I have a super class and an inherited class. What it is supposed to do is display random images in one applet. The images dont match the words and images dont match the wording. What am I doing wrong? Probably a few errors.
Super Class:
import java.awt.Color;;
public class Dukes {
private Color noseColor = Color.red; // default Dukes have red noses
private String action = "../../images/duke/dukeWave.gif"; //default Dukes are friendly
private String whatDoing = "Give me something to do";
private String message= "";
public Dukes() {
int rint = (int)(Math.random() * 3); // randomly generates a 0, 1, or 2
if (rint == 0)
What I'm trying to do is display an entire deck of cards in 4 hands, randomly shuffled. These will be displayed as images in a pane. The images are numbered 1-52(not using Jokers) so what I have done is created an array that contains those numbers. Then I am randomly shuffling that array. What I can't figure out how to do is display the images using the randomly shuffled numbers in the array to do it? Is this even possible or am I totally on the wrong track on how to do this? This seemed like the obvious way to go when I started. Showing images isn't a problem, it's showing them using the array's element to get the image name that I'm having trouble figuring out.
So I'm trying to make an applet that displays images of playing cards. The applet should load a deck of 52 playing card images (the folder is called "images"). The applet should shuffle the deck (using a random number generator) and display the first 10 cards of the shuffled deck. I then have to display the cards in two rows of five cards each.
With this code I have about 100 errors and I'm not sure what I'm doing wrong:
I've almost completed a Java class, but I've hit a snag on the final project. I have to design a code that will display an applet of a tortoise and hare racing each other. There are certain outcomes when a random integer between 1 and 10 is selected that either cause the animal to move forward or fall back. My code compiles correctly, but when it runs, only one of the two animals is displayed. How to fix it such that both animals will be displayed at the same time so I can view how they are in comparison to each other.
So I'm trying to make an applet that displays images of cards. The applet has a deck of 52 playing card images. It should shuffle the deck with a random number generator and display the first 10 cards of the shuffled deck.
With this code I have about 100 errors and I'm not sure what I'm doing wrong: I know I have to use arrays in order to ultimately display the images, but do I have to create Image objects for the Image [] cards array? I am getting many "class, interface, enum expected" errors as well as others.
import java.util.Random; import java.awt.Image; import java.applet.Applet; import java.awt.Graphics; public class unit12 extends Applet {
I have a problem where I have to create random integers from 1 to n + 1. When the array is displayed I have to find the missing integer from the values that are displayed and show that value. I have to use O(n^2) and O(n) operations. I have created this code so far but I cannot figure out how to make my values display n + 1. It is only displaying values 1, 2, 3, 4 and 5 in random order. I also cannot figure out how to find the missing value. I have created a boolean displayed statement but can't determine how to use it in this code.
=Java import java.util.Random; public class Task6 { public static void main(String[] args) { int[] numbers = new int[7]; //create array of numbers Random random = new Random(); boolean displayed = false; //boolean value to determine if number was displayed
Exception in thread "main" java.lang.NullPointerException at javax.swing.ImageIcon.<init>(ImageIcon.java:205) at GUI.<init>(GUI.java:26) at Apples.main(Apples.java:7)
i think the problem is to do with my images not being recognised. I put them in my source in User>...>workspace>src which is correct as far as i know. From what i know the images should show up if i look at my src file in eclipse but they dont. I tried changing the file type from .png to .jpg but it makes no difference.
The program I'm supposed to create generates a random number between one to ten. Then the program is to ask me if I wish to cross the road. If you choose to cross, the outcomes for 0-2 are "You crossed safely." For 3-5, 75% of the time it should say "RIP you got run over", and 35% of the time it should say "You crossed the street." For 6-8, 60% of the time it should say you made it.", and 40% of the time it should say "You died". For 9-10, it should say "RIP".
So far I have gotten the random number generation part working. I have up to here:
import java.util.Random; public class test4 { public static void main(String[] args) { Random random = new Random(); for(int i =0; i < 1; i++){ int num = random.nextInt(10) + 1; System.out.println("The number of cars on the street are: " + num + "Do you wish to cross the road?"); } } }
<%@ page language="java" isErrorPage="true" contentType="text/html; charset=ISO-8859-1" pageEncoding="ISO-8859-1"%> <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Error</title> </head>
[code]...
I have put error.jsp and badpage.jsp file in public access folder that is web content in eclipsewhen I am running the code I am status code of 500 and not the errorpage.jsp message .
I just finished a tutorial on youtube that covers the basic java, and now i want to try and make a game / program thing, only problem is that i have never worked with graphics before (i have tried to make ovals, rectangles, and other things with the paint method tho )
I know how to make a jframe and a jpanel, and i feel like i can make a simple "game" (not a complicated one, just a simple one with a guy walking around on the screen) in fact i have already make a such game, where you are a oval walking around on the screen, so thats not really my problem.
