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  Flashing Graphics animations with threads
Thu Feb 07, 2013 8:28 pm 

Flashing Graphics animations with threads.
java code
/*
* Copyright (c) 1995-1997 Sun Microsystems, Inc. All Rights Reserved.
*
* Permission to use, copy, modify, and distribute this software
* and its documentation for NON-COMMERCIAL purposes and without
* fee is hereby granted provided that this copyright notice
* appears in all copies. Please refer to the file "copyright.html"
* for further important copyright and licensing information.
*
* SUN MAKES NO REPRESENTATIONS OR WARRANTIES ABOUT THE SUITABILITY OF
* THE SOFTWARE, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
* TO THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE, OR NON-INFRINGEMENT. SUN SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES.
*/
/*
* 1.0 code.
*/

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

/*
* This applet animates graphics that it generates. This example
* isn't a good one to copy -- it flashes. The next couple of examples
* will show how to eliminate the flashing.
*/

public class FlashingGraphics extends Applet implements Runnable {
int frameNumber = -1;
int delay;
Thread animatorThread;
boolean frozen = false;

int squareSize = 20;
boolean fillColumnTop = true;

public void init() {
String str;
int fps = 10;

//How many milliseconds between frames?
str = getParameter("fps");
try {
if (str != null) {
fps = Integer.parseInt(str);
}
} catch (Exception e) {}
delay = (fps > 0) ? (1000 / fps) : 100;

//How many pixels wide is each square?
str = getParameter("squareWidth");
try {
if (str != null) {
squareSize = Integer.parseInt(str);
}
} catch (Exception e) {}
}

public void start() {
if (frozen) {
//Do nothing. The user has requested that we
//stop changing the image.
} else {
//Start animating!
if (animatorThread == null) {
animatorThread = new Thread(this);
}
animatorThread.start();
}
}

public void stop() {
//Stop the animating thread.
animatorThread = null;
}

public boolean mouseDown(Event e, int x, int y) {
if (frozen) {
frozen = false;
start();
} else {
frozen = true;
stop();
}
return true;
}

public void run() {
//Just to be nice, lower this thread's priority
//so it can't interfere with other processing going on.
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);

//Remember the starting time.
long startTime = System.currentTimeMillis();

//This is the animation loop.
while (Thread.currentThread() == animatorThread) {
//Advance the animation frame.
frameNumber++;

//Display it.
repaint();

//Delay depending on how far we are behind.
try {
startTime += delay;
Thread.sleep(Math.max(0,
startTime-System.currentTimeMillis()));
} catch (InterruptedException e) {
break;
}
}
}

public void paint(Graphics g) {
Dimension d = size();
boolean fillSquare;
boolean fillNextFrame;
int rowWidth = 0;
int x = 0, y = 0;
int w, h;
int tmp;

//Set width of first "square". Decide whether to fill it.
fillSquare = fillColumnTop;
fillColumnTop = !fillColumnTop;
tmp = frameNumber % squareSize;
if (tmp == 0) {
w = squareSize;
fillNextFrame = !fillSquare;
} else {
w = tmp;
fillNextFrame = fillSquare;
}

//Draw from left to right.
while (x < d.width) {
int colHeight = 0;

//Draw the column.
while (y < d.height) {
colHeight += squareSize;

//If we don't have room for a full square, cut if off.
if (colHeight > d.height) {
h = d.height - y;
} else {
h = squareSize;
}

//Draw the rectangle if necessary.
if (fillSquare) {
g.fillRect(x, y, w, h);
fillSquare = false;
} else {
fillSquare = true;
}

y += h;
} //while y

//Determine x, y, and w for the next go around.
x += w;
y = 0;
w = squareSize;
rowWidth += w;
if (rowWidth > d.width) {
w = d.width - x;
}
fillSquare = fillColumnTop;
fillColumnTop = !fillColumnTop;
} //while x
fillColumnTop = fillNextFrame;
}
}



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