How To Easily Use Graphics

Dec 31, 2014

I am attempting to create a n-body simulation using orbital dynamics and Java in school.

I am only in high-school, but I have some programming experience. The logic of this program comes quite easily. My problem is the graphical part, so I was just looking for quick methods to implement graphics.

What I am looking to do, is display objects onto the screen and manipulate their respective x and y coordinates as time pass. I have tried to use BufferedImages and an array of every pixel on the screen, but it quickly becomes extremely hard to draw circles etc. I have also tried the Graphics class and using g.fillOval() etc, but this can also get tedious.

Are there any more efficient methods, libraries etc? And also, how should I use the time variable, a variable that updates everytime the program updates?

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[code]....

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[code]....

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[code]....

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[Code] ....

I have three classes below that most likely involve the problem, feel free to ask if you need the others.PFigure.java (This class cannot be changed as a requirement to my project)

import java.awt.*;
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[code]....

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[Code]...

and this is the Driver file (not sure if this is necessary):

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[Code]...

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[Code] .....

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[code]....

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Aug 13, 2014

I'm not even sure if that is the right question to ask. I've been confused by what is A Graphics object for a while now, I used to think that it is simply a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering(triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen?

Does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel#paintComponent(Graphics g)) ? and so when we're getting the graphics object of a buffer, do we actually get its drawing surface to paint on?

So generally speaking if we are using a JPanel and we say bufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?

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Java Code:

import javax.swing.JFrame;
public class DrawSmileyTest
{
public static void main( String[] args );
DrawSmiley panel = new DrawSmiley();
JFrame application = new JFrame();
application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
application.add( panel );

[Code] ....

9 errors found:

File: /Users/brad/Documents/Courses/Mobile App Development/Java Intermediate/Assignments/Assignment 1/DrawSmileyTest.java [line: 10]

Error: /Users/brad/Documents/Courses/Mobile App Development/Java Intermediate/Assignments/Assignment 1/DrawSmileyTest.java:10: <identifier> expected

[Code] .....

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