在 Applet 中调用函数 repaint() 后如何重新绘制?
How do I repaint once the function repaint() is called in an Applet?
我知道 repaint() 函数不会立即重新绘制框架。但是,这里的 repaint 方法是在递归函数期间调用的,并且仅在 towerOfHanoi 函数完成后才重新绘制。在递归函数的迭代过程中,是否有每次立即调用paint函数重绘的方法?
public void actionPerformed(ActionEvent e) {
if (e.getSource() == start) {
num = number.getText().trim();
numDisks = Integer.parseInt(num);
//start the tower of hanoi function catch block used because of the delay function
repaint();
height[0].changeHeight(numDisks);
begin = true;
towerOfHanoi(numDisks, 0, 2, 1);
//repaint();
}
}
//initialize the pegs; first thing called when applet starts
public void paint(Graphics g) {
g.setColor(Color.BLUE);
g.fillRect(20, 190, 560, 10); //base
g.fillRect(70, 60, 10, 150); //first peg
g.fillRect(300, 60, 10, 150); //second peg
g.fillRect(530, 60, 10, 150); //third peg
//create the painting based on the amount of disks, starting with the biggest disk.
//when this is repainted, it will draw the new disks in different pegs with different coordinates
g.setColor(Color.RED);
for (int i = 0; i < numDisks; i++) {
g.fillRect(disks[i].xPos, disks[i].yPos, disks[i].width, 10);
}
}
public void update(Graphics g) {
paint(g);
}
public void towerOfHanoi(int N, int from, int to, int temp) {
if (N == 1) {
moveTo(from, to, N);
}
else {
towerOfHanoi(N - 1, from, temp, to);
moveTo(from, to, N);
towerOfHanoi(N - 1, temp, to, from);
}
}
//change move to function move disks from 1st stack to the 3rd stack
public void moveTo(int from, int to, int diskNum) {
System.out.println(from + "->" + to);
//adjust the disk number to match the indexing of the way I
//used the disk number, as an index of arrays starting from
//the bottom up at 0.
if (numDisks == 1) {
if (diskNum == 1) { diskNum = 0;}
}
else if (numDisks == 2) {
if (diskNum == 1) {diskNum = 1; }
else if (diskNum == 2) {diskNum = 0; }
}
else if (numDisks == 3) {
if (diskNum == 1) { diskNum = 2;}
else if (diskNum == 2) {diskNum = 1;}
else if (diskNum == 3) {diskNum = 0;}
}
else if (numDisks == 4) {
if (diskNum == 1) { diskNum = 3;}
else if (diskNum == 2) {diskNum = 2;}
else if (diskNum == 3) {diskNum = 1;}
else if (diskNum == 4) {diskNum = 0;}
}
else if (numDisks == 5) {
if (diskNum == 1) { diskNum = 4;}
else if (diskNum == 2) {diskNum = 3;}
else if (diskNum == 3) {diskNum = 2;}
else if (diskNum == 4) {diskNum = 1;}
else if (diskNum == 5) {diskNum = 0;}
}
else if (numDisks == 6) {
if (diskNum == 1) { diskNum = 5;}
else if (diskNum == 2) {diskNum = 4;}
else if (diskNum == 3) {diskNum = 3;}
else if (diskNum == 4) {diskNum = 2;}
else if (diskNum == 5) {diskNum = 1;}
else if (diskNum == 6) {diskNum = 0;}
}
else if (numDisks == 7) {
if (diskNum == 1) { diskNum = 6;}
else if (diskNum == 2) {diskNum = 5;}
else if (diskNum == 3) {diskNum = 4;}
else if (diskNum == 4) {diskNum = 3;}
else if (diskNum == 5) {diskNum = 2;}
else if (diskNum == 6) {diskNum = 1;}
else if (diskNum == 7) {diskNum = 0;}
}
//diskNum += height[from].height;
System.out.println("Disk moving is disk # " + diskNum);
topDisk = diskNum;
height[from].pop();
height[to].push();
System.out.println("Height of Peg 1: " + height[0].height);
System.out.println("Height of Peg 2: " + height[1].height);
System.out.println("Height of Peg 3: " + height[2].height);
/* we can do this the hard way and calculate the xPos and yPos
* We might just have to create the disk1 - disk7 each with its own widths, every disk
* has the same height. Every disk has its own xPos and yPos.
