ActionListener To Display Different Image Icons?

May 23, 2014

If you look at line 74 you will see my actionPerformed method where I want to switch the icon displayed on the JButton. I know I still have to add the images to the button however I am running into a few issues here.

In my next class it will be vital that I can decipher what each icon is display on the JButton.

Java Code: import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class Screen implements ActionListener

[code]....

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ActionListener Changing Image Icons

May 23, 2014

If you look at line 74 you will see my actionPerformed method where I want to switch the icon displayed on the JButton. I know I still have to add the images to the button however I am running into a few issues here.

Therefore my main question is, am I even approaching this problem correctly? In my next class it will be vital that I can decipher what each icon is display on the JButton. I am working on programing A* but I have to get everything talking first.

import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
 
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
 public class Screen implements ActionListener

[Code] ....

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Trying To Print Array Of Image Icons

Aug 23, 2014

I am simply trying to print out a deck of 54 playing cards. i have organized them in to two separate arrays the first array to place all the image icons the second array to hold the 54 Jlabels. I think my problem lies in the setLayout portion of the program . I also think my image icon path may be wrong?

import javax.swing.*;
import java.awt.*;
public class CardIconArray extends JFrame {
private static final long serialVersionUID = 1L;
final public static int numberofcards=54;
CardIconArray(){

[Code] ....

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Loading Multiple Image Icons

Aug 17, 2014

import java.awt.*;
import javax.swing.*;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class Golf extends JFrame
{
boolean isRunning = true;

[Code] ....

It loads and draws fine when I am using one image. But if I un-comment the others are try to draw the background of my game as intended, nothing gets drawn. I've played around with a number of different solutions but nothing works, I've had multiple images work in previous programs doing exactly the same thing and I really don't understand whats up.

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Implementing ActionListener On Image Button

Nov 28, 2014

Is there something special about this? I would think not, however all of the buttons in my application work except those with images.Here's an example of one:

Java Code: // Class #1
// All components defined as private initially, used in initComponents() later to build GUI
private JButton btnRock = new JButton();
/** Create the frame. **/
public GameView() {
initComponents(); // Initialize components
} // End of GameView Method
public void initComponents() {
// ROCK BUTTON
btnRock = (JButton) mainController.createIcon("rock");
btnRock.setForeground(new Color(0, 0, 0));
btnRock.setBounds(12, 34, 97, 67);

[code]....

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Oct 16, 2014

The gist of it is to create a very basic memory game. There are 12 buttons, each associated with an icon. Every button that you click will display the icon and will stay there until clicked again. I got the bulk of it taken care of, but my issue lies with switching the icons back and forth. I can get them to display one at a time, but when I click on a new button, all the icons except the button I just clicked don't display. Essentially, only one shows up at a time.

import java.awt.BorderLayout;
import java.awt.EventQueue;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.border.EmptyBorder;
import javax.swing.SwingConstants;

[code]....

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Jan 5, 2015

I stored an image into MySQL database using swings and hibernate but I am struggling to retrieve that image from MySQL database and display same image in the jTable cell and same as on jLabel whatever I retrieve from the database using swings and hibernate .

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How To Get Image To Display On JFrame

Nov 13, 2014

I have been trying to make a game lately, but I can't seem to work out how to get an image to display on my JFrame. I have tried everything, copied different codes of the internet, but nothing works. Here is my code of the GUI:

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class GUI extends JFrame implements Runnable, ActionListener {
JButton start = new JButton("Start nieuw spel");
JButton instellingen = new JButton("Instellingen");
public GUI() {

[Code]...

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JavaFX Will Not Display Image

Oct 21, 2014

I've been on this for a while and for some reason I just can't seem to get this to work. I know my code is solid, but it won't display my image. I've tried swithcing the image to different directories and also using different image sizes and types. I even used Orcale's guide to display your image, but still no go! All I get is a blank canvas? There are no errors. I'm also running NetbeansIDE 8 that supports JavaFX and I made sure the project is a JavaFX Application project.

All I get is a blank new window, but no images.

Here's my code:

package javafxapplication3;
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.image.Image;

[code]....

The homework called for me to display it three times - the first one regular, second resized, and the last one rotated. I even deleted the extra images in hope at least one appears.

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Display Image (GIF / JPG) On JPanel

Apr 12, 2014

I'm simply trying to make a gui for managing images for my purpose, but i fall at the first step: I'm actually not able to display an image, whether it would be a .gif or .jpg ....

//--------MY PANEL FOR VIEWING IMAGE---------
package graph2D;
 
import java.awt.Graphics;
import java.awt.Image;
import java.awt.MediaTracker;
import java.awt.Toolkit;
import javax.swing.JPanel;
class PannelloConImmagine extends JPanel {
private Image miaImmagine;
 
[Code] .....

it is supposed that i placed the image "pippo.gif" in my project "src" folder, isn't it? anyway I tried to add a new folder to my build Path, and place pippo.gif on it, but it doesn't work.

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Cannot Display Image For Some Reason

Mar 27, 2014

I am using Netbeans. For some reason I cant display an image.

