1], and use
// a utility routine to convert it to an RGB value before
// passing it to the Color() constructor.
spectrum[i] = new Color( Color.HSBtoRGB(i/(float)N,1,1) );
}
}

public void paint( Graphics g ) {

int radius = width / 3;


for ( int i = 0; i < N; ++i ) {

// Compute (x,y) positions along a circle,


// using the sine and cosine of an appropriately computed angle.
double angle = 2*Math.PI*i/(double)N;
int x = (int)( radius*Math.cos(angle) );
int y = (int)( radius*Math.sin(angle) );

g.setColor( spectrum[ i ] );
g.drawString( "Color", width/2+x, height/2+y );
}
}
}

The output:

Exercise 4: Mouse Input

The source code:


import java.applet.*;
import java.awt.*;
import java.awt.event.*;

public class Mouse1 extends Applet


implements MouseListener, MouseMotionListener {

int width, height;


int mx, my; // the mouse coordinates
boolean isButtonPressed = false;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

mx = width/2;
my = height/2;

addMouseListener( this );
addMouseMotionListener( this );
}

public void mouseEntered( MouseEvent e ) {


// called when the pointer enters the applet's rectangular area
}
public void mouseExited( MouseEvent e ) {
// called when the pointer leaves the applet's rectangular area
}
public void mouseClicked( MouseEvent e ) {
// called after a press and release of a mouse button
// with no motion in between
// (If the user presses, drags, and then releases, there will be
// no click event generated.)
}
public void mousePressed( MouseEvent e ) { // called after a button is pressed down
isButtonPressed = true;
setBackground( Color.gray );
repaint();
// "Consume" the event so it won't be processed in the
// default manner by the source which generated it.
e.consume();
}
public void mouseReleased( MouseEvent e ) { // called after a button is released
isButtonPressed = false;
setBackground( Color.black );
repaint();
e.consume();
}
public void mouseMoved( MouseEvent e ) { // called during motion when no buttons are
down
mx = e.getX();
my = e.getY();
showStatus( "Mouse at (" + mx + "," + my + ")" );
repaint();
e.consume();
}
public void mouseDragged( MouseEvent e ) { // called during motion with buttons down
mx = e.getX();
my = e.getY();
showStatus( "Mouse at (" + mx + "," + my + ")" );
repaint();
e.consume();
}

public void paint( Graphics g ) {


if ( isButtonPressed ) {
g.setColor( Color.black );
}
else {
g.setColor( Color.gray );
}
g.fillRect( mx-20, my-20, 40, 40 );
}
}

Try clicking and dragging on the resulting applet. Notice how the status bar in your web browser
displays the current mouse position -- that's due to the calls to showStatus(). (You might see some
occasional flickering in this applet. This problem will be addressed in an upcoming lesson.)

The MouseEvent data that gets passed into each of the mouse*() functions contains information on


the position of the mouse, the state of the mouse buttons and modifier keys (i.e. the Shift, Alt, Ctrl,
and Meta keys), the time at which the event occurred, etc. To find out how to access this
information, go here.

Another example:
import java.applet.*;
import java.awt.*;
import java.awt.event.*;

public class Mouse2 extends Applet


implements MouseListener, MouseMotionListener {

int width, height;


int x, y; // the coordinates of the upper-left corner of the box
int mx, my; // the most recently recorded mouse coordinates
boolean isMouseDraggingBox = false;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

x = width/2 - 20;
y = height/2 - 20;

addMouseListener( this );
addMouseMotionListener( this );
}

public void mouseEntered( MouseEvent e ) { }


public void mouseExited( MouseEvent e ) { }
public void mouseClicked( MouseEvent e ) { }
public void mousePressed( MouseEvent e ) {
mx = e.getX();
my = e.getY();
if ( x < mx && mx < x+40 && y < my && my < y+40 ) {
isMouseDraggingBox = true;
}
e.consume();
}
public void mouseReleased( MouseEvent e ) {
isMouseDraggingBox = false;
e.consume();
}
public void mouseMoved( MouseEvent e ) { }
public void mouseDragged( MouseEvent e ) {
if ( isMouseDraggingBox ) {
// get the latest mouse position
int new_mx = e.getX();
int new_my = e.getY();

// displace the box by the distance the mouse moved since the last event
// Note that "x += ...;" is just shorthand for "x = x + ...;"
x += new_mx - mx;
y += new_my - my;

// update our data


mx = new_mx;
my = new_my;

repaint();
e.consume();
}
}

public void paint( Graphics g ) {


g.setColor( Color.gray );
g.fillRect( x, y, 40, 40 );
}
}

Try clicking and dragging on the gray square:

A third example:
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;

public class Mouse3 extends Applet


implements MouseListener, MouseMotionListener {

int width, height;

// We need a place to store a list of mouse positions.


