我的应用程序以最快的速度(大约30-60每秒)生成热图图像,我想在一个“实时热图”中显示它们。在AWT / Swing中,我可以将它们绘制到一个JPanel中,就像一个魅力一样。最近,我切换到JavaFX,并希望在此实现相同的功能。最初,我尝试使用Canvas,它运行缓慢但还可以,但是存在严重的内存泄漏问题,导致应用程序崩溃。现在,我尝试了ImageView组件-显然太慢了,因为图像变得很滞后(在每次新迭代中都使用ImageView.setImage)。据我了解,setImage不能保证在函数完成时实际显示图像。
我得到的印象是,我以错误的方式使用了这些组件,从而走上了错误的道路。如何每秒显示30-60张图像?
编辑:一个非常简单的测试应用程序。您将需要[JHeatChart]库。请注意,在台式机上,我得到约70-80 FPS,并且可视化效果很好并且流畅,但是在较小的树莓派(我的目标机)上,我得到了约30 FPS,但可视化效果极强。
package sample;
import javafx.application.Application;
import javafx.embed.swing.SwingFXUtils;
import javafx.scene.Scene;
import javafx.scene.image.ImageView;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
import org.tc33.jheatchart.HeatChart;
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import java.util.LinkedList;
public class Main extends Application {
ImageView imageView = new ImageView();
final int scale = 15;
@Override
public void start(Stage primaryStage) {
Thread generator = new Thread(() -> {
int col = 0;
LinkedList<Long> fps = new LinkedList<>();
while (true) {
fps.add(System.currentTimeMillis());
double[][] matrix = new double[48][128];
for (int i = 0; i < 48; i++) {
for (int j = 0; j < 128; j++) {
matrix[i][j] = col == j ? Math.random() : 0;
}
}
col = (col + 1) % 128;
HeatChart heatChart = new HeatChart(matrix, 0, 1);
heatChart.setShowXAxisValues(false);
heatChart.setShowYAxisValues(false);
heatChart.setLowValueColour(java.awt.Color.black);
heatChart.setHighValueColour(java.awt.Color.white);
heatChart.setAxisThickness(0);
heatChart.setChartMargin(0);
heatChart.setCellSize(new Dimension(1, 1));
long currentTime = System.currentTimeMillis();
fps.removeIf(elem -> currentTime - elem > 1000);
System.out.println(fps.size());
imageView.setImage(SwingFXUtils.toFXImage((BufferedImage) scale(heatChart.getChartImage(), scale), null));
}
});
VBox box = new VBox();
box.getChildren().add(imageView);
Scene scene = new Scene(box, 1920, 720);
primaryStage.setScene(scene);
primaryStage.show();
generator.start();
}
public static void main(String[] args) {
launch(args);
}
private static Image scale(Image image, int scale) {
BufferedImage res = new BufferedImage(image.getWidth(null) * scale, image.getHeight(null) * scale,
BufferedImage.TYPE_INT_ARGB);
AffineTransform at = new AffineTransform();
at.scale(scale, scale);
AffineTransformOp scaleOp =
new AffineTransformOp(at, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
return scaleOp.filter((BufferedImage) image, res);
}
问题来源:Stack Overflow
您的代码从后台线程更新UI,这绝对是不允许的。您需要确保从FX Application Thread更新。您还想尝试“限制”实际的UI更新,以使每个JavaFX框架渲染不超过一次。最简单的方法是使用AnimationTimer,handle()每次渲染框架时都会调用。
这是执行此操作的代码版本:
import java.awt.Dimension;
import java.awt.Image;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import java.util.LinkedList;
import java.util.concurrent.atomic.AtomicReference;
import org.tc33.jheatchart.HeatChart;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.embed.swing.SwingFXUtils;
import javafx.scene.Scene;
import javafx.scene.image.ImageView;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class Main extends Application {
ImageView imageView = new ImageView();
final int scale = 15;
@Override
public void start(Stage primaryStage) {
AtomicReference<BufferedImage> image = new AtomicReference<>();
Thread generator = new Thread(() -> {
int col = 0;
LinkedList<Long> fps = new LinkedList<>();
while (true) {