* when we do that, we will then need to calculate the appropriate xPos for each..
* but how do we calculate the yPos?????
* yPos is calculated based on the height of the pegs...
* So now how do we calculate what the top disk number is?
*
*/
if (from == 0 && to == 1) { //adjust the new xPos
disks[topDisk].from0to1(); //change xPos
if (height[1].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[1].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[1].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[1].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[1].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[1].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[1].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[1].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 1 && to == 2) {
disks[topDisk].from1to2();
if (height[2].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[2].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[2].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[2].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[2].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[2].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[2].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[2].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 0 && to == 2) {
disks[topDisk].from0to2();
if (height[2].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[2].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[2].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[2].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[2].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[2].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[2].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[2].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 1 && to == 0) {
disks[topDisk].from1to0();
if (height[0].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[0].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[0].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[0].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[0].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[0].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[0].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[0].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 2 && to == 0) {
disks[topDisk].from2to0();
if (height[0].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[0].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[0].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[0].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[0].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[0].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[0].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[0].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 2 && to == 1) {
disks[topDisk].from2to1();
if (height[1].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[1].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[1].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[1].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[1].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[1].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[1].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[1].height == 7) {
disks[topDisk].yPos = 105;
}
}
try {
Thread.sleep(50);
} catch(Exception ex) {
}
repaint();
}
一旦 UI 线程可用,repaint()
发送重绘屏幕的指令。如果您还没有这样做,我建议您在不同的线程中完成所有转换,然后 repaint()
将相对快速地刷新屏幕(因为 UI 线程没有做任何事情)。
我知道 repaint() 函数不会立即重新绘制框架。但是,这里的 repaint 方法是在递归函数期间调用的,并且仅在 towerOfHanoi 函数完成后才重新绘制。在递归函数的迭代过程中,是否有每次立即调用paint函数重绘的方法?
public void actionPerformed(ActionEvent e) {
if (e.getSource() == start) {
num = number.getText().trim();
numDisks = Integer.parseInt(num);
//start the tower of hanoi function catch block used because of the delay function
repaint();
height[0].changeHeight(numDisks);
begin = true;
towerOfHanoi(numDisks, 0, 2, 1);
//repaint();
}
}
//initialize the pegs; first thing called when applet starts
public void paint(Graphics g) {
g.setColor(Color.BLUE);
g.fillRect(20, 190, 560, 10); //base
g.fillRect(70, 60, 10, 150); //first peg
g.fillRect(300, 60, 10, 150); //second peg
g.fillRect(530, 60, 10, 150); //third peg
//create the painting based on the amount of disks, starting with the biggest disk.
//when this is repainted, it will draw the new disks in different pegs with different coordinates
g.setColor(Color.RED);
for (int i = 0; i < numDisks; i++) {
g.fillRect(disks[i].xPos, disks[i].yPos, disks[i].width, 10);
}
}
public void update(Graphics g) {
paint(g);
}
public void towerOfHanoi(int N, int from, int to, int temp) {
if (N == 1) {
moveTo(from, to, N);
}
else {
towerOfHanoi(N - 1, from, temp, to);
moveTo(from, to, N);
towerOfHanoi(N - 1, temp, to, from);
}
}
//change move to function move disks from 1st stack to the 3rd stack
public void moveTo(int from, int to, int diskNum) {
System.out.println(from + "->" + to);
//adjust the disk number to match the indexing of the way I
//used the disk number, as an index of arrays starting from
//the bottom up at 0.
