Swing and Active rendering problem

Hopefully this is the right place to post. I have a problem with active rendering and swing. Basically my code below messes up when I start rendering the swing either using repaint() or paint(g).
If I use repaint() then the gui flickers like mad and if I use paint(g) then I get deadlocks when typing into the textbox.
Any help would be great for what am I doing wrong. How do I solve this problem?
public GuiWindow() {
          try {
               guiImage = ImageIO.read(this.getClass().getResource("Images/Gui2.png"));
          } catch (Exception e) {}
          this.setPreferredSize(new Dimension(800, 600));
          this.setUndecorated(true);
          this.setIgnoreRepaint(true);
          this.setResizable(false);
          this.addKeyListener(kl);
          this.setFocusable(true);
          this.requestFocus();
          this.setTitle("PWO");
          JPanel panel = new JPanel()
          public void paintComponent(Graphics g)
          //Scale image to size of component
               super.paintComponent(g);
               Dimension d = getSize();
               g.drawImage(guiImage, 0, 0, d.width, d.height, null);
               this.setIgnoreRepaint(true);
                        //draw background for the gui
          JTextField Name = new JTextField(20);
          panel.add(Name);
          this.setContentPane(panel);
                myRenderingLoop();
public void myRenderingLoop() {
          int fps = 20;
          long startTime;
          int frameDelay = 1000 / fps;
          this.createBufferStrategy(2);
          BufferStrategy myStrategy = this.getBufferStrategy();
          Graphics2D g;
          while (!done) {
               startTime = System.currentTimeMillis();          
               do {
                    do {
                         g = (Graphics2D)myStrategy.getDrawGraphics();
                         this.repaint();
                         this.render(g); //render the game
                         g.dispose();
                    } while (myStrategy.contentsRestored());
                    myStrategy.show();
                    Toolkit.getDefaultToolkit().sync();
               } while (myStrategy.contentsLost());
               while (System.currentTimeMillis() - startTime < frameDelay) {
                    try {
                         Thread.sleep(15);
                    } catch (InterruptedException ex){}
     }Edited by: Aammbi on Apr 6, 2008 7:05 PM

I really have no idea what your code is trying to do, but a few comments.
1) There is no need to use a BufferStrategy since Swing is double buffered automatically
2) Don't use a while loop with a Thread.sleep(). Chances are the GUI EDT is sleeping which makes the GUI unresponsive
3) Use a Swing Timer for animation.
If you need further help then you need to create a [Short, Self Contained, Compilable and Executable, Example Program (SSCCE)|http://homepage1.nifty.com/algafield/sscce.html], that demonstrates the incorrect behaviour.

