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swing - Drawing Sierpinski's Triangle in Java

I'm having some issues with my code to draw a Sierpinski's Triangle (or Sierpinski's Gasket), but I'm not sure what the problem is. The lines for the triangle are drawn, then all the fractals, then it disappears. Help?

import javax.swing.*;
import java.awt.*;

public class SierpinskiGasket extends JFrame {

Point x=new Point(5,545),
      y=new Point(300,25),
      z=new Point(605,545),
      current=x, target;
private int count=0;

public SierpinskiGasket () {
    super("Sierpinski Gasket");
    setSize(610,550);
    setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    getContentPane().setBackground(Color.WHITE);
    setLocationRelativeTo(null);
    setResizable(false);
    setVisible(true);
}

public void paint(Graphics g) {
    super.paint(g);
    if(count==0) {
    g.drawLine(x.x,x.y,y.x,y.y);
    g.drawLine(x.x,x.y,z.x,z.y);
    g.drawLine(z.x,z.y,y.x,y.y);
    } else {
        while(count<10000) {
            int choice=(int)(Math.random()*3);
            switch(choice) {
                case 0: target=x; break;
                case 1: target=y; break;
                case 2: target=z; break;
                default: System.exit(0);
            }
            current=midpoint(current,target);
            g.drawRect(current.x,current.y,5,5);
            repaint();
            count++;
        }
    }
    count++;
}

public Point midpoint(Point a, Point b) {
    return new Point((Math.round(a.x+b.x)/2),
                     (Math.round(a.y+b.y)/2));
}

public static void main(String[] args) {
    new SierpinskiGasket();
}
}
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  1. Don't extend from a top level container (like JFrame), you're not adding anything of benefit to it.
  2. Avoid painting to top level containers. Instead use something like JPanel.
  3. Avoid overriding paint, use paintComponent instead. See Performing Custom Painting for more details

This is not how paint works (and I'm not going to try to rewrite your code to make it).

Paint is called in response to a number of events when the repaint system decides that part or whole of the UI needs to be updated. Paints are destructive, that is, when paint is called, the Graphics will be completely refreshed, requiring you to "rebuild" the output from scratch.

Instead.

Write a recursive algorithm that can paint to something like BufferedImage and draw that within the paintComponent...

Updated

Painting in Swing is controlled by the RepaintManager, it is it's responsibility to determine what and when to repaint the screen. You seem to be thinking the paint is something your control, when it's not.

You need to either be prepared to completely repaint the UI or have a buffer prepared that you can paint onto the UI, depending on your needs.

enter image description here

import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.geom.AffineTransform;
import java.awt.geom.Path2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class SierpinskisGasket {

    public static void main(String[] args) {
        new SierpinskisGasket();
    }

    public SierpinskisGasket() {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                try {
                    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                } catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
                }

                JFrame frame = new JFrame("Testing");
                frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                frame.setLayout(new BorderLayout());
                frame.add(new TestPane());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            }
        });
    }

    public class TestPane extends JPanel {

        public TestPane() {
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(200, 200);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2d = (Graphics2D) g.create();
            BaseShape base = new BaseShape(Math.min(getWidth(), getHeight()));
            Rectangle bounds = base.getBounds();
            int x = (getWidth() - bounds.width) / 2;
            int y = (getHeight() - bounds.height) / 2;
            base.transform(AffineTransform.getTranslateInstance(x, y));
            g2d.fill(base);
            g2d.dispose();
        }
    }

    public class BaseShape extends Path2D.Float {

        public BaseShape(float size) {

            float subSize = size / 2f;
            Triangle top = new Triangle(subSize);
            top.transform(AffineTransform.getTranslateInstance((size - subSize) / 2, 0));
            append(top, false);

            Triangle left = new Triangle(subSize);
            left.transform(AffineTransform.getTranslateInstance(0, subSize));
            append(left, false);

            Triangle right = new Triangle(subSize);
            right.transform(AffineTransform.getTranslateInstance(subSize, subSize));
            append(right, false);

        }

    }

    public class Triangle extends Path2D.Float {

        public Triangle(float size) {

            moveTo(size / 2f, 0);
            lineTo(size, size);
            lineTo(0, size);
            closePath();

        }

    }

}

You should never be calling anything from paint that could alter the state of the UI and trigger another repaint, otherwise you are going to end up in a end cycle of repaints that will eventually consume your CPU.

You should also take a look at Painting in AWT and Swing


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