Below are three classes. The first and second create car objects and the third is the main method. My goal is to move two cars across the window. When I compile and run the program both cars are generated however they will not animate. I am moving them with threads but I cannot seem to find why the cars will not move.
import java.awt.Graphics; import java.awt.Graphics2D; import javax.swing.JComponent; public class CarComponent extends JComponent { private Car car1; private Car car2;
I have a program which require to navigate a circle with for buttons, Up, Down, Right, and Left. How can i do that?
Here's my code: /* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */
package moveobject; import java.awt.*; import java.applet.*; import java.awt.event.*; public class MoveObject extends Applet implements ActionListener
I have to do an assigment using Swing, where I have to make a Board(extends JPanel) and add multiple instances of moving elements to it, with following requirements:
By adding a new object to the Board, the others must not slow down. Also the user interface must not be blocked by the moving objects. So, the movement of the objects must be handled in a separate thread.
and
The application must support adding lots of objects, so it is not okay if every object has its own thread, as this would take too many resources. Design the application in such a way that it uses a constant number of threads, meaning that the number of threads does not grow when adding more objects.
The question is:
How to do this thing with constant number of threads?
Untitled.jpg I have been working over this game lately, and i have managed to render multiple images from an array. in this fashion. I created a Main() class with the following in it:
public Main() { for (int i = 0; i < fuel.length; i++) { Random r = new Random(); changef = r.nextBoolean(); y = (-600 * i) + r.nextInt(300); if (changef) fx = 325; else
[Code]...
Also, this is the Fuel image class and Obstacle image class:
public void tick(Player2 p2) { y += dy; Random r = new Random(); if(x >= p2.getH()) { y = -40 - r.nextInt(700);
[Code]...
(Fuel and obstacle class are identical but separate for better accessibility) I even have player class with an image listening to key events and also a scrolling background. The problem is when i run the game, the images of obstacles render themselves as i want, except for that they overlap each other, i need to prevent over lapping of this images. The fuel is read and obs is black. Heres a glance of how it looks.
I have a code to resize a single rectangle. I would like to display and resize multiple rectangles independently and according to my research on the net, the best way is to use an arraylist. So I modified the code in this sense, except ...when I run the code, the rectangles appear good but impossible to resize. I think the problem comes from mousePressed, Released, Dragged and Moved methods. When I use the mouse to resize the rectangle, nothing happens. The code does not interact with the arraylist, and therefore with rectangles it "contains". Resizing is my main class, the MouseAdapter is in the Resizer class (below).
Resizing component; boolean dragging = false; // Give user some leeway for selections. final int PROX_DIST = 3; Path2D.Double selectedPath; public Resizer(Resizing rz) { component = rz; component.addMouseListener(this); component.addMouseMotionListener(this);
I decided to write a small Java program to experiment around with BorderLayout, because I'm developing a Java game and I need to have 2 objects placed in a single JFrame at the same time, and everyone I asked said I need BorderLayout to do that.Before you answer: Also, is using BorderLayout the best option for adding multiple video game oriented objects such a sprites to a JFrame?
So the Java program I wrote is supposed to place a JButton on the JFrame and ALSO place a graphic component (a rectangle in this case). The problem is, only the button shows up, as can be seen in the image link below: URL....
Here is the code:
**main.java** --> The main method class + JFrame/JPanel/JButton constructor import java.awt.BorderLayout; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JPanel; public class main {
I have i am trying to implement tooltip through javascript, like when we click on an image link tooltip should be displayed and it should have close button/ close image to close that tooltip.like the same way i will have multiple images on page, when ever i click on the images all tooltips should be displayed on the page when ever i want to close that then only it should close through close button on tooltip.can we do it through java script or will go for jquery.
I'm very new to Java, and I am creating a program that takes multiple user input to create one face. I have a class for the eyes, nose, lips, and headshape. For some reason, my program is not drawing the graphics. ***for question purposes, I have only included my head shape class and my test class****
my "test" class:
import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JPanel; public class FaceTest { public static void main(String[] args) { String head = JOptionPane.showInputDialog("Would you like a circle, square, rectangle shaped head?: ");
I have a requirement like in a Rich datatable, and i have placed two links up and down in one of the column of each row, here i wanted to swap rows (move up/ down ) the rows when i click the link on a perticular row. is it possible with jsf/ java script?
I am trying to move a JLabel in a JPanel, but can't seem to make it work. I can't provide a compiling code, but a few fragments. I have a JLabel [] array. i want to move with the mouse elements of this array. Let's say i want to move JLabel[i]. I implemented this:
Java Code:
static int labelY; static Point labelX; static Boolean flag = false; jLabel[i].addMouseListener(new MouseAdapter(){ public void mousePressed(MouseEvent evt){ labelY=evt.getY();
[Code]...
