How To Run And Display Noise / Pixelate And HistogramThreshold Images
Jun 6, 2014How to run and display noise, pixelate and histogramThreshold images its showing lots of error?
View RepliesHow to run and display noise, pixelate and histogramThreshold images its showing lots of error?
View RepliesThe code below is just the GUI for a slot machine. Currently when play is clicked it displays the random number, I'm trying to make it so each random number displays an image in the GUI instead. For example if the random numbers were 2,2,3 it would display Cherry, Cherry, Bells. I started changing field1 to the image but realised I was on the wrong track as it would just display the same image not one allocated to a number. I've left in what I started doing.
how to do it?
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class SlotMachineGUI {
JPanel mainPanel;
SlotMachine slotEngine;
[code]....
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.
Here is what I was trying to do:
Java Code:
BufferedImage image;
try
{
image = ImageIO.read(SiteMainMenu.class.getResource("insert link here"));
}
catch(Exception e)
{
} mh_sh_highlight_all('java');
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:
import java.util.Random;
import java.awt.Image;
import java.applet.Applet;
import java.awt.Graphics;
public class unit12 extends Applet
{
Image card1, card2, card3, card4, card5, card6, card7, card8, card9, card10;
[Code] ....
"In this assignment you will use an applet to display images of playing cards. The applet should load a deck of 52 playing card images from the "images" folder that you downloaded. The applet should shuffle the deck (use a random number generator) and display the first 10 cards of the shuffled deck. Display the cards in two rows of five cards each."
That is my goal for this assignment. I've got my code compiling and I will post it below and I've got an html page but when I try to open it I get an error
import java.applet.Applet;
import java.awt.Graphics;
import java.awt.Image;
import java.util.Random;
public class Assignment12 extends Applet {
Image card1;
Image card2;
[Code] ....
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
{
[Code] .....
This is my class with the GUI:
import java.awt.FlowLayout;
import java.awt.event.ActionListener;
import java.awt.event.ActionEvent;
import javax.swing.JFrame;
import javax.swing.JTextField;
import javax.swing.JPasswordField;
[code]....
Eclipse error message:
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.
Write a class named FileDisplay with the following methods:
1.) constructor: the class's constructor should take the name of a fil as an arugment.
2.) displayHead: This method should display only the first five lines of the file's contents
Here is the following code I have made so far
import java.io.*;
public class FileDisplay
{
private String filename;
public FileDisplay(String Filename) throws IOException
[Code] ....
First, in my constructor I have taken in an argument and used that argument to open up an output file. Meanwhile, I'm trying to work n the displayhead method to print out information and to read data to. I haven't opened up my input file yet, but I'm not understand how can I read a print data to an output file. in
public void displayHead()
{FileWriter file=new FileWriter(Filename)}
do I make create another instance of the filewriter class to output data?
In simple words, suppose to I want to display some messages on my output file in the displayhead function. Since I already have opened up the file in the constructor, how do I combine that in this method...
I am developing a product where the client needs to display the content of XML in a JSP page. This XML will be extracted from database and will be temporarily sotred in a String object and will then be flushed to JSP page for display. This was working fine unitl now. But now the customer wants display each tag with one color. attribute in another color and data in another color.
For ex: <?xml version="1.0" encoding="UTF-8"?>
this should be displayed in one color. Then
<ichicsrmessageheader>Data</ichicsrmessageheader>
In the above one the tag should be displayed in one color and "Data" should be displayed in another color
<organisation operationtype="1">Data</organisation>
In the above sample tag should be in one color and attribute should be in one color ex: red and value of the attribute should be in another color ex: blue and "Data" should be in one color ex: green.
Here is the sample screen shot of how xml should is currently being displayed.
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++) {
[code]...
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;
[code]....
I know how to get the link for the GIF but how do I get the image and use it in java?
View Replies View RelatedI 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.
