I got some interesting ideas and criticism from this, this and this post (see last post for the code of the GUI in question). Nevertheless, I'm still quite confused about some things. Mainly, what is the least expensive way of displaying user-introduces graphics?
More specifically, I used a paintComponent()
method from JPanel
class by making an object of this class in the MouseDragged()
method together with paintComponent(getGraphics())
method (AuxClass2
and AuxClass1
accordingly).
Apparently, using getGraphics()
and paintComponent()
instead of repaint()
are bad ideas, I suspect something to do with memory use. Also calling the AuxClass2
every time the user drags the mouse is also a bad idea.
Also JPanel vs Canvas (i.e. swing vs awt) is a bit confusing. What is used and when?
I've been trying to find a workarounds, but have not found one, especially for the getGraphics()
method: how else can the graphics be added to the panel?
Basically speaking, a heavy weight component is linked to its own native peer, where light weight components share a common native peer.
In general, it's not a good idea to mix heavy and light weight components as there are issues with the z-order and in my experience (even though it's supposed to be better now) there are painting issues that can crop up.
This is the reason why you have been discouraged from using the Canvas
class, probably because you were trying to place it onto a light weight component...I guess
One of the biggest issues for newcomers to the Swing API is the illusion that you have some kind of control over the painting process, you don't. It's easier to just accept it.
The best you can do is request that the repaint manager perform an update at its earliest convenience.
Also, calling getGraphics
is not guaranteed to return a non-null value.
paint
vs paintComponent
The problem here is paint
does a number of important jobs, calling paintComponent
is just one of them.
In Swing we are greatly encouraged to use paintComponent
whenever we want to perform custom painting, this is, generally, the lowest level on the component and is called before the child components are painted.
If you override paint
and then paint on the Graphics
after the call to super.paint
you will end up painting on top of everything, this isn't always the desired result
Even if it were, child components can be painted independently of their parent container, making the paint "over" any paint effects you might have added
Useful links
Parting thoughts
Only components that are actually added to a component, which is attached to a native peer will ever have there paint
method called. So trying to paint to a component that hasn't been added to a container yet is rather pointless...