I am not confident my framerate code is correct, and I have not been able to find exact examples of what I am looking for.
Essentially I have subclassed java.awt.Component
, and inside the paint(Graphics)
method I call my calculateFrameRate()
function, which is shown below. I don't do any incremental drawing in update()
. The numbers from this seem high, and I am wondering if the inherent double buffering of the Component class means that paint is being called twice as much as it is being rendered? I'm rusty on the double-buffer stuff though, that may be totally incorrect.
Here is the frame rate method:
private List<Long> updateTimes = new ArrayList<Long>();
private void calculateFrameRate() {
long time = System.currentTimeMillis();
updateTimes.add(new Long(time));
// We will have the wrong framerate for the first 30 draws. No big.
float timeInSec = (time - updateTimes.get(0)) / 1000f;
currentFrameRate_ = 30f / timeInSec;
if (updateTimes.size() == 31)
updateTimes.remove(0);
}
Cheers,
Hamy
As an alternative, you could look at System.nanoTime()
. This example calculates an average over the preceding number of frames defined by FRAMES
.