简短描述:运行一个简单的 JavaFX 程序来说明 AnimationTimer 导致我的 PC 几乎锁定。当使用其他版本的 Linux 启动时,该程序在其他 PC 和我的 PC 上运行良好。详细说明如下。
在校对新版本的在线 Java 教科书时,我在运行书中的示例程序时遇到了问题,该示例程序说明了 JavaFX AnimationTimer。程序源是 SimpleAnimationTimer.java。见下文。这是一个非常简单的程序,它只显示当前帧数和已用时间(以秒为单位)。预期的输出是看到“每秒 60 帧”;也就是说,显示的帧数除以显示的经过时间应该是60。
在我的 PC 上编译并运行时,它淹没了应用程序窗口,以至于我几乎无法将鼠标移动到另一个窗口,这样我就可以杀死正在运行的程序。当我通知这本书的作者时,他回答说该程序在他的所有 PC(Ubuntu、Linux Mint、Mac、Windows)上都运行良好。我的电脑运行的是 Fedora 27。
我从实时 USB 下载并运行最新的 Linux Mint,然后使用与 Fedora 27 相同的 Java 测试该程序。该程序在那里运行没有错误。
接下来,我重新启动了较旧的 Fedora 24 并在那里测试了该程序。它运行没有错误。
我从实时 USB 下载并运行 Fedora 28。程序有问题。
我的测试环境和结果的总结。
Java 版本是 1.8.0_181。它是来自 Oracle 的一个。
Linux Mint 19 内核 4.15.0-20-generic。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。
内核版本 4.15 和 4.16 之间的 Linux 中的某些更改似乎导致了问题。
原始 SimpleAnimationStarter.java 源代码被修改为在 60 帧后停止。Test02SimpleAnimationStarter.java 源代码(如下所示)就是这样做的。当这个程序运行时,显示的帧数是 60,正如预期的那样,显示的经过时间是 0.3 秒,而不是预期的 1 秒。
目前我不知道该怎么办。这是 JavaFX 问题吗?这是Linux内核问题吗?还有什么?
任何建议/意见将不胜感激。此外,在其他平台(Windows、Mac 和其他 Linux 版本)上运行这两个程序时,很高兴看到结果。
警告:首先运行 Test02 版本!确保经过的时间是一秒。
来源如下。首先是 SimpleAnimationStarter.java,然后是 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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