Java Code:

import java.applet.Applet;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import java.net.URL;

public class ImageLoadingTutorial extends Applet{
private Image spiral = null;

[Code] ....

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Mar 15, 2014

I want to do the followings:

-When i press "choose the Image Path" a window open like a picture 2.
-I want also satisfy the condition written in red.

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Mar 28, 2015

why this code, doesn't display the image?

import java.awt.Graphics;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;

[code]...

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Jan 19, 2014

I have a class that retrieves an image, and a class that is a game. I want to put my image onto the game to use it as the main figure. As of right now in eclipse, the game class runs, so the game works, but the image doesn't do anything. Need to put the image into the game? Here is my image class:

import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;

[code]....

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Program That Will Have GUI Window And Display Image?

Jun 24, 2014

I am writing a program that will have a GUI window and displays an image when clicked on the image changes and clicked on again the image changes once more. Here is what i have.

package ButtonLab;
import java.awt.BorderLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

[Code]....

The issue i am having is when i run it the window pops up but with no images. The images wont load, I have tried to use the c: path to the image also.

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Jan 16, 2014

How to display an image on a JFrame. If you can, pany example code.

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Aug 8, 2014

I am fairly new to Java. I am trying to learn some image manipulation basics. I have searched the web endlessly and made numerous attempts but I cannot seem to get a darn image to display. This code is my latest attempt in Eclipse. The file I am using is chairangle.jpg which is is the src folder of the package I am working in in Eclipse. I am on Windows 8.

import java.awt.*;
import javax.swing.*;
import javax.swing.ImageIcon;
public class otherimg extends JFrame
{
public static void main(String args[]){
JFrame f = new JFrame();
ImageIcon image = new ImageIcon("image/chairangle.jpg");
JLabel label = new JLabel("", image, JLabel.CENTER);
JPanel panel = new JPanel(new BorderLayout());
panel.add( label, BorderLayout.CENTER );
f.pack();
f.setVisible(true);
}
}

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Software To Display Image On Screen Using Particular Library

Jul 30, 2014

I am writing a piece of software to display an image on the screen using a particular library. The library lets me create an Atlas out of texture file data, to fetch Textures out of the Atlas using the textures' names, and to draw the textures by calling Renderer.draw(texture). It doesn't make a great deal of sense to create more than one of an Atlas or Renderer. I previously designed my code as follows:

public class SystemAssets {
static Atlas atlas;
public static void initializeAtlas(String pathToTextureFiles) {
atlas = new Atlas(pathToTextureFiles);
}
public static Texture getTexture(String textureName) {
return atlas.getTexture(textureName);
}
}

Similarly, I made a TextureRenderer class whose sole purpose is to provide static access to a Renderer. But many people seem to say that opening up a class like this to global access is bad. I cannot think of any better alternative, however. My core update/draw logic currently works something like this:

public class Game extends AbstractGame {
public void init() {
Screen current = new FirstScreen();
TextureRenderer.initialize();

[code]...

Making a Renderer object belong to the Game or Screen class doesn't make much sense to me, as there doesn't seem to really be a 'has-a' relationship between them; it's more of a 'uses-a', so that seems to imply that it would be best to just call Renderer.draw(thing) from outside the class rather than making it a data member. This would make my main code essentially call the various methods in order to get or print some form of data, much like System.out.println(). And of course, making one of the classes a subclass of Renderer makes even less sense. But making data members static for the purpose of global access and using singletons are often cited as 'bad' programming practices. This problem also arises in a lot of other scenarios in my program, ie. when I want to serialize Thing data members like texture filenames; do I put the serializer as a static data member in a class for global access and call it like I would a function, or do I put it in a class? And it seems like the Renderer will have to be initialized at the start of the program, which would take place in the init() method in Game, then be used to draw Textures in the Screen, so it would have to be accessible from both locations.

edit: In case it's suggested to put these in the main class, that's unfortunately going to be difficult without using static variables; the library recommends having the main class creating an Application object, which is essentially a black box that actually does all the work of calling Game's init() and draw() methods (via a Game object passed into its constructor) and looping until the program exits. AbstractGame and Screen are classes supplied by the library, so it doesn't seem like I can easily give Game any data that AbstractGame doesn't specifically ask for.

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JavaFX 2.0 :: Display Image In WebView From External Directory

Jun 18, 2014

I have a WebView and a Javascript that appends an <img> tag in a webview.
 
Like so:
 
function insertImg(src) {
   $("body").append("<img src='" + src + "'/>");
}
 
I call this function with the following code:
 
String path = "file://Users/rod/Desktop/123.gif";
webengine.executeScript("insertImg('" + path + "')");
 
However, this does not work and no image is displayed.
 
How can this be achieved?

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Nov 2, 2014

I want to store an image/file into oracle database using jsp.

I have written code to store data when am running in my machine it is working fine, but not working in server throwing an error saying that "The system cannot find the file specified."

I am attaching the code what am written.

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Display Image On JLabel Or JPanel With Respect Of Components Size?

