Java:加快我的代码 [英] Java: Speed up my code
问题描述
我一直在编写一个应用程序,该应用程序可显示图块和GUI等所有内容.我似乎遇到了一个问题,我的paintComponent似乎占用了过多的CPU,并且在我的小型计算机上无法再以高于10 FPS的速度运行.我想知道是否有任何更有效的方式来运行此代码或对其进行线程化或任何其他方式来提高计算速度.这是我的代码:
I have been coding an application which renders tiles and GUI and all that. I seem to have come across a problem where my paintComponent seems to hog too much CPU and can no longer run much higher than 10 FPS on my small computer. I was wondering if there was any more efficient way of running this code or threading it or anything to enhance the calculation speed. Here is my code:
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import javax.swing.JPanel;
@SuppressWarnings("serial")
public class M1 extends JPanel implements Runnable {
public static double zoom = 1.25;
public static double charZoom = 1;
public static boolean breaking = false;
public void run() {
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
if(zoom <= 0.03) zoom = 1.25;
for(int cy = 0; cy < 3; cy++) {
for(int cx = 0; cx < 3; cx++) {
for(int y = 0; y < 16; y++) {
for(int x = 0; x < 16; x++) {
g.drawImage(Tiles.tileImages.get(C0.chunk[x][y][cx][cy]),
(int)((C0.cX[cx][cy] * C0.chunkWidth) * zoom) + ((int)(32 * zoom) * x) +
((M0.gameFrame.getWidth() / 2)) - (int)(PEntity.x.getValue() * zoom),
(int)((C0.cY[cx][cy] * C0.chunkHeight) * zoom) + ((int)(32 * zoom) * y) +
((M0.gameFrame.getHeight() / 2)) - (int)(PEntity.y.getValue() * zoom) + (int)(24.25 * zoom),// <-- 24.25 used to correctly position charatcter
(int)(32 * zoom), (int)(32 * zoom), this);
if(C0.chunk[x][y][cx][cy].equals("a05")) {
g.drawImage(Tiles.treetop,
(int)((C0.cX[cx][cy] * C0.chunkWidth) * zoom) + ((int)(32 * zoom) * x) +
((M0.gameFrame.getWidth() / 2)) - (int)(PEntity.x.getValue() * zoom),
(int)((C0.cY[cx][cy] * C0.chunkHeight) * zoom) + ((int)(32 * zoom) * y) +
((M0.gameFrame.getHeight() / 2)) - (int)(PEntity.y.getValue() * zoom) + (int)(24.25 * zoom)
- (int) (32 * zoom),// <-- 24.25 used to correctly position charatcter
(int)(32 * zoom), (int)(32 * zoom), this);
}
}
}
}
}
if(breaking) {
g.drawImage(M3.currentBreak, (int)((C0.cX[M3.cx][M3.cy] * C0.chunkWidth) * zoom) + ((int)(32 * zoom) * M3.x) +
((M0.gameFrame.getWidth() / 2)) - (int)(PEntity.x.getValue() * zoom),
(int)((C0.cY[M3.cx][M3.cy] * C0.chunkHeight) * zoom) + ((int)(32 * zoom) * M3.y) +
((M0.gameFrame.getHeight() / 2)) - (int)(PEntity.y.getValue() * zoom) + (int)(24.25 * zoom),
(int)(32 * zoom), (int)(32 * zoom), this);
}
M3.placeX = (48 * zoom);
M3.placeY = (48 * zoom);
if(M0.HUDenabled) {
g.drawImage(PEntity.currentChar,
(M0.gameFrame.getWidth() / 2) - (int)((16 * charZoom) * zoom),
(M0.gameFrame.getHeight() / 2) - (int)((32 * charZoom) * zoom),
(int)((32 * charZoom) * zoom), (int)((64 * charZoom) * zoom), this);
g.setColor(Color.BLACK);
g.setFont(new Font("Dialog", 1, 12));
g.drawString("Terrem" + " By Tyler D :)", 5, 15);
g.drawString("X: " + PEntity.x.getValue(), 5, 28);
g.drawString("Y: " + PEntity.y.getValue(), 5, 41);
g.drawString("ChunkX: " + C0.currentChunkX.getValue(), 5, 54);
g.drawString("ChunkY: " + C0.currentChunkY.getValue(), 5, 67);
g.drawString("BlockX: " + C0.currentBlockX.getValue(), 5, 80);
g.drawString("BlockY: " + C0.currentBlockY.getValue(), 5, 93);
g.drawString("Zoom: " + zoom, 5, 106);
g.drawString(M4.tileArea[0][0] + "_" + M4.tileArea[1][0] + "_" + M4.tileArea[2][0], 5, 126);
g.drawString(M4.tileArea[0][1] + "_" + M4.tileArea[1][1] + "_" + M4.tileArea[2][1], 5, 139);
g.drawString(M4.tileArea[0][2] + "_" + M4.tileArea[1][2] + "_" + M4.tileArea[2][2], 5, 152);
g.drawString("FPS: " + (int) FPS.currentFPS, 5, 172);
//GUI
g.drawImage(M0.GUIbar, (M0.gameFrame.getWidth() - (624)) / 2, (M0.gameFrame.getHeight() - 80), 624, 40, this);
for(int i = 0; i < 9; i++) {
g.drawImage(Item.Item_Img.get(PEntity.PInv[i]), ((M0.gameFrame.getWidth() - (624)) / 2) + 6 + (36 * i),
(M0.gameFrame.getHeight() - 74), 28, 28, this);
if(Item.Item_Img.get(PEntity.PInv[i]) != null) {
g.drawString("" + (PEntity.stk[i] + 1), ((M0.gameFrame.getWidth() - (624)) / 2) + 6 + (36 * i),
(M0.gameFrame.getHeight() - 47));
}
}
}
repaint();
FPS.calculateFrameRate();
}
public M1() {
M0.gameFrame.setVisible(true);
Clock.Start();
setBackground(new Color(242, 220, 121));
System.out.println("M1 loaded...");
}
}
我还可以说这是一个大循环,它杀死了大约200 FPS,因为我评论了该部分,并且我的FPS飙升至大约250.
Also I can tell it is the large loop which kills off about 200 FPS at this point because I commented that part off and my FPS shot up to about 250.
推荐答案
如果您使用的Graphics2D实例是线程安全的,则似乎可以在方法顶部对某些外部for循环进行多线程处理.可能值得为此保留一个ThreadPoolExecutor,然后将外部for循环分解为Runnable实例.这完全取决于抽奖的顺序对您来说是否重要-仅从您发布的代码中很难分辨出来.
Seems like you could multi-thread some of your outer for-loops at the top of the method, if the Graphics2D instance you are using is thread-safe. Might be worthwhile to keep a ThreadPoolExecutor around for this and then break up your outer for-loops into instances of Runnable. This totally depends on whether or not the order of the draw matters to you - it's hard to tell just from the code you've posted.
让我惊讶的另一件事是您如何访问4-D图像阵列.回想一下,多维Java数组实际上是对其他数组的引用的数组.您最好在每个循环的顶部获取对特定子数组的引用,并访问已保存的子数组引用,而不是直接为原始数组建立索引.这样可以节省大量不必要的内存提取.
One other thing that jumps out at me is how you're accessing your 4-D image array. Recall that multi-dimensional Java arrays are actually arrays of references to other arrays. You'd probably be better off getting a reference to a specific sub-array at the top of each loop, and accessing the sub-array reference that you've saved, rather than indexing the original array directly. This will save you a lot of unnecessary memory fetches.
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