The program is supposed to run a cellular automata simulation (think Conway's game of life) on a painted grid and has a start/pause button to, well, start/pause the simulation, which runs on a 1 second interval. As far as I can tell, everything else except for painting the grid (processing, rest of the GUI), works fine.
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ConcurrentModificationException;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class CA_DriverV2 extends JFrame{
private static final Color white = Color.WHITE, black = Color.BLACK;
private Board board;
private JButton start_pause;
public CA_DriverV2(){
board = new Board();
board.setBackground(white);
start_pause = new JButton("Start");
start_pause.addActionListener(board);
this.add(board, BorderLayout.NORTH);
this.add(start_pause, BorderLayout.SOUTH);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
this.setSize(300, 300);
this.setVisible(true);
}
public static void main(String args[]){
new CA_DriverV2();
}
private class Board extends JPanel implements ActionListener{
private final Dimension DEFAULT_SIZE = new Dimension(5, 5);
private final int DEFAULT_CELL = 10, DEFAULT_INTERVAL = 1000, DEFAULT_RATIO = 60;
private Dimension board_size;
private int cell_size, interval, fill_ratio;
private boolean run;
private Timer timer;
private Color[][] grid;
public Board(){
board_size = DEFAULT_SIZE;
cell_size = DEFAULT_CELL;
interval = DEFAULT_INTERVAL;
fill_ratio = DEFAULT_RATIO;
run = false;
//Initialize grid with random values
//NOTE: Add JOptionPane for option to define fill rate and board size?
//ALT: Have a resize(int h, int w) method to resize grid when needed.
//ALT: Have refill(int r) method to restart with different fill ratio.
grid = new Color[board_size.height][board_size.width];
for (int h = 0; h < board_size.height; h++)
for (int w = 0; w < board_size.width; w++){
int r = (int)(Math.random() * 100);
if (r >= fill_ratio)
grid[h][w] = black;
else grid[h][w] = white;
}
timer = new Timer(interval, this);
}
@Override
public Dimension getPreferredSize(){
return new Dimension(board_size.height, board_size.width);
}
@Override
public void paintComponent(Graphics g){
for (int h = 0; h < board_size.height; h++)
for (int w = 0; w < board_size.width; w++){
try{
if (grid[h][w] == black)
g.setColor(black);
else g.setColor(white);
g.fillRect(h * cell_size, w * cell_size, cell_size, cell_size);
} catch (ConcurrentModificationException cme){}
}
}
public void actionPerformed(ActionEvent e) {
//Timer tick processing
if (e.getSource().equals(timer)){
repaint();
Color[][] newGrid = new Color[board_size.height][board_size.width];
for (int h = 1; h < board_size.height; h++)
for (int w = 1; w < board_size.height; w++) {
int surrounding = 0;
//Count black neighbors
for (int i = -1; i <= 1; i++)
for (int j = -1; j <= 1; j++){
if(i != 0 && j != 0){
try{
if(grid[h + i][w + j] == black)
surrounding++;
} catch(ArrayIndexOutOfBoundsException ae){}
}
}
//Generate next iteration
if (surrounding > 5 || surrounding < 2)
newGrid[h][w] = black;
else newGrid[h][w] = white;
}
for (int h = 1; h < board_size.height; h++){
for (int w = 1; w < board_size.height; w++){
grid[h][w] = newGrid[h][w];
System.out.print(grid[h][w] + " ");
}
System.out.println();
}
System.out.println();
}
//Start-Pause button processing
else if(e.getSource().equals(start_pause)){
if(run){
timer.stop();
start_pause.setText("Pause");
}
else {
timer.restart();
start_pause.setText("Start");
}
run = !run;
}
}
}
}
It prints something at the very top, which looks like a sliver of the initial grid overlayed by a sliver of the button, and the rest is the default grey.
Your board Board variable is added BorderLayout.NORTH not BorderLayout.CENTER, so it only fills the top 5 pixels.
And as per my comment, you should never have code like this in your program:
catch(ArrayIndexOutOfBoundsException ae){}
Not only should you not ignore exceptions, but you shouldn't even catch this type of exceptions. Instead create your for loops with a little care so that they can handle the edges.
Also, don't forget to call the super.paintComponent(g)
method in your class's override.