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Thread: wrong graphics

  1. #1
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    Default wrong graphics

    private void drawNode(double x, double y, double no, Graphics g) {
    		g.fillOval(x, y, 17, 17); // draw an oval which is filled with the current color
    		g.setColor(blue); // set current color to black
    		g.drawOval(x, y, 16, 16); // draw an oval
    		g.drawString(Integer.toString(no), x+5, y+13); // draw the node number
    }

    The code above is wrong in netbeans, it said the fillOval(), drawOval, drawString() cannot have the a double value, so how can i solve it? Please help!!
    Thank you


  2. #2
    Member Darryl.Burke's Avatar
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    Default Re: wrong graphics

    Read the API for Graphics. Those methods take int parameters. Evidently you are passing doubles instead of ints, so why are you doing that?

    db

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    Default Re: wrong graphics

    Because my x and y is a double value, is it i can passed a double value into it? i want to be more accurate, so i want it to be a double value for x and y.

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    Administrator copeg's Avatar
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    Default Re: wrong graphics

    The values passed to these methods relate to pixels, and pixels do not have fractions. You can fix the problem by casting the doubles to int's.

  5. #5
    Member Darryl.Burke's Avatar
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    Default Re: wrong graphics

    i want to be more accurate
    Then you'll need to cast the Graphics to Graphics2D and use the methods of the Graphics2D class, along with anti-aliasing.
    Trail: 2D Graphics (The Java™ Tutorials)

    Be aware that it could be a steep learning curve for someone at your level (no offence, we all have to start somewhere, but by that I mean someone who attempts to pass double values where the API clearly shows int parameters).

    What's so inaccurate about rounding pixel values to integers anyhow?

    db

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    Default Re: wrong graphics

    Do your calculations with doubles, then cast your parameters to the graphics objects as integers. The computer can't draw pixels more accurately than integer increments.

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