My problem is that i want to draw an image on the screen that can walk around instead of the oval, but how to do that. I have made a new project and set up the jframe and jpanel, and my code looks like this:
(main)
import javax.swing.JFrame; public class main_class { public static void main(String[] args){ JFrame f = new JFrame(); f.setTitle("title"); f.setVisible(true); f.setSize(800,600);
[code]...
but once again, i get a blank jframe with no image and no "test" string . How i can display images on the screen?
I have code to convert tiff image to PNG image.I want to scale my PNG image to 800X800 without losing quality.I use the below code but seems doesn't work.Its not resizing the image to specific height and width.
Java Code:
SeekableStream seekableStream = new FileSeekableStream(file); ImageDecoder imageDecoder = ImageCodec.createImageDecoder( Constants.TIFF, seekableStream, null); RenderedImage renderedImage[] = new RenderedImage[imageDecoder .getNumPages()]; for (int i = 0; i < imageDecoder.getNumPages(); i++) {
I usually code in PHP, C++ and ActionScript.I'm trying to follow an example of how to add images to a full screen application. What he does is that he adds a JPG background image, and then 4 PNG images. I tried to do it like I always do, by writing the code by myself looking at the book. It didn't work. I searched for errors in the code, changed some things, tried different things, but it didn't work. Then I tried to use his own code, that I downloaded from his website. That didn't work either.. I tried to find another way to add an image, and I can't seem to figure out a way to implement images in any other way into this class that's written in this book.. My Java programming level isn't just high enough.
Here's the code for the file where the images load, downloaded from the authors website (I've modified the brackets and some spaces so that it becomes easier to read):
Java Code:
import java.awt.*; import javax.swing.ImageIcon; import javax.swing.JFrame; public class ImageTest extends JFrame { public static void main(String[] args) { DisplayMode displayMode;
I am currently working on Java software which resize jpeg images and change DPI also. For JPEG images having app0JFIF node it works fine and the images new DPI is reflected in Photoshop. But if app0JFIF node not exist, I am trying to create a new one and set the DPI value there. Everything is going proper but if I open these images in photoshop it does not reflect new DPI but the size changes.
I'm just wondering whether it is possible to use images as a button in Java. I have two images that I want to use to create a rollover effect, is this possible? And then I would like to reset my java program when the button is clicked, is this also possible?
I have been trying my hand at making 2d top down view games and have found myself repeatedly using the same code so i created a file with all the functions so when it is down i just import the jar and dont have to keep rewriting functions. I have trouble because the background is loaded on the screen and i dont know why as i didn't tell it to load. In fact I set the panels visiblity to false. Both of my classes are in the same package. Why I still get the Image.
Walking Turtle Java Code: import javax.swing.*; import java.awt.event.*; public class turtleWalker extends JFrame{ public static void main(String[] args){ JFrame frame = new JFrame("Walking Turtle");
I am still playing around with decks of cards, and am now trying to implement some visualizations using Applets.
Here is how I enter my deck of cards into an array list: this works just fine:
String[] Suits = new String[]{"S","H","D","C"}; String[] Values = new String[]{"A","2","3","4","5","6","7","8","9","10","J","Q","K"}; ArrayList<String> deck = new ArrayList<String>(); for(String suit : Suits) { for(String value : Values) { deck.add(suit+"_"+value); } }
The end result of this is an array 'deck' which contains a string representing each of the 52 playing cards. Great.
Now I would also like to use some pictures for future implementations I am working on. I have 52 images (.png, though I doubt it matters) stored in the right place. They are named as "H_5.png", and "S_A.png", for example, just as I named the cards in the previous array. I would like to do something as follows
ArrayList<Image> deckpic = new ArrayList<Image>(); for(String suit : Suits) { for(String value : Values) { deckpic.add(getImage(suit+"_"+value+".png")); } }
Now of course this doesn't work. The line
suit+"_"+value+".png"
is a string, not the name of a file. How I have previously loaded images is to use something like this:
the_pic = getImage("picture_of_pony.jpg");
but of course I can't use the quotations in my card loop, since I want "suit" and "value" to range and not just be the strings suit and value.
I am trying to use images as my backgrounds for my JPanel.the problem is when I run the program the images don't show at first.T hey start to show after I have switched to another panel and then switch back. Here are my codes
I read many posts online and watched tutorials on YouTube. I can't seem to get this work. Notice I am not using any drawing/graphics capabilities - I'd like to keep it this way as we have not gotten that far yet in my studies.The image is in a source folder titled Images under/in my project.
Java Code:
private JPanel jpImage = new JPanel(); private JLabel lblImage; private ImageIcon image; private Image img; // All those above defined prior to method // Within method (relevant to code above) ...
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class sample{ public static void main(String args[]){ JFrame frame = new JFrame(); frame.setSize(300,300);
[code]....
To limit the amount of drawing done i want unmoving objects to be painted once. So i set a boolean. When it first load the boolean is false so it draws then after first draw i never want it to draw the objects agian but leave them on the screen. Now in this if you run it you get a black screen.
If you didnt have the "getContentPane().setBackground(Color.black)" it would work fine and show a blue brick. Is there something I don't understand about the setBackgound Function that makes it automatically redone even when not called? and if so how do i overwrite this?