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    But this was also very apparent during rendering - a project that took about 20 minutes on my old 32-bit Core 2 Duo Dell with 4GB of RAM and CS4 took about 14 minutes on this new one under CS5 (running with 4 cores each using 2GB of RAM, and plenty of cores and RAM left over for other system stuff)... but I could see that a lot of that was due to HUGE delays in processing time as it rendered, long swaths of spinning beach-ball time. Had it not been for those, it likely would have rendered in about 2-3 minutes (as I would expect).
    I have installed all available system and Adobe updates as of today (9/28/10), I am now running the updated AE 10.0.1... and I am having the same issues, with AE running very, very slowly. Scrubbing a project is nearly impossible - it regularly sends the system right to the beach-ball for many seconds; opening one project, which took 7-15 seconds on the Windows side (an old 32-bit Core 2 Duo Dell with 4GB Ram and CS4), takes up to 4:30 on the Mac under CS5! Same project, hierarchy, footage, etc.
    I tried rendering it several ways: with 2 cores with 3GB each (leaving 6GB and 12 cores for other apps), with 3 multiprocessor cores each with 3GB of RAM (leaving 4GB of RAM and 10 cores for other apps), with 4 cores with 2GB each (6GB and 12 cores allowed for other stuff), with 7 cores each with 1.5 GB (leaving the minimum RAM and cores for other apps) and with NO multiprocessing on at all. Just for the baseline, the old Dell rendered this same file in 23:49, so all of these results are an improvement over that, but not nearly enough! Those long pauses still occurred - while watching the render, I could see it fly through parts, and then choke for many seconds at a time. Here are the timing results:
    Multiprocessing Off: 9:57
    2 Cores with 3GB each: 14:01
    3 Cores with 3GB each: 9:36
    4 Cores with 2GB each: 9:12
    7 Cores with 1.5GB each: 15:12
    This all seems pretty *******' random, though my testing methodology was far from iron-clad, as you can see. But either way, you would think with my system specs more cores would produce better results, not worse. I would have expected the 2 or 3 core configs to produce the best results.
    The horrible lags seemed most pronounced on frames that cross faded, even a very simple crossfade - there was only one of significance in my video, where two videos crossfade over the space of about a second; each FRAME of that crossfade appeared to take about 20-30 seconds to render... or more accurately, each frame would render, and then there would be one of the insane processor lags. No lags this bad or pronounced happened on the Dell side - it was slow all around, but consistent.
    Now, I did some tests with Activity Monitor open, and discovered some interesting things. When rendering with multiprocessing, each core used for rendering shows up as a process called "aeselflink" (as I'm sure you know), and at least a few of them are always at the top of the list, if you view activity by % CPU.
    What was interesting is that while the render was actually processing (I could see motion in the render preview, as opposed to when it was choked), the CPU usage graph looked as you'd expect, going up and down between 5-50% of the CPU use. But when it stalled out and choked on a frame - or whatever it was doing - the CPU usage in the graph would PIN to the top as completely maxed out, with between 98 and 99% of the usage going to % User.
    When those lags happened, the aeselflink processes often showed up as EACH using anywhere from 200% to 900% of the % CPU. Sometimes they were all pinned up there; other times only one or two seemed to demand that much time. Sometimes, however, things choked and the CPU usage graph showed NO activity, plain black idle for many seconds at a time. This doesn't seem to reveal much to me, but maybe smarter people can get some info from it.
    Also, sometimes when starting a render, the aeselflink processes would show up in the Activity monitor normally, not demanding much time, but for a good long time (1-2 minutes) the main AE application process would show up red, saying it was not responding; during this time, the CPU usage graph showed almost no activity at all, just 0-10% User activity.
    Whew. Ok, there's my random smattering of data. I hope this helps give someone in the know a better picture of what's going on here... this is a huge problem if it can't be addressed.
    Matt

