Ball Object Which Implements Runnable Interface And Traces Various Positions Of A Ball
Feb 11, 2014
a) I have a Ball Object which implements the Runnable interface and traces the various positions of a ball.
b) I then have a Ball_Bounce JPanel inside a JFrame which creates two instances of the Ball object and then paints them to the JPanel.
As per my understanding, when the main() program in Ball_Bounce.java is started, there a total of three threads running in this program, one for each ball and one for the main(). What I cannot understand is whenever the balls collide, I end up getting the "Collision" message twice even though the collision is checked only in the main() thread.
[#]public class Ball implements Runnable
{
private boolean xUp, yUp, xUp1, yUp1;
private int x, y, xDx, yDy;
private final int MAX_X = 500, MAX_Y = 500;
private boolean flag = true;
private static Thread ball;
I want to make a simply game,actualy not a game but I want to moving object curve just like angry bird. Where I can move an object with curve motion. But I don't know how. I just can make it move straight(left,right,down,up).
import javax.swing.Timer; import java.awt.*; import javax.swing.*; import java.awt.event.*; public class Ball extends JPanel { private int delay = 10; private Timer timer = new Timer(delay, new TimerListener()); private int x = 0; private int y = 0;
I am writing a three part program that essentially works like a magic 8 ball. I have the switch/case part which gives the answers from a random number generator, then I also have a graphics file to create the ball as a visual. Lastly I have the frame to display the ball. The problem I am having is that, I am trying to make the program so that when you type in a question and press return the ball will show the answer and then you can type another question and press return and the ball will show a different answer. To quit you would simply type "quit". Right now however the ball is not showing up in my frame until I type quit, then to ask another question I have to end the run and start over again. Here is my program so far:
Case/Switch: public class MagicEightBall { private int number; private String answer;
I am doing an assignment which involves creating a maze and a ball that needs to go through the maze to an end tile then stop the scenario. The maze is made up of 208 buttons in a Jbutton Grid layout. I am replacing certain buttons with a brown tile icon to make up the maze. The ball needs to run along those brown tiles as its path and not be able to move off the brown tile icon images.
I have built the maze and have got quite far with this but now I am stumped on the concept of keeping the ball within the boundary edges and on the brown tiles. I have been told to use if statements, but not had the process explained to me in a way I can understand.
Actually, i want to create multiple ball using multithreading.I have created a class 'CreateBall' and this class is making ball and second class 'Balls' is a Panel where the ball is display.But only one ball is being displayed.
Here is my code.......
CreateBall.java import java.awt.*; public class CreateBall implements Runnable { int px,py; int w=20,h=20; Graphics g; public CreateBall(int px,int py)
I'm trying to do is get this ball to bounce around the screen and ive gotten so far but not sure how to proceed. The ball keeps disappearing.
//bouncing ball
float x; //ball x position float dx = 3; //ball x direction is right, step 5 float y; //ball y position float dy = 3; void setup () //runs once at start
I've got to make a ball bounce around a screen.... From what I can gather they seem to hold back useful java code.
anyway, i've changed the code over and over, and think this is the most succinct way i can manage it. but i have a problem. where i've marked the code (*****) and the following line are conditional on each other. so one won't provide the correct answer without the other line executing first, and vice versa (ignore the code after, i haven't looked at where that should be yet ). Anyway I don't really want to rip the code apart, again, because i'm pretty sure it's close.
I was making a pong game, part copied code off the internet, part my own code, part my friends code. It works well enough, but the ball starts at one speed, and stays the same. I would like to know how to make the ball slowly increase.
It is a java applet, which shouldn't casue any harm right?
My code:
Pong Applet
import java.applet.*; import java.awt.*; import java.awt.event.*; import javax.swing.*; public class Pong extends Applet implements MouseMotionListener, KeyListener {
I have created this ping pong game but having problem with ball and paddle collusion. After first collusion it gives score 1 but later it never touch the paddle.
Code:
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.awt.geom.*; import java.util.Random.*; import javax.swing.ImageIcon; public class Ball extends JFrame implements ActionListener, KeyListener{ int xSpeed=0;
[Code] ....
I think something is wrong here:
public void actionPerformed(ActionEvent e){ y=y+xSpeed; repaint(); if(y> this.getWidth()){ y=25; score -=1; } if(blockRect.intersects(ballRect)){ y=40; score +=1; x =200; y = 300; }
I wrote a code from our text book for Pong. Im trying to figure out how to fill the ball with color. Im also wondering how to speed the ball up once there is contact with the paddle. The initial speed is ok but once contact is made with the paddle, it slows down. Makes it too easy to play. Here is my code so far. As far as the game goes, it works and is good. Just wanted to add a couple customizations.
