I am trying to plot a graph and graph should display when JButton is clicked. To create data set, I am taking some value through JTextField and then created a chart and plotted it. I've got a problems: the chart doesn't refresh when I change the text field value.URL....Here is my program:
public class Test2 extends JFrame { /** * */ private static final long serialVersionUID = 1L; private JPanel contentPane; private ChartPanel chartPanel; private JTextField textField_1; double a;
I am trying to plot a graph and graph should display when JButton is clicked. To create data set, I am taking some value through JTextField and then created a chart and plotted it. I've got a problems: the chart doesn't refresh/update when I change the text field value.
public class Test2 extends JFrame { /** * */ private static final long serialVersionUID = 1L; private JPanel contentPane; private ChartPanel chartPanel; private JTextField textField_1; double a;
I would like to be able to draw things onto the panel (via paintComponent), but I'd like it to draw 'on top' of what's already there. The default seems to be that it resets every time I call repaint.
Ok, so I am trying to learn about JFrames and JPanels. I have figured out buttons, layouts, etc. What im having trouble with is accessing the label object from the ButtonHandler class since it is static and I need my JLabel to be non-static so that it can change. Basically, I want JLabel to change to a pre-determined text string once a button is pressed. Here's what I have so far
I have a filechooser that works how it should and if anyone enters anything with a dot that isnt .xml it shows an invalid file name message. However when I dont choose a file and press cancel it still says that because when my boolean hits false it's the first thing it hits in that section of code.
if(!writeSuccess) { //display output messages in JOptionPane JOptionPane.showMessageDialog(null,"Error, file name invalid", "Error", JOptionPane.ERROR_MESSAGE); } else { JOptionPane.showMessageDialog(null,"Export successful", "Success", JOptionPane.INFORMATION_MESSAGE); //close the form me.dispose(); }
If I want it to just close down without it saying anything is there sort of if statement I could do that would prevent this? But if it is an invalid file name it will still show that message?
I am quite new to developing Applets in java. I recently made an applet that will play a particular sound whenever a button is pressed. The sound files are placed in the same directory as the applet class file and i access them by using
The Applet runs fine in the appletviewer but whenever I try to open it using any browser like Chrome,IE,Firefox the applet loads but sound isn't played. I checked the java console and it showed
1. How do I allow the applet to get access to those files?
2. When the Applet is running from the local file system why CAN NOT I access those resources via getCodeBase() ???
3. I googled and found that I can sign a JAR and that can have full access to the computer. But how do I create a JAR from an applet (which has no Main method) while it asks me to point to the main class in the manifest?
I want to add a button who refresh the tree the problem that i have not "DefaultTreeModel" in my class to do this ((DefaultTreeModel) jTree1.getModel()).reload(); and i try this jtree.updateUI(); but not work ....
I am trying to do a program about a contact agenda, now, I have one JPanel that contains three sub panels (GridLayout(1,3)) where I have in the left the picture of the Contact, the middle one is not important, but the right one contains 4 JTextFields with information of the contact and one JCheckBox that indicates if the contact is a favorite or not. The thing is that I am only able to show the first contact, but I want to be able to scroll between the contacts with a Button that I have in another panel. I think I am actually scrolling among the contacts, but the panel with the information from the contact is not updating the information...
public class PanelInfoContacto extends JPanel{
// ----------------------------------------------------------------- // Constructores // ----------------------------------------------------------------- /** * Construye el panel. <br/> * @param contacto - es una referencia al contacto que muestra. contacto != null. */ public PanelInfoContacto(Contacto contacto){ setLayout(new GridLayout(1,3));
I am new to JSF, trying to customize the primefaces picklist, I want to update the picklist Source List dynamically on certain events like onclick or change?
I tried to write an Listener and populate the dualModel, the call is going to the method and List is getting updated but in UI, the old list is only maintained . I have also asked this question in stackoverflow ,
Refer this link for further details : stackoverflow [URL] .....
I am making a game in java and i want to make a title screen. What I am trying to do is make a jpanel and load another jpanel when a button is pressed in one of the japenls. Here is the code for the runner
import java.awt.BorderLayout; import javax.swing.JFrame; public class Runner extends JFrame { // Have these set up so they can be seen everywhere public static final int GAMEWIDTH = 540; public static final int GAMEHEIGHT = 710; static boolean loading = false;
[Code] ....
here is the code for the jpanel that loads the other jpanel
I am developing my first Java application and the database I use is MySQL. I have created two separate buttons; one to insert new data into my database and the other to update the database when changes are made.
Each button is working perfectly, but I now want to combine both functions into just the save button. Thus, whether I am entering new data or modifying existing data, the save button should use an IF ELSE condition to decide whether to use the INSERT or UPDATE command.