    From the initial description this sounds a lot like the problems I've been having with rendering in After Effects CS5.
    I have read a lot online about hyper-threading being the cause and have been adjusting various settings with multiprocessing and turning hyper-threading on and off. So far nothing has been able to give me consistent processor use during renders or reliable render times.
    Here are the details of my set up:
    Big Bad MF Mac
    12 core Mac Pro, 2 x 2.93 GHz 6 core Intel Xeon, 32GB of RAM.
    Boot Drive is 1TB
    3 additional 2TB Hard drives RAID 0 for a 6TB Media Drive
    Mac OS 10.6.4
    After Effects 10.0.1
    Project details are:
    1920x1080, 23.976 FPS
    Footage is all uncompressed 4:4:4 AJA Kona 10 bit RGB captured using Final Cut Pro from a Sony F950.
    Project Color space is Apple RGB.
    Using Keylight 1.2 to Key video and then placing the footage as a 3D layer, with several other 3D layers with 2 spot lights on the footage to generate shadows on the background layer.
    Only effects used are Key Light 1.2, Levels, Hue and Saturation.
    Output is 1920x1080 Animation codec quicktime at 100%, 48Khz Audio.
    Multi processing is enabled. I have experienced the problem with many different settings.
    Current settings are:
    5GB for other applications
    12 CPUs used for other applications
    2GB per core.
    All source footage is on the RAID. All output files are being written to the RAID.
    Renders are amazingly inconsistent. Processor activity and render times are dramatically different when performing render tests with the same composition and identical settings. I regularly get the spinning beach ball and rendering pretty much stops for long periods of time. When watching the processors via activity monitor I have noticed many times that rendering starts out strong, peaking all processors being used regardless of multiprocessing settings. When this is happening the render looks like it is progressing as expected. Then after some period of time, sometimes 2 minutes, sometimes 10 minutes the processor use drops off and rendering slows to a crawl. When this happens the whole computer suffers. I can't even use a web browser.
    After extensive testing I have noticed that I have my best luck setting up several items in the render que. Save. Quit. Restart. Turn off hyper-threading after restart via the processor pref pane from Apple. Open After effects and render. The problem will still occur, however if I'm lucky I can get good render performance for 10-20 minutes before the system starts to lag again. This is completely killing my work flow. I don't know what's going to happen from one render to the next.
    I know this computer can scream under some situations, but something is terribly wrong here. This computer is not living up the hype on the Apple web site about Apple and Adobe After Effects.
    Please help.
    I'm going to add some more information just in case some engineer at Adobe gets his hands on this. HINT HINT
    I set up a render before I left work last night. It was 7 clips as described above. I forgot to include the scrubbed audio to one of the comps so I went back and re-rendered the clip today. Last night the clip took 33 minutes to render. Today, after a restart and turning off hyper-threading. I opened After Effects, turned off multiprocessing and clicked ok. Then I went back and turned it on with these settings.
    5GB for other Apps
    12 installed cores (after disabling hyper-threading)
    2 cores for other apps and 2GB per CPU.
    So yeah, the exact same clip with audio rendered for me today in 5 minutes.
    I should have some time today to run some experiments and do some testing. If anybody out there has any suggestions I'm game to try just about anything to help isolate the problem and get it fixed ASAP. I just hope this doesn't turn into one of those bugs where Adobe and Apple just keep kicking it back and forth and nothing ever gets resolved.

  • Since numbers 3.1 rendering problem in output

    Since I upgraded to Numbers 3.1 all printed output is no more crispy, it looks like a rendering problem. My Number documents consist of normal text elements and tables, sometimes some charts. Scaling on printout is not activated. On the Mac display the problem does not exist, everything seems to be fine, also in large zoom factors. But printing the document produces some kind of unrendered, pixely output, comparable to a screenshot, by far not that crisp as in Numbers 3.0.1. Other applications such as Pages, Word, Excel are not affected, printouts are fine.
    What I did so far:
    - uninstall and reinstall numbers
    - changing, reinstalling the printer driver (HP Color LaserJet 2025 Series), I use the Postscript driver
    - converting the Number documents to Numbers '09 and opening them again
    - playing and testing with numerous zoom factors
    - changing fonts in the Numbers document
    ... all without any success.
    What helped me was:
    - Installing Numbers 3.0.1 again using TimeMachine, installed it parallel to Numbers 3.1
    - In Numbers 3.1 exporting the Numbers document to Numbers '09
    - Opening that document in Numbers 3.0.1
    - Printing the document in Numbers 3.0.1 --> Output ist fine and perfect.
    It seems to be a rendering problem, only in Numbers 3.0.1. The problem appears in all existing and new Numbers documents on Numbers 3.1.
    Here is my infrastructure:
    MacBook Air Mid 2013, OS X Mavericks 10.9.1
    Numbers 3.1 (1769)
    HP Color LaserJet CP2025dn using PostScript
    Many thanks for your help!
    speckch

