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;
How can I remove the ActionListener from the buttons of my application after i have got something happen.
Please consider the following application:
Java Code:
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class Exer1218659 extends JFrame { private String[] textButtons; private Container contents;
[Code] .....
After the line 37 executes I expect that the ActionHandler (ah) will be removed from all of the buttons but this do not happen, then all the remaining button still responding to the clicks. Where is the problem in my code.
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 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 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).
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.
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 trying to make a calendar that, when you click on the date, the result are stored in a map and visualized in a table that refers to a container.
I successfully created the map mechanism, but I have a problem on the list....
I add the rows in this way:
Object newItemId = container.addItem(); Item riga = container.getItem(newItemId); riga.getItemProperty("Timestamp").setValue(fara); riga.getItemProperty("Date").setValue(asa); . How can I delete a row in the list, when all I have in input is the "Timestamp" information, in a Long value?
My remove(item E) method is working fine if I remove an item that is in the list. However, it has an error when I try to remove an item which is not on the list!
Linked List Class
import java.util.NoSuchElementException;
public class LinkedList<E> { private Node<E> head; // head node of the list private int size = 0; // number of elements that have been added to the list // Returns the element at a specific list index. // Big-O: O(n) (due to the nodeAt call, which must traverse the list) public E get(int index)
I want my jSpinner value "0" to be removed on button click. and I want my jSpinner and jFormattedTextfield and jTextfield value "0" to be Highlighted(e.g: like highlighted by mouse double click) on button click.By removed I mean: nothing to be in the jSpinner. empty as any textfield. the jSpinner default value is 0 and on Click I want the value of the jSpinner to be removed and Highlighted, I need both examples code.
My program gives me an error when I try to "digUp" the purse. The error appears in the purse class.
import java.io.*; public class Purse { //Fields public double gp; public double gold; public double silver; public double copper; public double platinum; public static final double GOLD_VALUE = 1;
private boolean chk_akhiran(String pkata) { String tempkata = new String(); boolean wujud = false, status = false; { for (int i = 0; i < akhir + 1; i++) { tempkata = Suffix[i]; // list of suffix that possible to be removed
[Code] ....
Example : "katakan" will produce "katak" but at the same time possible root word that can be produced is "kata" in Suffix [i] i have a suffix "an" and "kan"..it's stop when meets suffix "an" bcoz "an" is above "kan" in a list .. How to get another possible root word....
if one address point on another address. so set and get methods will be less efficient then an array, but add or remove will be more efficient by a linked list ? a linked list also inherit from queue so if i add an elemnt via "addFirst" function . where its adding the element ? to the right most or left most ? if i have for example :
here [ ] --> [ ] --> [ ] --> [ ] -->[ ] or here
linked list its FIFO so the head will be the right most ?
Edit : its confused me a little bit but i understood now .so it will be at the left most. its actually ordered . not like the stack which is LIFO.
I have an ArrayList of tens of thousands of elements, and want to remove the items at a given set of sorted indices like {1,5,29,318,499,583}. It seems like this operation could be performed in linear time and space by first finding a cumulative sum of the shifts needed to move everything to their right positions and then shifting every item. On the other hand, removing and shifting one by one would seem to require many more shifts. Is there a way to do this in Java's ArrayList?
I'm just a java beginner. I've spent a lot of time installing and configuring software. I'm using Netbeans 7.3 on Windows 7, 64 bit. Recently, I downloaded opencsv from sourceforge.
With no previous experience adding libraries, I read a blog post on adding the library. I think that I then:
Start a new project.
Right click on libraries
Add jar/folder
Gave the temporary path to the .jar file
After, I read the blog post again, and realized I'd missed it. This time I did:
Right click library, Add library, Create library
However, I kept getting a message that the same library already existed. If I do the first process above, I will find the same library.
However, I see no way in Netbeans to remove it. I've deleted the test projects. And started a new one. But the library now exists for all projects it seems.
I've grepped all the files under the Netbean directory, searching for "opencsv", but found nothing. The only things in the Windows registry were locations of files.
How can I delete this library permanently from Netbeans? Short of, uninstall, then reinstall? Is there a way to list all the libraries that Netbeans has?