// Rather than use an array, we'll use a Vector, because
// it allows elements to be easily appended and deleted.
// (Technically, it would probably be more appropriate to
// use a LinkedList, but they're only supported by Java 1.2)
Vector listOfPositions;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

listOfPositions = new Vector();

addMouseListener( this );
addMouseMotionListener( this );
}

public void mouseEntered( MouseEvent e ) { }


public void mouseExited( MouseEvent e ) { }
public void mouseClicked( MouseEvent e ) { }
public void mousePressed( MouseEvent e ) { }
public void mouseReleased( MouseEvent e ) { }
public void mouseMoved( MouseEvent e ) {

if ( listOfPositions.size() >= 50 ) {
// delete the first element in the list
listOfPositions.removeElementAt( 0 );
}

// add the new position to the end of the list


listOfPositions.addElement( new Point( e.getX(), e.getY() ) );

repaint();
e.consume();
}
public void mouseDragged( MouseEvent e ) { }

public void paint( Graphics g ) {


g.setColor( Color.white );
for ( int j = 1; j < listOfPositions.size(); ++j ) {
Point A = (Point)(listOfPositions.elementAt(j-1));
Point B = (Point)(listOfPositions.elementAt(j));
g.drawLine( A.x, A.y, B.x, B.y );
}
}
}

Move freely over the applet. Notice that moving faster makes the line stretch out longer.

Exercise 5: Keyboard Input

The source code:


import java.applet.*;
import java.awt.*;
import java.awt.event.*;

public class Keyboard1 extends Applet


implements KeyListener, MouseListener {

int width, height;


int x, y;
String s = "";

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

x = width/2;
y = height/2;

addKeyListener( this );
addMouseListener( this );
}

public void keyPressed( KeyEvent e ) { }


public void keyReleased( KeyEvent e ) { }
public void keyTyped( KeyEvent e ) {
char c = e.getKeyChar();
if ( c != KeyEvent.CHAR_UNDEFINED ) {
s = s + c;
repaint();
e.consume();
}
}

public void mouseEntered( MouseEvent e ) { }


public void mouseExited( MouseEvent e ) { }
public void mousePressed( MouseEvent e ) { }
public void mouseReleased( MouseEvent e ) { }
public void mouseClicked( MouseEvent e ) {
x = e.getX();
y = e.getY();
s = "";
repaint();
e.consume();
}

public void paint( Graphics g ) {


g.setColor( Color.gray );
g.drawLine( x, y, x, y-10 );
g.drawLine( x, y, x+10, y );
g.setColor( Color.green );
g.drawString( s, x, y );
}
}

Try clicking and typing into the applet. You'll probably have to click at least once before you begin
typing, to give the applet the keyboard focus.

Go here for more information.

Here's a second applet that nicely integrates most of what we've learned so far.
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.util.Vector;

public class Keyboard2 extends Applet


implements KeyListener, MouseListener, MouseMotionListener {

int width, height;


int N = 25;
Color[] spectrum;
Vector listOfPositions;
String s = "";
int skip = 0;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

spectrum = new Color[ N ];


for ( int i = 0; i < N; ++i ) {
spectrum[i] = new Color( Color.HSBtoRGB(i/(float)N,1,1) );
}

listOfPositions = new Vector();

addKeyListener( this );
addMouseListener( this );
addMouseMotionListener( this );
}

public void keyPressed( KeyEvent e ) { }


public void keyReleased( KeyEvent e ) { }
public void keyTyped( KeyEvent e ) {
char c = e.getKeyChar();
if ( c != KeyEvent.CHAR_UNDEFINED ) {
s = s + c;
repaint();
e.consume();
}
}

public void mouseEntered( MouseEvent e ) { }


public void mouseExited( MouseEvent e ) { }
public void mouseClicked( MouseEvent e ) {
s = "";
repaint();
e.consume();
}
public void mousePressed( MouseEvent e ) { }
public void mouseReleased( MouseEvent e ) { }
public void mouseMoved( MouseEvent e ) {

// only process every 5th mouse event


if ( skip > 0 ) {
-- skip; // this is shorthand for "skip = skip-1;"
return;
}
else skip = 5;

if ( listOfPositions.size() >= N ) {
// delete the first element in the list
listOfPositions.removeElementAt( 0 );
}