fps.add(System.currentTimeMillis());
double[][] matrix = new double[48][128];
for (int i = 0; i < 48; i++) {
for (int j = 0; j < 128; j++) {
matrix[i][j] = col == j ? Math.random() : 0;
}
}
col = (col + 1) % 128;
HeatChart heatChart = new HeatChart(matrix, 0, 1);
heatChart.setShowXAxisValues(false);
heatChart.setShowYAxisValues(false);
heatChart.setLowValueColour(java.awt.Color.black);
heatChart.setHighValueColour(java.awt.Color.white);
heatChart.setAxisThickness(0);
heatChart.setChartMargin(0);
heatChart.setCellSize(new Dimension(1, 1));
long currentTime = System.currentTimeMillis();
fps.removeIf(elem -> currentTime - elem > 1000);
System.out.println(fps.size());
image.set((BufferedImage) scale(heatChart.getChartImage(), scale));
}
});
VBox box = new VBox();
box.getChildren().add(imageView);
Scene scene = new Scene(box, 1920, 720);
primaryStage.setScene(scene);
primaryStage.show();
generator.setDaemon(true);
generator.start();
AnimationTimer animation = new AnimationTimer() {
@Override
public void handle(long now) {
BufferedImage img = image.getAndSet(null);
if (img != null) {
imageView.setImage(SwingFXUtils.toFXImage(img, null));
}
}
};
animation.start();
}
public static void main(String[] args) {
launch(args);
}
private static Image scale(Image image, int scale) {
BufferedImage res = new BufferedImage(image.getWidth(null) * scale, image.getHeight(null) * scale,
BufferedImage.TYPE_INT_ARGB);
AffineTransform at = new AffineTransform();
at.scale(scale, scale);
AffineTransformOp scaleOp = new AffineTransformOp(at, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
return scaleOp.filter((BufferedImage) image, res);
}
}
使用AtomicReference来包装缓冲的图像可确保在两个线程之间安全地共享它。
在我的机器上,每秒可生成约130张图像;请注意,并非全部显示,因为每次JavaFX图形框架显示一帧(通常以60fps的速度调节)时,仅显示最新的一帧。
如果要确保显示所有生成的图像,即以JavaFX帧速率限制图像的生成,则可以使用a BlockingQueue存储图像:
// AtomicReference<BufferedImage> image = new AtomicReference<>();
// Size of the queue is a trade-off between memory consumption
// and smoothness (essentially works as a buffer size)
BlockingQueue<BufferedImage> image = new ArrayBlockingQueue<>(5);
// ...
// image.set((BufferedImage) scale(heatChart.getChartImage(), scale));
try {
image.put((BufferedImage) scale(heatChart.getChartImage(), scale));
} catch (InterruptedException exc) {
Thread.currentThread.interrupt();
}
和
@Override
public void handle(long now) {
BufferedImage img = image.poll();
if (img != null) {
imageView.setImage(SwingFXUtils.toFXImage(img, null));
}
}
代码非常低效,因为您HeatChart每次迭代都会生成一个新矩阵new ,等等。这导致在堆上创建许多对象并迅速将其丢弃,这可能导致GC过于频繁地运行,尤其是在小型内存计算机上。就是说,我在最大堆大小设置为64MB(-Xmx64m)的情况下运行了该程序,它仍然运行良好。您也许可以优化代码,但是使用AnimationTimer如上所述的,更快地生成图像不会对JavaFX框架造成任何额外的压力。我建议调查使用HeatChart(即setZValues())的可变性,以避免创建过多的对象,和/或PixelBuffer直接将数据写入图像视图(这需要在FX Application Thread上完成)。
这是一个不同的示例,它使用一个屏幕外int[]数组来计算数据,并使用一个屏幕上int[]数组来显示(几乎)完全最小化对象的创建。有一些低级线程详细信息,以确保仅以一致的状态看到屏幕上的阵列。屏幕上的数组用于下方的,而数组PixelBuffer又用于WritableImage。
此类生成图像数据:
import java.util.concurrent.atomic.AtomicLong;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Consumer;
public class ImageGenerator {
private final int width;
private final int height;
// Keep two copies of the data: one which is not exposed
// that we modify on the fly during computation;
// another which we expose publicly.
// The publicly exposed one can be viewed only in a complete
// state if operations on it are synchronized on this object.
