JavaFX AnimationTimer的运行速度超过60 fps

时间:2018-09-19 18:31:54

标签: java linux javafx

简短说明:运行一个简单的JavaFX程序,该程序 说明了AnimationTimer结果在我的PC中几乎处于锁定状态 起来该程序可以在其他PC和我的PC上正常运行时 与其他版本的Linux一起启动。详细说明

在校对在线Java教科书的新版本时 我在运行本书中的示例程序时遇到了问题 说明了JavaFX AnimationTimer。程序源 是SimpleAnimationTimer.java。见下文。这很简单 仅显示当前帧号的程序 经过的时间(以秒为单位)。预期的输出是看 “每秒60帧”;即显示的帧号 除以显示的经过时间应为60。

编译并在我的PC上运行时,它将淹没应用程序 窗口太大了,几乎无法将鼠标移到 另一个窗口,以便我可以杀死正在运行的程序。什么时候 我通知了该书的作者,他回答说该程序 在他的所有PC(Ubuntu,Linux Mint,Mac,Windows)上均可正常运行。 我的电脑正在运行Fedora27。

我通过实时USB下载并运行了最新的Linux Mint, 然后使用与所使用的相同的Java测试程序 适用于Fedora27。该程序在那里正确运行。

接下来,我重新启动了较旧的Fedora 24并测试了该程序 那里。它运行无误。

我从实时USB下载并运行Fedora 28。的 程序那里有问题。

我的测试环境和结果的摘要。

Java版本为1.8.0_181。它是来自Oracle的。

Linux Mint 19内核4.15.0-20(通用)。没问题。

Fedora 24内核4.11.12。没问题。

Fedora 27内核4.17.17。有问题。

Fedora 28内核4.16.3。有问题。

Linux内核之间似乎有所改变 导致此问题的版本4.15和4.16。

原始的SimpleAnimationStarter.java源已被修改 在60帧后停止。 Test02SimpleAnimationStarter.java 源,如下所示,就是这样做的。运行该程序时, 显示的帧号是60,如预期的那样,并且显示 经过时间为0.3秒,而不是预期的1秒。

目前,我不知所措。这是 JavaFX问题?这是Linux内核问题吗?东西 还有吗?

任何建议/评论将不胜感激。也, 运行两个程序时很高兴看到结果 在其他平台上-Windows,Mac,其他Linux版本。

警告:首先运行Test02版本!确保已过去 时间是一秒钟。

来源如下。首先,先输入SimpleAnimationStarter.java Test02SimpleAnimationStarter.java。

import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.layout.BorderPane;
import javafx.scene.Scene;
import javafx.stage.Stage;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;

/**
 *  This file can be used to create very simple animations.  Just fill in
 *  the definition of drawFrame with the code to draw one frame of the 
 *  animation, and possibly change a few of the values in the rest of
 *  the program as noted below.
 */
public class SimpleAnimationStarter extends Application {

    /**
     * Draws one frame of an animation. This subroutine should be called
     * about 60 times per second.  It is responsible for redrawing the
     * entire drawing area. The parameter g is used for drawing. The frameNumber 
     * starts at zero and increases by 1 each time this subroutine is called.  
     * The parameter elapsedSeconds gives the number of seconds since the animation
     * was started.  By using frameNumber and/or elapsedSeconds in the drawing
     * code, you can make a picture that changes over time.  That's an animation.
     * The parameters width and height give the size of the drawing area, in pixels.  
     */
    public void drawFrame(GraphicsContext g, int frameNumber, double elapsedSeconds, int width, int height) {

        /* NOTE:  To get a different animation, just erase the contents of this 
         * subroutine and substitute your own. 
         */

        g.setFill(Color.WHITE);
        g.fillRect(0, 0, width, height); // First, fill the entire image with a background color!

        g.setFill(Color.BLACK);
        g.fillText( "Frame number " + frameNumber, 40, 50 );
        g.fillText( String.format("Elapsed Time: %1.1f seconds", elapsedSeconds), 40, 80);