// add the new position to the end of the list


listOfPositions.addElement( new Point( e.getX(), e.getY() ) );

repaint();
e.consume();
}
public void mouseDragged( MouseEvent e ) { }

public void paint( Graphics g ) {


if ( s != "" ) {
for ( int j = 0; j < listOfPositions.size(); ++j ) {
g.setColor( spectrum[ j ] );
Point p = (Point)(listOfPositions.elementAt(j));
g.drawString( s, p.x, p.y );
}
}
}
}

Click, type, and move the mouse. You might see some flickering. Depending on the speed of your
computer, you might also find that the mouse position is being sampled too quickly or too slowly.
The upcoming lessons will give you tools to fix both of these problems.

Exercise 6: Threads and Animation

The only functions we have seen in applets so far are init(), paint(), and functions called in
response to input events. All of these functions are supposed to do a small amount of work and
return quickly. There has been no opportunity, so far, for a function to loop and do some
continuous work.

This applet creates a thread, a separate stream of execution, to perform a background task. The
body of the thread's code is in the run() function. In this case, the purpose of the thread is to
increment the variable i once every 1000 milliseconds, and cause the applet to redraw itself. The
result is a simple animation.
import java.applet.*;
import java.awt.*;

public class Threads1 extends Applet implements Runnable {

int width, height;


int i = 0;
Thread t = null;
boolean threadSuspended;

// Executed when the applet is first created.


public void init() {
System.out.println("init(): begin");
width = getSize().width;
height = getSize().height;
setBackground( Color.black );
System.out.println("init(): end");
}

// Executed when the applet is destroyed.


public void destroy() {
System.out.println("destroy()");
}

// Executed after the applet is created; and also whenever


// the browser returns to the page containing the applet.
public void start() {
System.out.println("start(): begin");
if ( t == null ) {
System.out.println("start(): creating thread");
t = new Thread( this );
System.out.println("start(): starting thread");
threadSuspended = false;
t.start();
}
else {
if ( threadSuspended ) {
threadSuspended = false;
System.out.println("start(): notifying thread");
synchronized( this ) {
notify();
}
}
}
System.out.println("start(): end");
}

// Executed whenever the browser leaves the page containing the applet.
public void stop() {
System.out.println("stop(): begin");
threadSuspended = true;
}
// Executed within the thread that this applet created.
public void run() {
System.out.println("run(): begin");
try {
while (true) {
System.out.println("run(): awake");

// Here's where the thread does some work


++i; // this is shorthand for "i = i+1;"
if ( i == 10 ) {
i = 0;
}
showStatus( "i is " + i );

// Now the thread checks to see if it should suspend itself


if ( threadSuspended ) {
synchronized( this ) {
while ( threadSuspended ) {
System.out.println("run(): waiting");
wait();
}
}
}
System.out.println("run(): requesting repaint");
repaint();
System.out.println("run(): sleeping");
t.sleep( 1000 ); // interval given in milliseconds
}
}
catch (InterruptedException e) { }
System.out.println("run(): end");
}

// Executed whenever the applet is asked to redraw itself.


public void paint( Graphics g ) {
System.out.println("paint()");
g.setColor( Color.green );
g.drawLine( width, height, i * width / 10, 0 );
}
}

The resulting applet:

The call to showStatus() in run() will cause the value of i to appear in the browser's status bar. If
you open the Java Console of your browser (in Netscape 4.7, this is accessible under the
Communicator|Tools submenu), you'll see the text printed by calls to System.out.println().

Unfortunately, the source code is complicated because the applet is supposed to suspend execution
of the thread whenever the browser leaves the web page containing the applet, and resume
execution upon return. This is done in the stop() and start() functions, respectively. Basically, the
thread monitors the value of some variable, here called threadSuspended, that behaves like a flag.
When the thread sees that it is supposed to suspend itself, it calls wait(), which blocks the thread
and does not allow it to continue executing until the applet calls notify().
Strictly speaking, it is not necessary to suspend the thread at all, but failing to do so is somewhat
irresponsible. The user's CPU could become bogged down with useless instructions to execute long
after the browser has left the page containing the applet. Those tempted to forgo "proper" coding to
make their applets simpler can use this as an example. When you run this applet, open the Java
Console of your browser, and then leave the page the applet is on. Notice how messages continue
to be printed out in the console, and the value of i continues to be displayed in the status bar,
demonstrating that the thread is still running in the background.

For more information on threads, try here, here and here. 

