How To Add Image On To Graphics Object / JFrame

Apr 8, 2014

I use Canvas, Graphics & JFrame, but not JPanel, how do I add an Image? To see my code: [Java] package pack.script.game; import java.awt. BorderLayout; import java.awt.Canv - Pastebin.com

What do I need to add, or where can I find information on how to add an image? Can I add an image using Graphics? I will import any utils, swings or awts needed. But I don't want to change my code too much.

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I want to know know to copy a rectangle on my jframe and paste it in another location on the same jframe.

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What I am trying to do is save the the content drawn to my screen as an image. The following code is my render method and although I know how to use it, I don't fully understand the classes and how they work with is making this difficult.

public void render() {
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[code]....

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I used to think that it is simplly a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering (triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel#paintComponent(Graphics g)) ? so generally speaking if we are using a JPanel and we say bufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?

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What Does A Graphics Object Actually Represents

Aug 13, 2014

what is A Graphics object for a while now, I used to think that it is simply a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering(triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel# paint Component(Graphics g) and so when we're getting the graphics object of a buffer, do we actually get its drawing surface to paint on? so generally speaking if we if we are using a JPanel and we say BufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?

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Basically I am making a paddleball game, like i'm sure everyone does in learning Java. I'm supposed to use different classes for each component, i.e. one for the ball, one for the paddle, and one for the display, then finally one as a 'controller' to implement mouselistener and stuff.

However, I can't quite grasp how to implement the paintComponent method. I know I can only have it in one class extended from JPanel, and I have the syntax for creating an object which I understand is something like this:

public void paintComponent(Graphics g){ //this is the rectangle my game will be played on,
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However what I don't understand is, how do I then pass this graphics object to the ball and paddle to let them draw themselves? I found something that described it like this here

class GamePanel extends JPanel {
Entity e=new Entity;
@Override
protected paintComponent(Graphics g) {
super.paintComponent(g);

[Code] .....

What I don't get is, if I use this, where would I put the drawRect and stuff to make the other shapes I need? in their class, under the entity.Draw(g) method? or in the display class where it calls the graphic object in the first place?

Last, how can I have my controller class refresh the displays of each of these with the timer I have implemented? Is there a simple way to call one refresh command and have it refresh the drawing of both the paddle and ball simultaneously, or would I need to call a separate refresh command for each object?

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I'm not even sure if that is the right question to ask. I've been confused by what is A Graphics object for a while now, I used to think that it is simply a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering(triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen?

Does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel#paintComponent(Graphics g)) ? and so when we're getting the graphics object of a buffer, do we actually get its drawing surface to paint on?

So generally speaking if we are using a JPanel and we say bufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?

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I am trying to create this snake and input it into the next window that is opened when the play button is pushed but how to draw this snake or get him into the frame and i have looked all over google.

import javax.swing.*;
import javax.swing.Box.Filler;
import java.awt.*;
import java.awt.event.*;
public class SnakeObject extends JFrame
{
public SnakeObject()

[Code] ....

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//compiler error I'm receiving
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[Code].....

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import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class GUI extends JFrame implements Runnable, ActionListener {
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[Code]...

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Java Code:

import java.awt.BorderLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.swing.ImageIcon;
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import java.awt.Component;
import java.awt.Graphics;
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[code]...

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JFrame frame = new JFrame("IMAGE");
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frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
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JLabel label = new JLabel("", image, JLabel.CENTER);
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panel.add( label, BorderLayout.CENTER );
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In the test application below, click on on the button and drag it's image across the application frame.

import java.awt.BasicStroke;
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import java.awt.Component;
import java.awt.Container;
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[Code] .....

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Here is my image class

Java Code:

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;
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import javax.swing.*;
public class DisplayImage extends JPanel {

[Code] .....

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package Loading;
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import java.awt.*;
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[Code] .....

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import java.awt.event.ActionListener;
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[code]....

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