My problem is, how do I write this IF ELSE statement? What should be the condition? For example;
IF(what? ){ String sql ="Insert into Table1 (classID,className,counselorID,startDate,endDate) values (?,?,?,?,?)"; }ELSE{ String sql2 = "update Table1 set classID = '"+value1+"',className='"+value2+"',counselorID='"+value3+"',startDate='"+value4+"',endDate='"+value5+"' where classID = '"+value1+"'"; }
I am trying to create an array list without using the built in arrayList class that java has. I need to start the array being empty with a length of 5. I then add objects to the array. I want to check if the array is full and if not add a value to the next empty space. Once the array is full I then need to create a second array that starts empty and with the length of the first array + 1.
The contents of the first array are then copied into the new array without using the built in copy classes java has and then the new array ends up containing 5 elements and one null space the first time round. The first array is then overwritten with the new array containing the 5 elements and the null space. The process then starts again adding values until the array is full which will be 1 more value then recreating the second array empty and the length of the first array + 1. This is my attempt at creating this but I have run into multiple problems where I get only the last value I added and the rest of the values are null:
public class MyArrayList { public Object arrayList[]; public MyArrayList(Object[] arrayList) { this.arrayList = arrayList;
I am very much new to Java. I have just started learning event handling. Currently I am learning about Key Events. And am learning by doing. Well that is how one could learn anything in fact. I want to write a program in which the currently loaded image in the panel of a frame changes upon a key press say "Enter" or any other key.
I have a class that implements JComponent and draw a rectangle and if a key pressed(for example UP) I want to draw it up, and then when down key pressed to draw it down... But I want not only to disappear, but somehow to move, so the user can see the rectangle moving...
Okay, gotta be able to move the image when a key is pressed. When I test it, the image moves, but leaves the old image behind.
package Game; import java.awt.Component; import javax.swing.JOptionPane; public class Game { private Grid grid; //holds the grid used to store and display images private int userRow; //keep track of which row the user-controlled image appears in private int msElapsed; //keep track of the total amount of milliseconds that have elapsed since the start of the game
[Code] ....
Here is what I was given on instructions:
Complete the handleKeyPress method. Write the following line of code in the handleKeyPress method to check for a key press:
int key = grid.checkLastKeyPressed();
If the user pressed the up arrow (key == 38), move the user's image up one row (unless the user is already in the top row). Likewise, if the user pressed the down arrow (key == 40), move the user's image down one row (unless the user is already in the bottom row). Either way, make sure to update userRow.
Movement of the image can be accomplished by changing the value of userRow. Study how the initial image is displayed in the game constructor, then
Set the current image location to null
Update userRow to the new location and,
Set the image in the new value of userRow.
You should be able to move the user image up and down, and you should be prevented from moving the image off the screen.
I want to run a few things in my main when a JButton is pressed but can't work out the best way to do it. Here's the code in the main.
public static void main(String[] args) throws FileNotFoundException, ParseException, InterruptedException{ Map m = new Map("defaultMap"); GameLogic g = new GameLogic("defaultMap"); GodsEyeView gev = new GodsEyeView(g, m); gev.initialRun();
//Want to run this when a button is pressed. HumanUser h = new HumanUser(g); playerGUI gui = new playerGUI(h); gui.run(); gev.run(); }
The goal is to desplays circles (max of 30) of fixed radius = 20, with the rightmost circle drawn in blue and left most circle in red and the rest are in white. The center is determined by the location of the point where the mouse is pressed. the number of circles is equivalent to number of mouse has been pressed_ the circles will be drawn only when you push the "draw" button.
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.*; import javax.swing.JPanel; public class CirclePanel extends JPanel { private final int WIDTH = 500, HEIGHT = 300; private final int RDIUS = 20; private final int MAX = 30;
I cant apply my knowledge of the switch to modify this program.
What i need is that the program runs the same but i can press q to stop the program and it will continue in a loop otherwise. repeating the same process i.e displaying the characters entered until q is pressed.
How do i do it? I think i need to make use of do and while but how to apply those in this case.
1-I'd to be able to refresh my page. currently I've set it so it doesn't refresh so I can draw but I want to introduce timed refreshment for example after 30 seconds of drawing the page goes blank and starts again.
2- I'd like to introduce a maximum amount you can draw per each refreshment. E.g the page reloads every 30 seconds and each 30 seconds you have 100 ellipses you can draw, when it refreshes you have a new 100 ellipses
My code below...
PImage bg;
int cNum = 1; void setup() { // Images must be in the "data" directory to load correctly size(1200, 800); bg = loadImage("User_T_1.jpg");