Exercise 7: Backbuffers

Up to this point, the graphics drawn by our applets have been relatively simple. With more complex
graphics however, whether in animations or interactive programs, flicker can become a problem.
(You may have already noticed subtle flickering in some of the previous applets.)

This example demonstrate the problem. It uses a pseudo-random number generator to produce a
big, hairy tangle of lines. The lines follow the mouse cursor.
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Math;

public class NoBackbuffer1 extends Applet


implements MouseMotionListener {

int width, height;


int mx, my; // the mouse coordinates
Point[] points;
int N = 300;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

mx = width/2;
my = height/2;

points = new Point[ N ];


for ( int i = 0; i < N; ++i ) {
int x = (int)(( Math.random() - 0.5 ) * width / 1.5);
int y = (int)(( Math.random() - 0.5 ) * height / 1.5);
points[i] = new Point( x, y );
}

addMouseMotionListener( this );
}

public void mouseMoved( MouseEvent e ) {


mx = e.getX();
my = e.getY();
showStatus( "Mouse at (" + mx + "," + my + ")" );
repaint();
e.consume();
}
public void mouseDragged( MouseEvent e ) { }

public void paint( Graphics g ) {


g.setColor( Color.white );
for ( int j = 1; j < N; ++j ) {
Point A = points[j-1];
Point B = points[j];
g.drawLine( mx+A.x, my+A.y, mx+B.x, my+B.y );
}
}
}

The output:

You probably see flickering when you move the mouse over the applet. The lines take a significant
amount of time to draw, and since the canvas is cleared before each redraw, the image on the
canvas is actually incomplete most of the time.

This second example makes the problem even more pronounced by rendering a bitmap image in the
background.
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Math;

public class NoBackbuffer2 extends Applet


implements MouseMotionListener {

int width, height;


int mx, my; // the mouse coordinates
Point[] points;
int N = 300;
Image img;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

mx = width/2;
my = height/2;

points = new Point[ N ];


for ( int i = 0; i < N; ++i ) {
int x = (int)(( Math.random() - 0.5 ) * width / 1.5);
int y = (int)(( Math.random() - 0.5 ) * height / 1.5);
points[i] = new Point( x, y );
}

// Download the image "fractal.gif" from the


// same directory that the applet resides in.
img = getImage( getDocumentBase(), "fractal.gif" );

addMouseMotionListener( this );
}
public void mouseMoved( MouseEvent e ) {
mx = e.getX();
my = e.getY();
showStatus( "Mouse at (" + mx + "," + my + ")" );
repaint();
e.consume();
}
public void mouseDragged( MouseEvent e ) { }

public void paint( Graphics g ) {


g.drawImage( img, 0, 0, this );
g.setColor( Color.white );
for ( int j = 1; j < N; ++j ) {
Point A = points[j-1];
Point B = points[j];
g.drawLine( mx+A.x, my+A.y, mx+B.x, my+B.y );
}
}
}

The output:

The flickering you see now should be especially bad.

The solution is to use double-buffering : rather than perform drawing operations directly to screen,
we draw onto an image buffer (the "backbuffer") in memory, and only after completing this image
do we copy it onto the screen. There is no need to erase or clear the contents of the screen before
copying (or "swapping", as it's called) the backbuffer onto the screen. During the swap, we simply
overwrite the image on the screen. Hence the screen never displays a partial image: even in the
middle of swapping, the screen will contain 50 % of the old image and 50 % of the new image. As
long as the swap is not too slow, the eye is fooled into seeing a continuous, smooth flow of images.

This example uses a backbuffer.


import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Math;

public class Backbuffer1 extends Applet


implements MouseMotionListener {

int width, height;


int mx, my; // the mouse coordinates
Point[] points;
int N = 300;
Image img;
Image backbuffer;
Graphics backg;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

mx = width/2;
my = height/2;

points = new Point[ N ];


for ( int i = 0; i < N; ++i ) {
int x = (int)(( Math.random() - 0.5 ) * width / 1.5);
int y = (int)(( Math.random() - 0.5 ) * height / 1.5);
points[i] = new Point( x, y );
}

img = getImage(getDocumentBase(), "fractal.gif");

backbuffer = createImage( width, height );


backg = backbuffer.getGraphics();
backg.setColor( Color.white );

addMouseMotionListener( this );
}

public void mouseMoved( MouseEvent e ) {


mx = e.getX();
my = e.getY();
showStatus( "Mouse at (" + mx + "," + my + ")" );

backg.drawImage( img, 0, 0, this );


for ( int j = 1; j < N; ++j ) {
Point A = points[j-1];
Point B = points[j];
backg.drawLine( mx+A.x, my+A.y, mx+B.x, my+B.y );
}

repaint();
e.consume();
}
public void mouseDragged( MouseEvent e ) { }

public void paint( Graphics g ) {


g.drawImage( backbuffer, 0, 0, this );
}
}

The output:

