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image loading

how can i make my image loading smoother and faster. And also how can i make sure that it would be loaded.
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pogs
Asked:
pogs
1 Solution
 
Sasha_MapaCommented:
How is this different from what I proposed? What is "smooth loading" exactly?
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Sasha_MapaCommented:
I'm not sure what you mean by loading it smoother, but you can't load it faster than your internet connection allows it.
About loading an image before you actually display it (in which case it will just paint it entirely on the first attempt) it is done like this:


public static void loadImage(Image im, Component forThisComponent){
  MediaTracker tracker = new MediaTracker(forThisComponent);
  tracker.addImage(im,1);
  tracker.waitForID(1);
}


Here is an example of more MediaTracker functionality given in the documentation:

import java.applet.Applet;
      import java.awt.Color;
      import java.awt.Image;
      import java.awt.Graphics;
      import java.awt.MediaTracker;

      public class ImageBlaster extends Applet implements Runnable {
             MediaTracker tracker;
             Image bg;
             Image anim[] = new Image[5];
             int index;
             Thread animator;

             // Get the images for the background (id == 0)
             // and the animation frames (id == 1)
           // and add them to the MediaTracker
             public void init() {
                 tracker = new MediaTracker(this);
                 bg = getImage(getDocumentBase(),
                       "images/background.gif");
                 tracker.addImage(bg, 0);
                 for (int i = 0; i < 5; i++) {
                     anim[i] = getImage(getDocumentBase(),
                           "images/anim"+i+".gif");
                     tracker.addImage(anim[i], 1);
                 }
             }

             // Start the animation thread.
             public void start() {
                 animator = new Thread(this);
                 animator.start();
             }

             // Stop the animation thread.
             public void stop() {
                 animator = null;
             }

             // Run the animation thread.
             // First wait for the background image to fully load
           // and paint.  Then wait for all of the animation
             // frames to finish loading. Finally, loop and
             // increment the animation frame index.
             public void run() {
                 try {
                     tracker.waitForID(0);
                     tracker.waitForID(1);
                 } catch (InterruptedException e) {
                     return;
                 }
                 Thread me = Thread.currentThread();
                 while (animator == me) {
                     try {
                         Thread.sleep(100);
                     } catch (InterruptedException e) {
                         break;
                     }
                     synchronized (this) {
                         index++;
                         if (index >= anim.length) {
                             index = 0;
                         }
                     }
                     repaint();
                 }
             }

             // The background image fills the frame so we
             // don't need to clear the applet on repaints.
           // Just call the paint method.
             public void update(Graphics g) {
                 paint(g);
             }

             // Paint a large red rectangle if there are any errors
             // loading the images.  Otherwise always paint the
             // background so that it appears incrementally as it
           // is loading.  Finally, only paint the current animation
             // frame if all of the frames (id == 1) are done loading,
             // so that we don't get partial animations.
             public void paint(Graphics g) {
                 if ((tracker.statusAll(false) & MediaTracker.ERRORED) != 0) {
                     g.setColor(Color.red);
                     g.fillRect(0, 0, size().width, size().height);
                     return;
                 }
                 g.drawImage(bg, 0, 0, this);
                 if (tracker.statusID(1, false) == MediaTracker.COMPLETE) {
                     g.drawImage(anim[index], 10, 10, this);
                 }
             }
      }
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rjackmanCommented:
u ca use media tracker for smooth loading aswell as for making sure that image gets loaded
eg.
import java.applet.*;
import java.awt.*;
public class Image extends Applet
{
  private Image img;
  private MediaTracker mt;
  public void init()
{
  img  = getImage(getDocumentBase(),"imagename");
  mt = new MediaTracker(this);
  mt.addImage(img);
//other code
}
}

this is sample code for smooth startup of imageloading
RJackman
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Sasha_MapaCommented:
How is this different from what I proposed? What is "smooth loading" exactly?
0
 
stalefishCommented:
I don't know what type of files your using, but if your using a gif image, then a jpg can be much smaller (therefore faster) if the jpg quality settings are very low. However if you have a high definition jpg image, you would have a smaller picture if you used a gif.
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pogsAuthor Commented:
thanks guys ...I think I have proposed 50 points for it. Anyway, I actually want to use this idea for loading an image from a browser to the application that I have created (for example use it as an icon for my button). Thanks again.

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