[2952] in java-interest
Re: Finished first applet, now some questions...
daemon@ATHENA.MIT.EDU (Eric Richards)
Mon Oct 23 13:39:58 1995
Date: Mon, 23 Oct 1995 07:30:06 -0700
To: flar@bendenweyr.Eng.Sun.COM, java-interest@java.Eng.Sun.COM
From: richards@teleport.com (Eric Richards)
Jim -- thanks for your answers. I'm enlightened! Here's just a quick
followup to your response:
>> The first fFrameWidth gets -1. After that, the pump seems "primed." Is
>> there a more proper way of dealing with an Image instance after the image
>> is known to have been retrieved?
>
>(I'm assuming that you are executing these after you have done a wait
>in the MediaTracker, right?)
Yes. Since I only have one picture I just assigned it id 0 and waited
for that id (thanks so much for providing Media Tracker).
> ... I have a
>fix to the prebeta1 MediaTracker that will get pushed out as soon as
>I can get a go-ahead from our webmaster...
Great!
>I don't understand your description of the problem here. The 3 drawImage
>calls should not be too much overhead. Did you fully load all of your
>images before you start trying to animate them? What frame rate are you
>trying to drive the animation at (i.e. how much delay are you using
>between frames)?
Well, it's not clear because I did a poor job explaining. Yes, the image
is all loaded up before any drawImage calls. The frame rate I tried was a
delay of 40 msec (~24 frames/sec). The odd thing is this: when I quit the
appletviewer with "regular animation" the menu pulls down fine and the
viewer quits like a charm. When I do the same under the sluggish
"background" animation, the GUI response is sluggish as well. Hmm. Well,
I'll get an example URL up soon to make this more lucid, but changes I plan
to make regarding the background option might make this all moot.
>Keep in mind that the drawImage() call will draw whatever is available
>when you call it and then return immediately even if the image wasn't
>fully drawn. Also keep in mind that image loading is done at a lower
>priority than most threads run at. What priority is the thread that
>controls your animation? The threads that control repainting should
>run at Thread.MIN_PRIORITY.
You know, I notice that an object notifier is passed in. Is there demo
that I can look at in which the notifier "catches" any situations like
incomplete drawing?
I have set the thread an MIN_PRIORITY (just out of sheer code copying).
Hey, now I know why to do it :-)
Thanks again for all the help.
Cheers
-- Eric
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