Why do we still see flicker ? Whenever the applet is supposed to redraw itself, the
applet's update() function gets called. The java.awt.Component class (which is a base class
of Applet) defines a default version of update() which does the following: (1) clears the applet by
filling it with the background color, (2) sets the color of the graphics context to be the applet's
foreground color, (3) calls the applet'spaint() function. We see flickering because the canvas is still
cleared before each redraw. To prevent this, we need to define our own update() function, to
override the base class' behavior.
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Math;

public class Backbuffer2 extends Applet


implements MouseMotionListener {

int width, height;


int mx, my; // the mouse coordinates
Point[] points;
int N = 300;
Image img;
Image backbuffer;
Graphics backg;

public void init() {


width = getSize().width;
height = getSize().height;

mx = width/2;
my = height/2;

points = new Point[ N ];


for ( int i = 0; i < N; ++i ) {
int x = (int)(( Math.random() - 0.5 ) * width / 1.5);
int y = (int)(( Math.random() - 0.5 ) * height / 1.5);
points[i] = new Point( x, y );
}

img = getImage(getDocumentBase(), "fractal.gif");

backbuffer = createImage( width, height );


backg = backbuffer.getGraphics();
backg.setColor( Color.white );

addMouseMotionListener( this );
}

public void mouseMoved( MouseEvent e ) {


mx = e.getX();
my = e.getY();
showStatus( "Mouse at (" + mx + "," + my + ")" );

backg.drawImage( img, 0, 0, this );


for ( int j = 1; j < N; ++j ) {
Point A = points[j-1];
Point B = points[j];
backg.drawLine( mx+A.x, my+A.y, mx+B.x, my+B.y );
}

repaint();
e.consume();
}
public void mouseDragged( MouseEvent e ) { }

public void update( Graphics g ) {


g.drawImage( backbuffer, 0, 0, this );
}

public void paint( Graphics g ) {


update( g );
}
}
Now there should be no apparent flicker:

Update (January 2008): I received the following email message that might be useful to some
readers.
Hello,

I recently read your Java Applet Tutorial, it really helped me to understand


basics of java applets, especially backbuffers.
Although i had a problem with smooth animating - quickly moving objects
weren't rendered smoothly.
I thought I've made a mistake implementing backbuffer stuff, but (after a
few hours) i realized that it's everything fine
with this applet when it's ran on Windows.
The strange behaviour was that when I was moving mouse cursor over the
applet, the animation became smooth.
After another few hours i found getToolkit.sync() method which forces
refreshing applet in window system.
The tricky part is that you can't see any difference using Windows, but the
difference is clear in Xorg window system.
maybe you could consider adding a line in your tutorial, maybe someone will
save some time, next time :)

public void update( Graphics g ) {


g.drawImage( backbuffer, 0, 0, this );
>>>>>>getToolkit().sync();
}

anyways
thank you for your work

Artur Wielogórski
(student @Poznan University of Technology)

Exercise 8: Painting

In addition to reducing flicker, a backbuffer can be used to store the accumulated results of drawing
operations. We can easily implement a canvas-and-brush applet:
import java.applet.*;
import java.awt.*;
import java.awt.event.*;

public class Brush1 extends Applet


implements MouseMotionListener {

int width, height;


Image backbuffer;
Graphics backg;

public void init() {


width = getSize().width;
height = getSize().height;

backbuffer = createImage( width, height );


backg = backbuffer.getGraphics();
backg.setColor( Color.black );
backg.fillRect( 0, 0, width, height );
backg.setColor( Color.white );

addMouseMotionListener( this );
}

public void mouseMoved( MouseEvent e ) { }


public void mouseDragged( MouseEvent e ) {
int x = e.getX();
int y = e.getY();
backg.fillOval(x-5,y-5,10,10);
repaint();
e.consume();
}

public void update( Graphics g ) {


g.drawImage( backbuffer, 0, 0, this );
}

public void paint( Graphics g ) {


update( g );
}
}

Click and drag over the applet to paint:

Another example:
import java.applet.*;
import java.awt.*;
import java.awt.event.*;

public class Keyboard3 extends Applet


implements KeyListener, MouseListener {

int width, height;


int x, y;
String s = "";
Image backbuffer;
Graphics backg;