if (numDisks == 1) {
if (diskNum == 1) { diskNum = 0;}
}
else if (numDisks == 2) {
if (diskNum == 1) {diskNum = 1; }
else if (diskNum == 2) {diskNum = 0; }
}
else if (numDisks == 3) {
if (diskNum == 1) { diskNum = 2;}
else if (diskNum == 2) {diskNum = 1;}
else if (diskNum == 3) {diskNum = 0;}
}
else if (numDisks == 4) {
if (diskNum == 1) { diskNum = 3;}
else if (diskNum == 2) {diskNum = 2;}
else if (diskNum == 3) {diskNum = 1;}
else if (diskNum == 4) {diskNum = 0;}
}
else if (numDisks == 5) {
if (diskNum == 1) { diskNum = 4;}
else if (diskNum == 2) {diskNum = 3;}
else if (diskNum == 3) {diskNum = 2;}
else if (diskNum == 4) {diskNum = 1;}
else if (diskNum == 5) {diskNum = 0;}
}
else if (numDisks == 6) {
if (diskNum == 1) { diskNum = 5;}
else if (diskNum == 2) {diskNum = 4;}
else if (diskNum == 3) {diskNum = 3;}
else if (diskNum == 4) {diskNum = 2;}
else if (diskNum == 5) {diskNum = 1;}
else if (diskNum == 6) {diskNum = 0;}
}
else if (numDisks == 7) {
if (diskNum == 1) { diskNum = 6;}
else if (diskNum == 2) {diskNum = 5;}
else if (diskNum == 3) {diskNum = 4;}
else if (diskNum == 4) {diskNum = 3;}
else if (diskNum == 5) {diskNum = 2;}
else if (diskNum == 6) {diskNum = 1;}
else if (diskNum == 7) {diskNum = 0;}
}
//diskNum += height[from].height;
System.out.println("Disk moving is disk # " + diskNum);
topDisk = diskNum;
height[from].pop();
height[to].push();
System.out.println("Height of Peg 1: " + height[0].height);
System.out.println("Height of Peg 2: " + height[1].height);
System.out.println("Height of Peg 3: " + height[2].height);
/* we can do this the hard way and calculate the xPos and yPos
* We might just have to create the disk1 - disk7 each with its own widths, every disk
* has the same height. Every disk has its own xPos and yPos.
* when we do that, we will then need to calculate the appropriate xPos for each..
* but how do we calculate the yPos?????
* yPos is calculated based on the height of the pegs...
* So now how do we calculate what the top disk number is?
*
*/
if (from == 0 && to == 1) { //adjust the new xPos
disks[topDisk].from0to1(); //change xPos
if (height[1].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[1].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[1].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[1].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[1].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[1].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[1].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[1].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 1 && to == 2) {
disks[topDisk].from1to2();
if (height[2].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[2].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[2].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[2].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[2].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[2].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[2].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[2].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 0 && to == 2) {
disks[topDisk].from0to2();
if (height[2].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[2].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[2].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[2].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[2].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[2].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[2].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[2].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 1 && to == 0) {
disks[topDisk].from1to0();
if (height[0].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[0].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[0].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[0].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[0].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[0].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[0].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[0].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 2 && to == 0) {
disks[topDisk].from2to0();
if (height[0].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[0].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[0].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[0].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[0].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[0].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[0].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[0].height == 7) {
disks[topDisk].yPos = 105;
}
} else if (from == 2 && to == 1) {
disks[topDisk].from2to1();
if (height[1].height == 0) { //adjusts the new yPos
disks[topDisk].yPos = 175;
} else if (height[1].height == 1) {
disks[topDisk].yPos = 165;
} else if (height[1].height == 2) {
disks[topDisk].yPos = 155;
} else if (height[1].height == 3) {
disks[topDisk].yPos = 145;
} else if (height[1].height == 4) {
disks[topDisk].yPos = 135;
} else if (height[1].height == 5) {
disks[topDisk].yPos = 125;
} else if (height[1].height == 6) {
disks[topDisk].yPos = 115;
} else if (height[1].height == 7) {
disks[topDisk].yPos = 105;
}
}
try {
Thread.sleep(50);
} catch(Exception ex) {
}
repaint();
}
repaint()
发送重绘屏幕的指令。如果您还没有这样做,我建议您在不同的线程中完成所有转换,然后 repaint()
将相对快速地刷新屏幕(因为 UI 线程没有做任何事情)。