Mar 27, 2015

i have very critical problem in my collage project i have try many code but still i cant solve this problem, i want to display image on jlabel or jpanel with respect of components size without use of drawimage method

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JavaFX 2.0 :: ImageView Image Created In Scene Builder 2.0 Doesn't Display In Running App

Sep 9, 2014

I'm using Scene Builder 2.0 and have added an ImageView to the parent AnchorPane.  I've added my PNG files for the app icon and the various buttons. I select the ImageView in Scene Builder and then crawl the filesystem to the project package folder and select the PNG for the Image.  The assigned image is displayed in the Imageview in Scene Builder in both design mode and Preview mode.
 
While everything else shows up properly when the app is executed, the image assigned to the ImageView does not display.
 
From the FXML file:

<ImageView fx:id="ivBRULogo" fitHeight="64.0" fitWidth="64.0" layoutX="14.0" layoutY="14.0" pickOnBounds="true" preserveRatio="true" AnchorPane.leftAnchor="14.0" AnchorPane.topAnchor="14.0">
         <image>
            <Image url="@BRU_PE_B_64.png" />
         </image>
      </ImageView>
 
What might be occurring between the compiled app and what Scene Builder generates?

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JavaFX 2.0 :: Custom Icons Into Bundle DMG Package

Jul 21, 2014

I created an ant script to create an installer for my JavaFx app:
 
<?xml version="1.0" encoding="UTF-8"?>
<project name="app-javafx" default="do-deploy" basedir="." xmlns:fx="javafx:com.sun.javafx.tools.ant">
    <property name="java8.jdk.home" value="/Library/Java/JavaVirtualMachines/jdk1.8.0_11.jdk/Contents/Home" />
    <property name="javafx.tools.ant.jar" value="${java8.jdk.home}/lib/ant-javafx.jar" />
    <target name="init-fx-tasks">

[Code] .... 

During compiling I see:

Using base JDK at:

/Library/Java/JavaVirtualMachines/jdk1.8.0_11.jdk
  Using default package resource [Bundle config file] (add package/macosx/Info.plist to the class path to customize)
  Using default package resource [icon] (add package/macosx/app.icns to the class path to customize)
Creating app bundle: /Users/Utente/Documents/workspaceServer/javafx/target/deploy/bundles/app.app
Config files are saved to /var/folders/q6/vmt_h0tx3rgdbt_4h2_2f3780000gn/T/build6635061168386632777.fxbundler/macosx.

Use them to customize package.
fxbund
ler/macosx. Use them to customize package.
 
So I get files inside the temp directory and I copied them inside my project target directory. Unfortunally javafxbuilder don't use them to customize the package so I think the path where I have to put that files is wrong.

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Swing/AWT/SWT :: Getting Icons To Change Size With Window Resize

Jan 19, 2014

I'm using a jpanel with an 8 by 8 grid layout of jlabels to which I'm adding images to represent a chess board. At first, I was using the ImageIcon class to initialize my icons, but as soon as I added these icons to the labels, the labels no longer changed size with the window (which I want to happen). URL...

So I copied in the class, and initialized a different set of icons using the stretch icon class (specifically, the method that allows you to initialize a stretch icon from a filename), however, when I use these stretch icons, the result is the same. Is something wrong with the class, or with my implimentation of it, and how would I fix this?

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Swing/AWT/SWT :: Getting Icons To Change Size With Window Resize?

Jan 16, 2014

I'm using a jpanel with an 8 by 8 grid layout of jlabels to which I'm adding images to represent a chess board. At first, I was using the ImageIcon class to initialize my icons, but as soon as I added these icons to the labels, the labels no longer changed size with the window (which I want to happen). Someone suggested to me to use this custom stretch icon class, found here:

[URL] ....

So I copied in the class, and initialized a different set of icons using the stretch icon class (specifically, the method that allows you to initialize a stretch icon from a filename), however, when I use these stretch icons, the result is the same. Is something wrong with the class, or with my implementation of it, and how would I fix this?

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Swing/AWT/SWT :: Getting Jlabel Icons To Change Size With Window Resize?

Feb 20, 2014

I'm trying to create a chess program in java swing, and for the board I'm using an 8 by 8 array of jlabels stuck inside a jpanel with a grid layout. I would like the board to change size when the window changes size, and the grid layout accomplishes this succesfully, until I add the actual icons to the jlabels. Then the board just stays a fixed size. Someone suggested I use their "Stretch Icon" class, found here:[URL] ...., so I tried initializing the icons using one of the constructors in the class (the one that takes an image name and a boolean value for whether or not you want the resisizing to be proportionate (to maintain the aspect ratio)). However, the same thing happened. The board appears, but it does not resisize. To attempt to fix this problem, I tried simplifying my code, reducing the program to two jlabels within the jpanel, for which I then tried to set the image in the same way. Here is my simplified code:

import java.awt.*;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.ImageIcon;

[Code] ....

I'm misusing the stretch icon class, or just generally what's going wrong/how to fix it?

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