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );

x = width/2;
y = height/2;

backbuffer = createImage( width, height );


backg = backbuffer.getGraphics();
backg.setColor( Color.black );
backg.fillRect( 0, 0, width, height );
backg.setColor( Color.green );

addKeyListener( this );
addMouseListener( this );
}

public void keyPressed( KeyEvent e ) { }


public void keyReleased( KeyEvent e ) { }
public void keyTyped( KeyEvent e ) {
char c = e.getKeyChar();
if ( c != KeyEvent.CHAR_UNDEFINED ) {
s = s + c;
backg.drawString( s, x, y );
repaint();
e.consume();
}
}

public void mouseEntered( MouseEvent e ) { }


public void mouseExited( MouseEvent e ) { }
public void mousePressed( MouseEvent e ) { }
public void mouseReleased( MouseEvent e ) { }
public void mouseClicked( MouseEvent e ) {
x = e.getX();
y = e.getY();
s = "";
repaint();
e.consume();
}

public void update( Graphics g ) {


g.drawImage( backbuffer, 0, 0, this );
g.setColor( Color.gray );
g.drawLine( x, y, x, y-10 );
g.drawLine( x, y, x+10, y );
}

public void paint( Graphics g ) {


update( g );
}
}

Click and type; click again and type some more:

A third example:
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Math;

public class Brush2 extends Applet


implements MouseMotionListener {

int width, height;


Image backbuffer;
Graphics backg;
int mx, my;

double t = 0;

public void init() {


width = getSize().width;
height = getSize().height;

mx = width / 2;
my = height / 2;

backbuffer = createImage( width, height );


backg = backbuffer.getGraphics();
backg.setColor( Color.black );
backg.fillRect( 0, 0, width, height );
backg.setColor( Color.white );

addMouseMotionListener( this );
}

public void mouseMoved( MouseEvent e ) { }


public void mouseDragged( MouseEvent e ) {
int x = e.getX();
int y = e.getY();
int dx = x - mx;
int dy = y - my;
t += Math.sqrt( dx*dx + dy*dy ) / 20;
if ( t > 2*Math.PI ) {
t -= 2*Math.PI;
}
backg.drawLine( x, y, x+(int)(15*Math.cos(t)), y+(int)(15*Math.sin(t)) );
mx = x;
my = y;
repaint();
e.consume();
}

public void update( Graphics g ) {


g.drawImage( backbuffer, 0, 0, this );
}

public void paint( Graphics g ) {


update( g );
}
}

Programming a custom brush and canvas enables experimentation with behaviors not otherwise
possible. An understanding of arithmetic, geometry, and trigonometry will enhance your own
ability to "play" in this medium.

Exercise 9: Clocks

The source code:


import java.applet.*;
import java.awt.*;
import java.util.*;
import java.text.*;

public class Clock1 extends Applet implements Runnable {

int width, height;


Thread t = null;
boolean threadSuspended;
int hours=0, minutes=0, seconds=0;
String timeString = "";

public void init() {


width = getSize().width;
height = getSize().height;
setBackground( Color.black );
}

public void start() {


if ( t == null ) {
t = new Thread( this );
t.setPriority( Thread.MIN_PRIORITY );
threadSuspended = false;
t.start();
}
else {
if ( threadSuspended ) {
threadSuspended = false;
synchronized( this ) {
notify();
}
}
}
}

public void stop() {


threadSuspended = true;
}

public void run() {


try {
while (true) {

// Here's where the thread does some work


Calendar cal = Calendar.getInstance();
hours = cal.get( Calendar.HOUR_OF_DAY );
if ( hours > 12 ) hours -= 12;
minutes = cal.get( Calendar.MINUTE );
seconds = cal.get( Calendar.SECOND );

SimpleDateFormat formatter
= new SimpleDateFormat( "hh:mm:ss", Locale.getDefault() );
Date date = cal.getTime();
timeString = formatter.format( date );