    }

    //------ Implementation details: DO NOT EXPECT TO UNDERSTAND THIS ------


    private int frameNum;
    private long startTime;

    public void start(Stage stage) {
        int width = 800;   // The width of the image.  You can modify this value!
        int height = 600;  // The height of the image. You can modify this value!
        Canvas canvas = new Canvas(width,height);
        drawFrame(canvas.getGraphicsContext2D(), 0, 0, width, height);
        BorderPane root = new BorderPane(canvas);
        root.setStyle("-fx-border-width: 4px; -fx-border-color: #444");
        Scene scene = new Scene(root);
        stage.setScene(scene);
        stage.setTitle("Simple Animation"); // STRING APPEARS IN WINDOW TITLEBAR!
        stage.show();
        stage.setResizable(false);
        AnimationTimer anim = new AnimationTimer() {
            public void handle(long now) {
                if (startTime < 0)
                    startTime = now;
                frameNum++;
                drawFrame(canvas.getGraphicsContext2D(), frameNum, (now-startTime)/1e9, width, height);
            }
        };
        startTime = -1;
        anim.start();
    } 

    public static void main(String[] args) {
        launch();
    }

} // end SimpleAnimationStarter



import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.layout.BorderPane;
import javafx.scene.Scene;
import javafx.stage.Stage;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;

/**
 *  This file can be used to create very simple animations.  Just fill in
 *  the definition of drawFrame with the code to draw one frame of the 
 *  animation, and possibly change a few of the values in the rest of
 *  the program as noted below.
 */
public class Test02SimpleAnimationStarter extends Application {

    /**
     * Draws one frame of an animation. This subroutine should be called
     * about 60 times per second.  It is responsible for redrawing the
     * entire drawing area. The parameter g is used for drawing. The frameNumber 
     * starts at zero and increases by 1 each time this subroutine is called.  
     * The parameter elapsedSeconds gives the number of seconds since the animation
     * was started.  By using frameNumber and/or elapsedSeconds in the drawing
     * code, you can make a picture that changes over time.  That's an animation.
     * The parameters width and height give the size of the drawing area, in pixels.  
     */
    public void drawFrame(GraphicsContext g, int frameNumber, double elapsedSeconds, int width, int height) {

        /* NOTE:  To get a different animation, just erase the contents of this 
         * subroutine and substitute your own. 
         */

        g.setFill(Color.WHITE);
        g.fillRect(0, 0, width, height); // First, fill the entire image with a background color!

        g.setFill(Color.BLACK);
        g.fillText( "Frame number " + frameNumber, 40, 50 );
        g.fillText( String.format("Elapsed Time: %1.1f seconds", elapsedSeconds), 40, 80);

    }

    //------ Implementation details: DO NOT EXPECT TO UNDERSTAND THIS ------


    private int frameNum;
    private long startTime;

    AnimationTimer anim = null;  // Moved outside start() so handle() can call anim.stop()

    public void start(Stage stage) {
        int width = 800;   // The width of the image.  You can modify this value!
        int height = 600;  // The height of the image. You can modify this value!
        Canvas canvas = new Canvas(width,height);
        drawFrame(canvas.getGraphicsContext2D(), 0, 0, width, height);
        BorderPane root = new BorderPane(canvas);
        root.setStyle("-fx-border-width: 4px; -fx-border-color: #444");
        Scene scene = new Scene(root);
        stage.setScene(scene);
        stage.setTitle("Simple Animation"); // STRING APPEARS IN WINDOW TITLEBAR!
        stage.show();
        stage.setResizable(false);
//        AnimationTimer anim = new AnimationTimer() {            
        anim = new AnimationTimer() {
            // Constants: change NUM_SECS and/or framesPerSec
            private final int NUM_SECS = 1; // Desired number of seconds.
            private final int framesPerSec = 60; // Expected frames per second.
            private final int NUM_FRAMES = NUM_SECS*framesPerSec;

            public void handle(long now) {
                if (startTime < 0)
                    startTime = now;
                frameNum++;
                if (frameNum < NUM_FRAMES+1)
                {
                    drawFrame(canvas.getGraphicsContext2D(),
                              frameNum,
                              (now-startTime)/1e9,
                              width, height);
                }
                else if (frameNum == NUM_FRAMES+1)
                {
                    anim.stop();
                    System.out.println("Animation stopped");
                }
                else if (frameNum == NUM_FRAMES+2)
                {
                    System.out.println("Animation kept going after stop ???");
                }
            }
        };
        startTime = -1;
        anim.start();
    }

    public static void main(String[] args) {
        launch();
    }

} // end Test02SimpleAnimationStarter

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