I used the bool flag because i can't make changes to the label when it is inside an anonymous class. I also tried using setLocation but that did not work also. I don't get any errors when compiling. But when i run it and try to drag the JLabel[i] i get a long list of errors:
Java Code:
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException at puzzle.hw$1$2.mouseDragged(hw.java:276) at java.awt.Component.processMouseMotionEvent(Unknown Source) at javax.swing.JComponent.processMouseMotionEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source)
I am having trouble making my image move to a certain position in a certain amount of time which is set inside a text file. I was wondering what I'm doing wrong and what I'm missing.
import java.io.*; import java.util.*; import java.io.FileReader; public class Animator { EZImage HP;
I noticed it is a huge success to have the backgrounds of games move and the character just move up and down and dodge obstacles.How Do I make a background that scrolls horizontally to the left? I know how to keep the character in place with up and down to move, but not sure how to go about making the background move with obstacles.
I was just trying to figure out why when I hold down a movement key, that my character doesn't move. It only moves if I continuously press the movement key. Here is my code:
package game; import java.awt.*; import TileMap.TileMap; import Handlers.Keys; public class Player { private double x; private double y;
there are two classes here. I need to put the max and min methods should be in the tester class, but I have tried moving it to the tester class and it will not comply. When I run I get a list of errors of "Error:(43, 9) java: illegal start of expression
Error:(43, 16) java: illegal start of expression Error:(43, 22) java: ';' expected Error:(43, 41) java: '.class' expected Error:(43, 52) java: illegal start of expression Error:(43, 51) java: not a statement Error:(43, 53) java: ';' expected Error:(57, 9) java: illegal start of expression Error:(57, 16) java: illegal start of expression Error:(57, 22) java: ';' expected Error:(57, 41) java: '.class' expected Error:(57, 52) java: illegal start of expression Error:(57, 51) java: not a statement Error:(57, 53) java: ';' expected"
package A808; public class FuleTesterV1 { public static void main(String[] args) { String titleLines; titleLines = "Yearly Gas Mi Calc | Assignment 8.08"; String TitleLines; TitleLines = "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~";
I am currently working on a project where I need to return data from a database over RMI to a client who requests it. Some of the fields in the Data Object can not be seen by the client so I need to create another object to send over the network instead. The method I use is this...
public static SerializableObject createSerializableObjectFromDataObject(DataObject dataObject){ SerializableObject serializableObject = new SerializableObject(); serializableObject.setField(dataObject.getField()); serializableObject.setAnotherField(dataObject.getAnotherField()); return serializableObject; }
Is there a better way of doing this? I am creating many subclasses DataObject which all require this static method to be implemented and I can't push it into the superclass because each one needs custom behaviour.
I'm having some trouble with figuring out how to move along a doubly linked list for an assignment. The program is supposed to be a simple board game simulation. Here is what I have so far:
Space.java:
public class Space { private String name; public Space next; public Space previous; public Space(String name) { this.name = name;
[Code]...
I seem to have been able to get all the other methods working properly, but I am pretty stuck on how to do the movePlayer. Specifically because it is passing an integer, but my objects are of type Space and Boardgame.
I am just trying to understand during a drag and drop how can I transfer the actual object instead of just creating a new one. I believe I am close but I cannot nail down where I am going wrong. Here is my code I am using to test this.
First/Main:
Java Code:
package main; import javax.swing.SwingUtilities; public class Main { public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable(){
[Code] ......
When I drag the JPanels it just copies and makes a new one. I tested this by having a sysout send to the console a private int that I set during the initial creation of the object.
I'm using Dr.Java and doing a numbershifter lab. I have to create a random array of number from 1-10. Then move all of the 7s to the front of the array. The order of the other numbers is not important as long as all numbers follow the group of Lucky 7s. Files needed Numbershifter.java and numbershifterrunner.java. All data is random.I have done the following:
public class NumberShifter { public static int[]makeLucky7Array( int size) { int [] newRay = new int[size]; for( int i=0;i<newRay.length; i++) { newRay[i] = (int)Math.round(Math.random()*10+1);
I'm making a simple game where there's a 10x10 grid and you can move around a selection box and you can move around. I've been trying to make the green selection box to move around but it won't move! I only have right movement in the code but it won't work so far. Here are the classes that have to do greatly with each other.
I'm trying to get my animation for my java game to move along the edges of my device. Once it hits the edge I would like it to turn and keep moving along the edges. I'm sure this is easier than I'm making it but I can't find much on this. Right now my animation moves right and goes right off the screen until the app is closed and restarted.