// Now the thread checks to see if it should suspend itself


if ( threadSuspended ) {
synchronized( this ) {
while ( threadSuspended ) {
wait();
}
}
}
repaint();
t.sleep( 1000 ); // interval given in milliseconds
}
}
catch (InterruptedException e) { }
}

void drawHand( double angle, int radius, Graphics g ) {


angle -= 0.5 * Math.PI;
int x = (int)( radius*Math.cos(angle) );
int y = (int)( radius*Math.sin(angle) );
g.drawLine( width/2, height/2, width/2 + x, height/2 + y );
}

void drawWedge( double angle, int radius, Graphics g ) {


angle -= 0.5 * Math.PI;
int x = (int)( radius*Math.cos(angle) );
int y = (int)( radius*Math.sin(angle) );
angle += 2*Math.PI/3;
int x2 = (int)( 5*Math.cos(angle) );
int y2 = (int)( 5*Math.sin(angle) );
angle += 2*Math.PI/3;
int x3 = (int)( 5*Math.cos(angle) );
int y3 = (int)( 5*Math.sin(angle) );
g.drawLine( width/2+x2, height/2+y2, width/2 + x, height/2 + y );
g.drawLine( width/2+x3, height/2+y3, width/2 + x, height/2 + y );
g.drawLine( width/2+x2, height/2+y2, width/2 + x3, height/2 + y3 );
}

public void paint( Graphics g ) {


g.setColor( Color.gray );
drawWedge( 2*Math.PI * hours / 12, width/5, g );
drawWedge( 2*Math.PI * minutes / 60, width/3, g );
drawHand( 2*Math.PI * seconds / 60, width/2, g );
g.setColor( Color.white );
g.drawString( timeString, 10, height-10 );
}
}

The resulting applet:

Note that the time displayed in the lower left corner may not be correct -- certain browsers (perhaps
only older versions?) seem to interpret the "default" time zone as something different from the local
time zone. (The hands, however, always seem to display the correct time.) If this problem bothers
you, try using
timeString = date.toString();

instead of
timeString = formatter.format( date );

Exercise 10: Playing with Text


under construction ...

Font font = new Font( "Monospaced", Font.PLAIN, 12 );

Graphics g;
g.setFont( font );

FontMetrics fm = getFontMetrics( font );

int charWidth = fm.charWidth('W');


int charHeight = fm.getHeight();

String s = "whatever";
int stringWidth = fm.stringWidth( s );

Exercise 11: 3D Graphics

The source code:


import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Math;

class Point3D {
public int x, y, z;
public Point3D( int X, int Y, int Z ) {
x = X; y = Y; z = Z;
}
}

class Edge {
public int a, b;
public Edge( int A, int B ) {
a = A; b = B;
}
}

public class WireframeViewer extends Applet


implements MouseListener, MouseMotionListener {

int width, height;


int mx, my; // the most recently recorded mouse coordinates

Image backbuffer;
Graphics backg;

int azimuth = 35, elevation = 30;

Point3D[] vertices;
Edge[] edges;

public void init() {


width = getSize().width;
height = getSize().height;

vertices = new Point3D[ 8 ];


vertices[0] = new Point3D( -1, -1, -1 );
vertices[1] = new Point3D( -1, -1, 1 );
vertices[2] = new Point3D( -1, 1, -1 );
vertices[3] = new Point3D( -1, 1, 1 );
vertices[4] = new Point3D( 1, -1, -1 );
vertices[5] = new Point3D( 1, -1, 1 );
vertices[6] = new Point3D( 1, 1, -1 );
vertices[7] = new Point3D( 1, 1, 1 );

edges = new Edge[ 12 ];


edges[ 0] = new Edge( 0, 1 );
edges[ 1] = new Edge( 0, 2 );
edges[ 2] = new Edge( 0, 4 );
edges[ 3] = new Edge( 1, 3 );
edges[ 4] = new Edge( 1, 5 );
edges[ 5] = new Edge( 2, 3 );
edges[ 6] = new Edge( 2, 6 );
edges[ 7] = new Edge( 3, 7 );
edges[ 8] = new Edge( 4, 5 );
edges[ 9] = new Edge( 4, 6 );
edges[10] = new Edge( 5, 7 );
edges[11] = new Edge( 6, 7 );

backbuffer = createImage( width, height );


backg = backbuffer.getGraphics();
drawWireframe( backg );

addMouseListener( this );
addMouseMotionListener( this );
}

void drawWireframe( Graphics g ) {

// compute coefficients for the projection


double theta = Math.PI * azimuth / 180.0;
double phi = Math.PI * elevation / 180.0;
float cosT = (float)Math.cos( theta ), sinT = (float)Math.sin( theta );
float cosP = (float)Math.cos( phi ), sinP = (float)Math.sin( phi );
float cosTcosP = cosT*cosP, cosTsinP = cosT*sinP,
sinTcosP = sinT*cosP, sinTsinP = sinT*sinP;

// project vertices onto the 2D viewport


Point[] points;
points = new Point[ vertices.length ];
int j;
int scaleFactor = width/4;
float near = 3; // distance from eye to near plane
float nearToObj = 1.5f; // distance from near plane to center of object
for ( j = 0; j < vertices.length; ++j ) {
int x0 = vertices[j].x;
int y0 = vertices[j].y;
int z0 = vertices[j].z;