How do you enforce any class which implements an interface should also implement comparable too? Say for instance you may have an interface
public interface Task { ... } public class DoThis implements Task { ... } public class DoThis1 implements Task { ... }
I want all of the classes which implements the interface Task to implement comparable too. Of course I can just say implements Task, Comparable. But is there something which we could do from interface level, i mean interface Task level?
I am working on a program that asks me to track the position of an imaginary ball as it bounces around an imaginary box. The user gives me input for the starting position of the ball (x,y), the bottom-left boundaries of the box (xl, yl), the top right boundaries (xr, yr) and the angle. The program then needs to find where the ball will hit the box, and then print that location and find the new angle for the next point. My program currently works in most cases if the angle is less than pi.
Here is my code
public class BouncyBall { public static void main(String args[]){ if (args.length != 8) { System.out.println("Error: usage is X, Y, Angle, Xl, Yl, Xr, Yr,N"); System.exit(1); } double x,y,xl,yl,xr,yr,angle; int n; x=Double.parseDouble(args[0]); y=Double.parseDouble(args[1]);
I'm having trouble understanding the concept of the interface Connection, and PreparedStatement.
1) The simplest way to put it is how is it possible that this code is creating Connection and PreparedStatement objects? I was always under the impression that interfaces cannot be instantiated, but rather implemented. For example I don't see "public class Prepared implements Connection", or "public class Prepared implements PreparedStatement", But I see "Connection con = null;" and "PreparedStatement pst = null;". So it seems as if the interfaces are being used to create objects called con and pst.
2) If in fact these interfaces are being implemented, where are the method blocks in this code that should have been added in order to fulfill the contract?
Though it may seem strange but in one of the application i work on still uses EJB 2.1 entity beans.While looking at the deployment log, seems like each Entity bean is registered using both remote-home and remote interfaces.
Using the remote-home's JNDI lookup i was able to get the EJBObject proxy and subsequently create and use the entity.But what about the remote interface JNDI lookup ? Reason i am asking is that one needs to create an entity before use it. That said, how to use the object that i get from remote interface JNDI lookup ? Note that the class of the returned object says its "com.sun.proxy.$Proxy13" type.The JNDI location i am using "java:app/EJBApp/Entity!com.abc.remote.Remote"
I am currently trying to use Junit to test a whole bunch of stuff. I almost have full line coverage but I am getting hung up on testing an if statement that consists of whether or not an object is an instance of another class. This class happens to be an interface, and even the object is an interface. Weird I know but I just want to know how to get into that if statement. I realize testing interfaces might be a waste of time but I still really want to know how. Here is an example of what I am trying to test:
Java Code:
if(x instance of y){ //where x and y are both interface objects doSomething(); } mh_sh_highlight_all('java');
why interfaces inherit prototype of all the non final methods of the object class in itself? Object class is parent class of all the class and Interface is not the class.
So I got an interesting challenge today. I think logically I know what I have to do but I'm at a complete loss as for the actual coding implementation. So I have to develop this method called moveToBack(T entry). What this is meant to do is as implies, move entry to the back of my queue. As simple as it sounds, I know that I cant just move its position that simple. I know that I'll have to essentially remove whatever the desired value is, and then re-add it to the back of the queue. The interesting problem with this, however; is that I know that the FIFO property exists for queue's.
So if the desired entry to be moved is at the 3rd position of 4, I'd have to remove positions 1 and 2 to finally get to 3. But I want it to keep those values still. So I assume what I'll have to do is remove each element of the queue (it'll only be 5 entries max for the purpose of the project) and save it somewhere, then empty the queue and finally add the elements back in while waiting and putting the desired element to the last position.
If that's the case, I'm really curious on how I would do this. I have 4 files, 2 interfaces, the main class that contains the methods and what not for the queue, and a 4th class that'll be used for running test data and testing the methods of the program. Now, I wont add the interfaces code below because those are fine and all methods that need to be added are. I just gotta improve my moveToBack method so that it does what its supposed to. (I know I should have exceptions instead of my very poor else statements, but for this project it's not necessary.)
public abstract class NoDuplicatesQueueWilson<T> implements NoDuplicatesQueueInterfaceWilson<T> { private int MAX_QUEUE = 5; // Default array size, small for testing purposes private T[] items; // The array of the queue. private int front; // The first entered item of a queue. private int back; // The last entered item of a queue. private int count; // A counter.
I would like to keep the same values of the positions for dividers (SplitPane) even if the width or the height of the window changes. I want to keep the proportion of the differents dividers. After resizing the window, the values of positions are not the sames ! I use this source without success :
stage.widthProperty().addListener(new ChangeListener<Number>() { @Override public void changed( ObservableValue<? extends Number> observableValue, Number number, Number number2) { sp.setDividerPositions(0.40f, 0.02f, 0.54f);