Java 双缓冲区使用更新方法重写会引发堆栈溢出
我试图通过覆盖 JPanel 的更新方法来实现 Java 游戏的双缓冲,我执行了所有常用代码等,但它仍然无法工作,它会引发堆栈溢出错误,下面是具体错误
Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
at java.awt.Rectangle.<init>(Rectangle.java:193)
at java.awt.Rectangle.<init>(Rectangle.java:208)
at sun.awt.image.BufImgSurfaceData.getBounds(BufImgSurfaceData.java:369)
at sun.java2d.loops.GraphicsPrimitive.convertFrom(GraphicsPrimitive.java:533)
at sun.java2d.loops.GraphicsPrimitive.convertFrom(GraphicsPrimitive.java:523)
at sun.java2d.loops.MaskBlit$General.MaskBlit(MaskBlit.java:171)
at sun.java2d.loops.Blit$GeneralMaskBlit.Blit(Blit.java:186)
at sun.java2d.pipe.DrawImage.blitSurfaceData(DrawImage.java:927)
at sun.java2d.pipe.DrawImage.renderImageCopy(DrawImage.java:550)
at sun.java2d.pipe.DrawImage.copyImage(DrawImage.java:54)
at sun.java2d.pipe.DrawImage.copyImage(DrawImage.java:982)
at sun.java2d.SunGraphics2D.drawImage(SunGraphics2D.java:2979)
at sun.java2d.SunGraphics2D.drawImage(SunGraphics2D.java:2964)
at epicgame.Menu.displayMenu(Menu.java:71)
at epicgame.GUI$1.paintComponent(GUI.java:64)
at javax.swing.JComponent.paint(JComponent.java:1029)
at epicgame.GUI$1.update(GUI.java:117)
at epicgame.GUI$1.paintComponent(GUI.java:98)
at javax.swing.JComponent.paint(JComponent.java:1029)
:代码也不是特别复杂:
mainPanel = new JPanel()
{
@Override protected void paintComponent(Graphics g)
{
//super.paintComponent(g);
if(menuEnabled == 1)
{
Menu.displayMenu(g, mainPanel);
}
else if(gameNum == 1)
{
StreetFighter.StreetFighter(g, mainPanel);
// Calls the controls method within the controls class.
Controls.controls(Calendar.getInstance().getTimeInMillis() - timeOld);
timeOld = Calendar.getInstance().getTimeInMillis();
}
else if(gameNum == -1)
{
Menu.scoreBoard(g, mainPanel);
if(loaded != true)
{
Menu.loadScoreBoard(mainPanel);
loaded = true;
}
}
if(gameNum > 0)
{
if(longcat == true && longcatloaded != true)
{
Extras.loadLongCat();
longcatloaded = true;
}
if(longcatloaded == true && longcat == true)
{
Extras.displayLongCat(g, mainPanel);
}
}
// Causes an infinite loop, e.g makes the screen render over and over.
//repaint();
update(g);
}
@Override public void update(Graphics g)
{
System.err.println("Updating screen and using double buffer!");
// initialize buffer
if(dbImage == null)
{
dbImage = createImage (this.getSize().width, this.getSize().height);
dbg = dbImage.getGraphics ();
}
// clear screen in background
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
// draw elements in background
dbg.setColor (getForeground());
paint(dbg);
// draw image on the screen
g.drawImage (dbImage, 0, 0, this);
try
{
Thread.sleep(200);
}
catch (InterruptedException ex)
{
System.err.print("cant delay repaint.");
}
}
};
我希望有人能指出我出错的地方,我想可能与更新被调用太多次有关,或者可能更新是错误的方法?