private final int[] privateData ;
private final int[] publicData ;
private final long[] frameTimes ;
private int currentFrameIndex ;
private final AtomicLong averageGenerationTime ;
private final ReentrantLock lock ;
private static final double TWO_PI = 2 * Math.PI;
private static final double PI_BY_TWELVE = Math.PI / 12; // 15 degrees
public ImageGenerator(int width, int height) {
super();
this.width = width;
this.height = height;
privateData = new int[width * height];
publicData = new int[width * height];
lock = new ReentrantLock();
this.frameTimes = new long[100];
this.averageGenerationTime = new AtomicLong();
}
public void generateImage(double angle) {
// compute in private data copy:
int minDim = Math.min(width, height);
int minR2 = minDim * minDim / 4;
for (int x = 0; x < width; x++) {
int xOff = x - width / 2;
int xOff2 = xOff * xOff;
for (int y = 0; y < height; y++) {
int index = x + y * width;
int yOff = y - height / 2;
int yOff2 = yOff * yOff;
int r2 = xOff2 + yOff2;
if (r2 > minR2) {
privateData[index] = 0xffffffff; // white
} else {
double theta = Math.atan2(yOff, xOff);
double delta = Math.abs(theta - angle);
if (delta > TWO_PI - PI_BY_TWELVE) {
delta = TWO_PI - delta;
}
if (delta < PI_BY_TWELVE) {
int green = (int) (255 * (1 - delta / PI_BY_TWELVE));
privateData[index] = (0xff << 24) | (green << 8); // green, fading away from center
} else {
privateData[index] = 0xff << 24; // black
}
}
}
}
// copy computed data to public data copy:
lock.lock();
try {
System.arraycopy(privateData, 0, publicData, 0, privateData.length);
} finally {
lock.unlock();
}
frameTimes[currentFrameIndex] = System.nanoTime() ;
int nextIndex = (currentFrameIndex + 1) % frameTimes.length ;
if (frameTimes[nextIndex] > 0) {
averageGenerationTime.set((frameTimes[currentFrameIndex] - frameTimes[nextIndex]) / frameTimes.length);
}
currentFrameIndex = nextIndex ;
}
public void consumeData(Consumer<int[]> consumer) {
lock.lock();
try {
consumer.accept(publicData);
} finally {
lock.unlock();
}
}
public long getAverageGenerationTime() {
return averageGenerationTime.get() ;
}
}
这是UI:
import java.nio.IntBuffer;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.Label;
import javafx.scene.image.ImageView;
import javafx.scene.image.PixelFormat;
import javafx.scene.image.PixelWriter;
import javafx.scene.image.WritableImage;
import javafx.scene.layout.BorderPane;
import javafx.stage.Stage;
public class AnimationApp extends Application {
private final int size = 400 ;
private IntBuffer buffer ;
@Override
public void start(Stage primaryStage) throws Exception {
// background image data generation:
ImageGenerator generator = new ImageGenerator(size, size);
// Generate new image data as fast as possible:
Thread thread = new Thread(() -> {
while( true ) {
long now = System.currentTimeMillis() ;
double angle = 2 * Math.PI * (now % 10000) / 10000 - Math.PI;
generator.generateImage(angle);
}
});
thread.setDaemon(true);
thread.start();
generator.consumeData(data -> buffer = IntBuffer.wrap(data));
PixelFormat<IntBuffer> format = PixelFormat.getIntArgbPreInstance() ;
PixelBuffer<IntBuffer> pixelBuffer = new PixelBuffer<>(size, size, buffer, format);
WritableImage image = new WritableImage(pixelBuffer);
BorderPane root = new BorderPane(new ImageView(image));
Label fps = new Label("FPS: ");
root.setTop(fps);
Scene scene = new Scene(root);
primaryStage.setScene(scene);
primaryStage.setTitle("Give me a ping, Vasili. ");
primaryStage.show();
AnimationTimer animation = new AnimationTimer() {
@Override
public void handle(long now) {
// Update image, ensuring we only see the underlying
// data in a consistent state:
generator.consumeData(data -> {
pixelBuffer.updateBuffer(pb -> null);
});
long aveGenTime = generator.getAverageGenerationTime() ;
if (aveGenTime > 0) {
double aveFPS = 1.0 / (aveGenTime / 1_000_000_000.0);
fps.setText(String.format("FPS: %.2f", aveFPS));
}
}
};
animation.start();
}
public static void main(String[] args) {
Application.launch(args);
}
}
对于不依赖JavaFX 13的版本PixelBuffer,您可以修改该类以使用PixelWriter(AIUI,效率不高,但在此示例中运行得一样顺畅):
// generator.consumeData(data -> buffer = IntBuffer.wrap(data));
PixelFormat<IntBuffer> format = PixelFormat.getIntArgbPreInstance() ;
// PixelBuffer<IntBuffer> pixelBuffer = new PixelBuffer<>(size, size, buffer, format);
// WritableImage image = new WritableImage(pixelBuffer);
WritableImage image = new WritableImage(size, size);
PixelWriter pixelWriter = image.getPixelWriter() ;
和
AnimationTimer animation = new AnimationTimer() {
@Override
public void handle(long now) {
// Update image, ensuring we only see the underlying
// data in a consistent state:
generator.consumeData(data -> {
// pixelBuffer.updateBuffer(pb -> null);
pixelWriter.setPixels(0, 0, size, size, format, data, 0, size);
});
long aveGenTime = generator.getAverageGenerationTime() ;
if (aveGenTime > 0) {
double aveFPS = 1.0 / (aveGenTime / 1_000_000_000.0);
fps.setText(String.format("FPS: %.2f", aveFPS));
}
}
};
回答来源:Stack Overflow
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