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;
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.
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
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 .
I've been working on this code since a couple days and I just can't find what's wrong here. I have make an image open when the JMenu m6 button is clicked but it just doesn't work. I've tried a bunch of different codes but when I click on the desired button, nothing happens. Here's the code :
try { ByteArrayInputStream in = new ByteArrayInputStream( transferWorker.bOutput .toByteArray()); BufferedImage bufferedImage = ImageIO .read(in);
[Code] ....
But nothing is happening in the GUI. I have stepped through and bufferedimage contains the data, but its not being displayed. Whats happening is, an image is being transmitted to serial port of laptop, so i'm taking it in and storing it in a BufferOutputStream and then trying to open it in my GUI class.
I am trying to set a picture in the background of my GUI. I had already made the GUI with the all the required buttons and labels. So I was trying to separately make a class which extends JPanel and add a picture to a panel by overriding the paintComponent() method, and then added it to a frame (I did not set the default layout of the frame, so it was the default...), and it worked very fine. Here is the code:
Then I needed to add this panel with background picture to the background frame of my already made frame with all the buttons on it.The layout of the parent frame of my GUI was BorderLayout(50, 50), panels (with buttons) were added to it n the north and south positions.
Then I tried to add a JPanel with the background image to the parent frame (of my GUI), (I wanted it to elapse the entire frame, and come under all the buttons and controls, which were only present in the north and south positions of the border layout), and then the panels holding the buttons to the north and south postions of this panel, everything disappeared.
If I don't do anything except adding this panel with the background image to the parent frame, it only takes up the place not taken up by the two panels on the frame (Border Layout)
how to add this panel to the parent frame of my GUI such that it elapses the entire parent frame's background, and the panels containing the buttons should sit on it.
IMPORTANT PARTS OF CODE:- Java Code: //TOP LEFT PANEL JPanel topleftpanel = new JPanel(new FlowLayout(FlowLayout.LEFT, 5, 5)); parentPanel_top.add(topleftpanel); topleftpanel.setOpaque(false);
I cannot get an image to display. The code here is my latest attempt. I have tried ImageIcon, applets using getImage() among many other things. I do not know if it is a file path problem. The file I am using is in the src folder of the package I am using on Eclipse. I am on Windows 8. Here is the code.
I have coded to create jPanel as image and save to desktop but the image is saved only in my src folder in My Documents. Here is my code-
public static BufferedImage getScreenShot(Component component){ BufferedImage image= new BufferedImage(component.getWidth(),component.getHeight(),BufferedImage.TYPE_INT_RGB); component.paint(image.getGraphics());
In my program one of the panel has a background image and I need that background image to be updated/refresh or changed whenever the panel reaches certain number of clicks
here's the code
Constructor/gui import java.awt.*; import javax.swing.*; import javax.swing.text.*;; public class demo { JFrame frame = new JFrame ("Idle Game Test!"); JPanel backGroundPanel = new JPanel ();
[code].....
also is there other way to access those static variables? the way i implemented them works but i do think there are other ways that are more suitable or better but i cant figure out.
I want to be able to get an image online and display on my JPanel but for some reason my image wont load and just shows a blank square, but when I try to load an image from my hard drive it works just fine.
I am unable to clear disappear the background of .png image added in a translucent JPanel. I have tried it using JLabel but the image added is with white background. How can i get rid of this white background...
import javax.swing.*; import java.util.*; import java.awt.*; public class HomePage { JFrame frame; JPanel pnl1, pnl2, pnl3; JLabel lbl;
I'm trying to figure out how to display a JPANEL and be able to select a file to review it, but off the bat I having problmes figuring out the first steps I have some code how to start properly or what i need to make this work,
import java.io.*; import javax.swing.*; public class checkValue { //create a Dialog box to locate the site file public static String propertiesFilePath; public static JButton siteBrowse = new JButton("Browse"); public static void main(String[] args){
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() {
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.
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.
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.
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:
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.
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); } }
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.