Java Code:
double dpi_in_inch = 0.393701 * newres;
File file1 = new File(imgName);
image = ImageIO.read(file1);
int wd, hi;
wd = (int) (newsize * dpi_in_inch);
[Code] ...
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?
View Replies View RelatedI 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");
[code]....
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.
My code:
import javax.imageio.ImageIO;
import javax.swing.*;
import java.io.*;
import java.awt.*;
import java.lang.*;
import java.awt.image.*;
import java.net.URLDecoder;
[Code] .....
I my images (including the one I created) are all 32x32. I'm trying to get a player Icon and have them be on a field of grass. Currently, I just get:
(see Attached)
I don't know where my Images are rendering.
B = blank
. = grass
p = player
.
.
.
.
. p
.
.
b
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
//for loading image
static public Image LoadIcon(String file) {
URL icoURL = windows.class.getResource(file);
Image img = Toolkit.getDefaultToolkit().createImage(icoURL);
return img;
[Code] ......
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) ...
[code]....
So I am trying to make this java applet that will display a random image of three that is a sub folder of my src folder within my project.
When you run the project currently all you get is a white applet. Here is the code:
import java.applet.Applet;
import java. awt.*;
public class myPictures extends Applet {
Image action;
public void paint(Graphics g){
int rint = (int)(Math.random() * 3);
if(rint == 0){
action = getImage(getDocumentBase(), "../../images/bee3.jpg");
} else if(rint == 1){
action = getImage(getDocumentBase(), "../../images/bee1.jpg");
} else {
action = getImage(getDocumentBase(), "../../images/bee2.jpg");
} } }
Java Code:
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?
I need to make android app for image comparison. It has to show two images and user will choose which image he prefer by using radio button . After clicking one radio button app should save the result of a duel and show another pair of images.
If there is N images it will be ((n*n)-n)/2 duels. I think of something like this - [URL] .... but instead of 2 radio buttons it will be 9 - 4 for each image (depending on preference) and 1 neutral button(no preference).
How to achieve that. I started using java and eclipse recently only so it is all new to me. I made an activity in xml so far and I tried to make class for changing imageview 1 and 2 assuming that all images will be named a1,a2,a3 .
package com.example.ahp;
import android.support.v7.app.ActionBarActivity;
import android.support.v7.app.ActionBar;
import android.support.v4.app.Fragment;
import android.os.Bundle;
import android.view.LayoutInflater;
[code]....
how to develop carousel for images using java swing
View Replies View Related You basically paste a url Into a textarea and choose an Image for the link.The Image link Is then appended to a html file.
I'd like to put everything In a single jar file but I'm not sure what to do so the user can access the html file.
The only two options I can think of are:
a) create the html document on the fly when the jar runs.
b) Is to run a bat command when the jar Is executed that will extract the jar files.
The user can either choose from a number of Images In the logos folder for common websites or add new Images. Since the folder isn't empty , It seems like extracting the jar files Is necessary.
I have a question about the execution of code to draw images relative to code that comes after that. I don't normally do this sort of thinghere's the problematic code:
int stn = 0;
while (stn < 10)
{
glb1.xOfText += 20;
glb1.yOfText += 20;
gc1.drawImage(glb1.img1 , glb1.xOfText , glb1.yOfText);
TimeKeeper.pause(500);
stn++;
}
Where glb1 is a final reference to an object that holds common data for the game.while its x and y values say they are for text, they are also used for image placement (at least during this testing phase.)
gc1 is the "graphics context" of the canvas that the images are being drawn on.
The person who wrote this said, "When the attached code is run, the calls to TimeKeeper.pause(500), which in turn call Thread.sleep(500), are all executed in row, and then the results of drawing the image 10 times is displayed. (I know because some of the previous image pastes left some visual data behind.)"
I recall from reading about drawing graphics (a long time ago) that drawImage() could take time, but I don't know why the thread does not indeed sleep between calls to drawImage().