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Performance issue while painting on a Graphics2D  RSS feed

Steffen Reinhard
Posts: 19
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Hi all!

I wrote an Applet for demonstration purposes which includes 64 vectors moving away from a common starting point and rebounding from the surrounding walls, thus gradually filling the applet window and masking part of the underlying signal. The animation works all right but tends to get boringlymind-bogglingly slow after a couple of seconds, as the underlying thread has to draw 64 GeneralPaths consisting of virtually thousands of Line2D objects with every rendering of the BufferedImage.

Is there a way to bypass the cleaning of the bufferedImage so I would only have to render and draw the current line segment?

For the actual code see below:

To view the Applet itself see Hallradius-Demo

I'll be glad to receive any suggestion to improve the shameful performance of my Applet ...

Thanks in advance!

Cheers -

With a little knowledge, a cast iron skillet is non-stick and lasts a lifetime.
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