    Perhaps you can see the problem in this version. This is a PRINTING problem. You cannot see it on screen in the pdf.
    This is a single Numbers document, printed directly from Numbers (3.1). The font is identical in both lines. The box color is identical (black) and the width of the line is identical (0.5 pt). It was printed on an HP Color LaserJet CP2025.
    The upper text is jagged. It may look fine on your screen, but it's not.
    This is very obvious if you look at the larger image that is linked to the image above. (Remember, a computer screen is only 72 dpi and this image is optimized for that. Printed text is much higher resolution. So, to get an accurate view on your screen of how jagged the text is when printed, you need to look at it magnified. Right-click on the image above to open the image in a new tab, and you should get the full size.)
    Also, the because the upper image is lower resolution (jaggies), the narrow line cannot print accurately. Thus, it appears blueish. When you look at the full-size image, you can see how jagged the line is and the mix of dots (red and blue, predominantly) that was output by the printer. In contrast, the lower text box is smooth and black.
    I don't know where the problem lies, but I have not experienced anything like this on any other program I currently use. It's a postscript printer, and I suspect that something's gone wrong in the postscript output associated with tables and the printer is printing the screen view, not the higher resolution printer data. But that's just a guess. And as far as I know, it's not something anyone other than Apple can fix.
    And, of course, since you can't see this problem on screen in the pdf, no matter how much you "zoom" in, you won't know if your files will print badly until you test it. Or, worse, your client does.
    Bummer.

  • Null Pointer exception in fullscreen using active rendering

    When I create a window use it in fullscreen with active rendering, then close fullscreen, dispose the window and create an identical window wich I use in fullscreen again with active rendering I get a Null pointer exception. The exception happens in the active rendering loop of the second window. Why does this happen and how do I solve it?
    /Thankfull for any answer
    THE CODE
    FILE "Main.java"
    import java.awt.*;
    class Main
    public static void main(String[] args)
    GraphicsEnvironment ge=GraphicsEnvironment.getLocalGraphicsEnvironment();
    GraphicsDevice gd=ge.getDefaultScreenDevice();
    DisplayMode[] dm=gd.getDisplayModes();
    int theDisplayMode=0;
    for(int i=0;i<dm.length;i++)
    if(dm.getWidth()==1024 && dm.getHeight()==768 && dm.getRefreshRate()==75)
    theDisplayMode=i;
    TheWindow jw=new TheWindow();
    gd.setFullScreenWindow(jw);
    gd.setDisplayMode(dm[theDisplayMode]);
    jw.activePaint();
    gd.setFullScreenWindow(null);
    jw.dispose();
    System.out.println("First window closed");
    jw=new TheWindow();
    gd.setFullScreenWindow(jw);
    gd.setDisplayMode(dm[theDisplayMode]);
    jw.activePaint();
    gd.setFullScreenWindow(null);
    jw.dispose();
    System.out.println("Second window closed");
    FILE "TheWindow.java"
    import java.awt.*;
    import java.awt.image.*;
    import javax.swing.*;
    class TheWindow extends JWindow
    private BufferStrategy theStrategy;
    private boolean finished=false;
    private Graphics2D g2;
    public TheWindow()
    public void activePaint()
    int i=0;
    setIgnoreRepaint(true);
    createBufferStrategy(2);
    theStrategy=getBufferStrategy();
    while(i++<200)
    g2=(Graphics2D)theStrategy.getDrawGraphics();
    g2.dispose();
    theStrategy.show();

    Hi,
    Please try to pass lookupEvent, LookupCodeColumn values as HashMap object. Try out the following.
    com.sun.java.util.collections.HashMap vMyParams = new HashMap();
    vMyParams.put("lookupEvent","update");
    vMyParams.put("lookupEvent",LookupCode);
    pageContext.setForwardURL("OA.jsp?
    page=/eis/oracle/apps/xxeis/central/admin/Lookups/webui /EISRSCLookupsCreatePG",
    null,
    OAWebBeanConstants.KEEP_MENU_CONTEXT,
    null,
    vMyParams , //*Here pass your HashMap object.*
    false,
    OAWebBeanConstants.ADD_BREAD_CRUMB_YES,
    OAWebBeanConstants.IGNORE_MESSAGES);
    No need to change the code in other CO as you can still continue with PageContext.getParameter("lookupEvent") etc..
    HTH,
    Syed.

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