我根据一些例子编写了一个程序来模拟康威的生活游戏。
游戏中的每个单元格都是活着的或死的,它们存储在一个整数数组中int[][]
这个数组总是至少1000 * 1000,这意味着有数百万个单元格。
通过数组迭代查找应用所有不同的规则很好,并且不是特别CPU密集型。但是,用于在JFrame上绘制这些矩形的方法可能导致我的Xeon E3 1246 V3(I7 4770)上CPU使用率达到90%以上。在数组大小为2000 ^ 2时,它可以导致Windows 10完全锁定。
@Override
protected void paintComponent(Graphics g) {
liveCells = 0;
super.paintComponent(g);
Color gColor = g.getColor();
if(!backgroundWork || isPaused) {
for (int row = 0; row < grid.length; row++) {
for (int column = 0; column < grid[row].length; column++) {
//Checking if the cell is alive.
if (grid[row][column] == 1 ) {
liveCells++;
g.setColor(Color.red);
g.fillRect(column * UIScale, row * UIScale, UIScale, UIScale);
}
}
}
}
g.setColor(gColor);
if (isPaused) {
g.drawString("The game is paused", 0, 30);
g.drawString("Generation: " + generationCounter, 0, 10);
g.drawString("Living cells: " + liveCells, 150, 10);
} else { //If the game is running
g.drawString("Generation: " + generationCounter++, 0, 10);
g.drawString("Living cells: " + liveCells, 100, 10);
}
g.setColor(gColor);
try {
/* Sleep for some microseconds. */
TimeUnit.MICROSECONDS.sleep(sleepTimer);
} catch (InterruptedException ex) {
System.err.println("An InterruptedException was caught: " + ex.getMessage());
}
}
我可以清楚地看到单元格的绘制是个问题,为了让程序运行得更快,我已经添加了一种方法来更改变量backgroundWork,这会禁用更新矩形网格。打开或关闭此选项会导致任务管理器CPU利用率高达80%的差异。
使用当前绘制网格的方法,我没有看到使其更快的方法,因为所有单元格彼此独立,并且通常不会有超过3个红色旁边的单元格无论如何,所以没有理由实现同时绘制多个的方法。
任何人都可以提出加速当前流程的方法,或者绘制方块的不同方法。 谢谢你的帮助。
答案 0 :(得分:0)
这种方法,由Hovercraft Full Of Eels建议(顺便说一句好名字)比我之前使用的要快得多 -
@Override
protected void paintComponent(Graphics g) {
liveCells = 0;
BufferedImage BI = new BufferedImage(UIDimensions, UIDimensions, BufferedImage.TYPE_INT_RGB);
super.paintComponent(g);
Color gColor = g.getColor();
if(!backgroundWork || isPaused) {
for (int row = 0; row < grid.length; row++) {
for (int column = 0; column < grid[row].length; column++) {
//Checking if the cell is alive.
if (grid[row][column] == 1 ) {
liveCells++;
if(UIScale != 1) {
//TODO- Draw squares larger than one pixel
} else {
BI.setRGB(column, row, 16711680);
}
//The old code is commented out below
//g.setColor(Color.red);
//Drawing the colour in a 4x4 pixel square. With a window of 1000x1000, there are 250x250 organisms, hence the /4 everywhere
//g.fillRect(column * UIScale, row * UIScale, UIScale, UIScale);
//The way that this works is that it draws rectangles at the coordinates of the grid.
//The graphics on the screen aren't a grid themselves, they are just lots of squares
} else {
BI.setRGB(column, row, 16777215);
}
}
}
g.drawImage(BI, 0, 0, null);
}
g.setColor(gColor);
if (isPaused) { //If the game is paused (isPaused is true)
g.drawString("The game is paused", 0, 30);
g.drawString("Generation: " + generationCounter, 0, 10);
g.drawString("Living cells: " + liveCells, 150, 10);
} else { //If the game is running
g.drawString("Generation: " + generationCounter++, 0, 10);
g.drawString("Living cells: " + liveCells, 100, 10);
}
g.setColor(gColor);
try {
/* Sleep for some seconds. */
TimeUnit.MICROSECONDS.sleep(sleepTimer);
} catch (InterruptedException ex) {
System.err.println("An InterruptedException was caught: " + ex.getMessage());
}
}