Reputation: 1234
I am trying to graph a function in Java. I know there are plenty of libraries out there for this, but I want to learn how to do Java graphics. I am trying to create a bufferedimage and assign it to a label. Right now I just want to make every other pixel black so I can see that it's working. I will periodically reassign values to the bufferedimage. However, I need a graphics class which is abstract. Do I need to implement my own extension of the graphics class? Is there a better or preferred way to do this? This will likely go for the image observer as well.
Here is my code:
static BufferedImage I = new BufferedImage(X, Y, BufferedImage.TYPE_INT_RGB);
public static void main(String args[]){
JLabel label = new JLabel(new ImageIcon(I));
panel.add(label);
painter(I);
//edited to remove various declarations
}
public static void painter(BufferedImage b){
for(int x = 0; x<b.getWidth(); x+=2){
for(int y = 0; y<b.getHeight(); y+=2){
b.setRGB(x,y, 000000);
}
paint(g, iobs);
}
public void paint(Graphics g, ImageObserver iobs)
{
//ImageObserver iobs
g.drawImage(I, 0, 0, iobs);// iobs);
}
Upvotes: 1
Views: 410
Reputation: 205875
You might also like to study these examples that use setRGB()
. The first example shows several views in a frame, while the second example offers some insight into how the BufferedImage
's ColorModel
selects colors.
Upvotes: 1
Reputation: 27326
BufferedImage a = ...;
// In fact, this is a Graphics2D but it's safe to use it
// as a Graphics since that's the super class
Graphics g = a.createGraphics();
// now you can draw into the buffered image - here's a rect in upper left corner.
g.drawRect(0, 0, a.getWidth() / 2, a.getHeight() / 2);
Upvotes: 3