// compute an orthographic projection


float x1 = cosT*x0 + sinT*z0;
float y1 = -sinTsinP*x0 + cosP*y0 + cosTsinP*z0;

// now adjust things to get a perspective projection


float z1 = cosTcosP*z0 - sinTcosP*x0 - sinP*y0;
x1 = x1*near/(z1+near+nearToObj);
y1 = y1*near/(z1+near+nearToObj);

// the 0.5 is to round off when converting to int


points[j] = new Point(
(int)(width/2 + scaleFactor*x1 + 0.5),
(int)(height/2 - scaleFactor*y1 + 0.5)
);
}

// draw the wireframe


g.setColor( Color.black );
g.fillRect( 0, 0, width, height );
g.setColor( Color.white );
for ( j = 0; j < edges.length; ++j ) {
g.drawLine(
points[ edges[j].a ].x, points[ edges[j].a ].y,
points[ edges[j].b ].x, points[ edges[j].b ].y
);
}
}

public void mouseEntered( MouseEvent e ) { }


public void mouseExited( MouseEvent e ) { }
public void mouseClicked( MouseEvent e ) { }
public void mousePressed( MouseEvent e ) {
mx = e.getX();
my = e.getY();
e.consume();
}
public void mouseReleased( MouseEvent e ) { }
public void mouseMoved( MouseEvent e ) { }
public void mouseDragged( MouseEvent e ) {
// get the latest mouse position
int new_mx = e.getX();
int new_my = e.getY();

// adjust angles according to the distance travelled by the mouse


// since the last event
azimuth -= new_mx - mx;
elevation += new_my - my;

// update the backbuffer


drawWireframe( backg );

// update our data


mx = new_mx;
my = new_my;

repaint();
e.consume();
}

public void update( Graphics g ) {


g.drawImage( backbuffer, 0, 0, this );
showStatus("Elev: "+elevation+" deg, Azim: "+azimuth+" deg");
}

public void paint( Graphics g ) {


update( g );
}
}

Notice that the compiler generates 3 .class files: one for each of the classes defined.

Click and drag on the applet to rotate the cube.


Exercise 12: Odds and Ends

Audio

To play audio files, use Applet.play(). Java 1.1 only supports Sun Audio (.au) files, or
specifically, 8 bit, u-law, 8000 Hz, one-channel Sun
format. Both Applet.play() and AudioClip.play() are non-blocking: they return immediately after
starting the playback of the audio file. Try here for an example.

Applet Info

You can embed information about your applet inside itself by


defining getAppletInfo() and getParameterInfo().

Debugging Tips

If you're having trouble understanding what your applet is doing (or not doing),
use System.out.println() and showStatus() to print out the values of variables and information
about where the program is.

Browsers won't normally reload applets after they've been loaded once. If you test an applet inside
your browser, and then modify the applet's source code and recompile, simply reloading the
webpage in your browser isn't enough to view the new applet. You'll have to exit and restart your
browser. To avoid this nuisance, do initial testing of applets with appletviewer rather than a web
browser.

Conditional Compilation

In C, blocks of code can be conditionally compiled using #define flags thus:


#define FLAG 1
...
#ifdef FLAG
...
#else
...
#endif

Java is not as flexible, but allows for something that is sometimes just as good:
private static final boolean DEBUG = false;
...
if ( DEBUG ) {
...
}
else {
...
}
The final keyword means the variable is constant, so unless your compiler's optimizer is brain-
dead, it should prune out the conditional and the unreachable block of code.

import java.applet.*;
import java.awt.*;
import java.lang.Math;

public class ArchimedianSpiral extends Applet {

int width, height;


int N = 30; // number of points per full rotation
int W = 5; // winding number, or number of full rotations

public void init() {

width = getSize().width;
height = getSize().height;
setBackground( Color.black );
setForeground( Color.green );
}

public void paint( Graphics g ) {

int x1 = 0, y1 = 0, x2, y2;


for ( int i = 1; i <= W*N; ++i ) {
double angle = 2*Math.PI*i/(double)N;
double radius = i/(double)N * width/2 / (W+1);
x2 = (int)( radius*Math.cos(angle) );
y2 = -(int)( radius*Math.sin(angle) );
g.drawLine( width/2+x1, height/2+y1, width/2+x2, height/2+y2 );
x1 = x2;
y1 = y2;
}
}
}

You might also like