I am trying to achieve double buffering of my game in Java by overriding the update method for my JPanel, I do all the usual code etc and still it won't work, it throws a stack overflow error, below is the specific error:
Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
at java.awt.Rectangle.<init>(Rectangle.java:193)
at java.awt.Rectangle.<init>(Rectangle.java:208)
at sun.awt.image.BufImgSurfaceData.getBounds(BufImgSurfaceData.java:369)
at sun.java2d.loops.GraphicsPrimitive.convertFrom(GraphicsPrimitive.java:533)
at sun.java2d.loops.GraphicsPrimitive.convertFrom(GraphicsPrimitive.java:523)
at sun.java2d.loops.MaskBlit$General.MaskBlit(MaskBlit.java:171)
at sun.java2d.loops.Blit$GeneralMaskBlit.Blit(Blit.java:186)
at sun.java2d.pipe.DrawImage.blitSurfaceData(DrawImage.java:927)
at sun.java2d.pipe.DrawImage.renderImageCopy(DrawImage.java:550)
at sun.java2d.pipe.DrawImage.copyImage(DrawImage.java:54)
at sun.java2d.pipe.DrawImage.copyImage(DrawImage.java:982)
at sun.java2d.SunGraphics2D.drawImage(SunGraphics2D.java:2979)
at sun.java2d.SunGraphics2D.drawImage(SunGraphics2D.java:2964)
at epicgame.Menu.displayMenu(Menu.java:71)
at epicgame.GUI$1.paintComponent(GUI.java:64)
at javax.swing.JComponent.paint(JComponent.java:1029)
at epicgame.GUI$1.update(GUI.java:117)
at epicgame.GUI$1.paintComponent(GUI.java:98)
at javax.swing.JComponent.paint(JComponent.java:1029)
My code isn't particularly complex either:
mainPanel = new JPanel()
{
@Override protected void paintComponent(Graphics g)
{
//super.paintComponent(g);
if(menuEnabled == 1)
{
Menu.displayMenu(g, mainPanel);
}
else if(gameNum == 1)
{
StreetFighter.StreetFighter(g, mainPanel);
// Calls the controls method within the controls class.
Controls.controls(Calendar.getInstance().getTimeInMillis() - timeOld);
timeOld = Calendar.getInstance().getTimeInMillis();
}
else if(gameNum == -1)
{
Menu.scoreBoard(g, mainPanel);
if(loaded != true)
{
Menu.loadScoreBoard(mainPanel);
loaded = true;
}
}
if(gameNum > 0)
{
if(longcat == true && longcatloaded != true)
{
Extras.loadLongCat();
longcatloaded = true;
}
if(longcatloaded == true && longcat == true)
{
Extras.displayLongCat(g, mainPanel);
}
}
// Causes an infinite loop, e.g makes the screen render over and over.
//repaint();
update(g);
}
@Override public void update(Graphics g)
{
System.err.println("Updating screen and using double buffer!");
// initialize buffer
if(dbImage == null)
{
dbImage = createImage (this.getSize().width, this.getSize().height);
dbg = dbImage.getGraphics ();
}
// clear screen in background
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
// draw elements in background
dbg.setColor (getForeground());
paint(dbg);
// draw image on the screen
g.drawImage (dbImage, 0, 0, this);
try
{
Thread.sleep(200);
}
catch (InterruptedException ex)
{
System.err.print("cant delay repaint.");
}
}
};
I was hoping someone could point out where I went wrong, I'm thinking maybe something to do with the update being called too many times, or possible update is the wrong method?
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(3)
不要从
paintComponent()
调用paint()
或update()
方法。也不要在任何绘画方法中调用 Thread.sleep() 。相反,创建一个线程,每 x 毫秒更新一次游戏模型,然后在您已重写
paintComponent()
的自定义组件上调用repaint()
,以便它绘制游戏状态。Don't call
paint()
orupdate()
methods frompaintComponent()
.Also don't call
Thread.sleep()
in any painting methods. Instead, create a thread that updates your game model every x milliseconds and then callsrepaint()
on your custom component where you have overriddenpaintComponent()
so that it draws the game state.您在组件的
paintComponent
中调用paint
,这将导致组件不断重新绘制自身。这将导致 StackOverflowException。另外, API 警告开发人员不要在应用程序中显式调用paint
:You're calling
paint
within the component'spaintComponent
, which will cause the component to keep repainting itself. This will cause aStackOverflowException
. Also, the API admonishes a developer about explicitly invokingpaint
in an application:完成后,您需要在每一帧调用
g.dispose()
,否则它将永远不会从内存中释放,并且您会收到您看到的堆栈溢出错误。 http://download.oracle.com/javase/1.3 /docs/api/java/awt/Graphics.htmlYou need to call
g.dispose()
every frame after you are done with it, otherwise it will never be released from memory and you get the stack overflow error you see. http://download.oracle.com/javase/1.3/docs/api/java/awt/Graphics.html