IndexColorModel 255 Colors To BufferedImage

Apr 4, 2014

I need to write an image to a .png with a 255-color indexed color model. I know usually do it like this: Java Code: BufferedImage img=new BufferedImage(width,height,BufferedImage.TYPE_BYTE_INDEXED,model); mh_sh_highlight_all('java'); but that doesn't work with models with 255 colors (as opposed to 256 colors). I'm fairly sure it is the BufferedImage creation that is the problem, as when I call model.getMapSize(), it returns the correct size.

The extra color added to the image's index is 15,15,15.

Should I be something other than a BufferedImage to write the image, or should I be using a different constructor for BufferedImage, or am I doing something else wrong?

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BufferedImage Has White Padding On Top?

Jul 27, 2014

What I am doing is loading a new image from resources in my project, so that I can get the size. Using this, I create a new BufferedImage with those dimensions. The following code is what I am using to take the original BufferedImage, and scale it.

Java Code:

public ImageIcon getBackImage(){
before = new BufferedImage((int)img.getWidth(null), (int)img.getHeight(null), BufferedImage.TYPE_INT_ARGB);
int w = before.getWidth();
int h = before.getHeight();
try{
URL url = getClass().getResource("/Blue_Back.png");
before = ImageIO.read(url);

[Code] ......

The scaling seems to be working fine, but what I have noticed is a line of approximately 10 pixels at the top of the image. I took the original image and blew it up to ensure that I wasn't just enlarging undesired portions and this wasn't the case. I then tried to fetch a subImage of the BufferedImage, and that also left the padding at the top. Is there something I am missing that is placing this undesired padding at the top of my bufferedImages ?

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Jun 30, 2014

I am making a 2d game engine and i was wonder is it better to use BufferedImages and subImages to store/render sprites from sprite sheets or use BufferedImages and store it in a pixel array and then manipulate the pixel array to do what you want.

Basically is loading in BufferedImage and getting the tile of the sprite sheet with subImages better than loading in a BufferedImage and then putting the data in a pixel array and making a new array with the part of the BufferedImage you want.what i have been told the BufferedImage and subImage use more of the graphics card and the pixel array method uses more of the processor.

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BufferedImage Auto Rotate JPG

Apr 11, 2015

I need my Java program (I'm working in Eclipse if it matters) to detect if an image is a portrait or a landscape, but since i am directly downloading them from my camera they only have it written somewhere in metadata, the image width and height is the same for landscape and portrait. I have the rotation code and the rest of the program working, but I need to somehow get a variable (for example integer one) to tell me if it is a portrait or a landscape image. I tried getting to the metadata but my Eclipse decided that import com.drew.metadata.Metadata; cannot be resolved.

BufferedImage image = ImageIO.read(new File(imagePath, imageName)); and after I get the variable "orientation" it looks like this

int orientation = ???;
BufferedImage newImage = oldImage;
if (orientation>1){
newImage = rotate(oldImage);
}

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Mar 16, 2015

I am new to JavaFX and OpenCV. The Problem is, that JavaFX can't handle Mat objects. First I load an image as a BufferedImage. Then i have to convert this to Mat. Do my image Processing with OpenCV and again convert the result image to a BufferedImage to display in on my UI. Here are the methods for converting Buff to Mat and Mat to Buff I found on the internet:
 
public static Mat img2Mat(BufferedImage image)
    {
  byte[] data = ((DataBufferByte) image.getRaster().getDataBuffer()).getData();
  Mat mat = new Mat(image.getHeight(), image.getWidth(), CvType.CV_8UC3);
  mat.put(0, 0, data);
  return mat;

[Code] ....
 
Next I do some OpenCV stuff:
 
public static BufferedImage hello(BufferedImage img) {  
  Mat source  = img2Mat(img); //Convert Buff to Mat
  BufferedImage outImg = null;
       try{
          System.loadLibrary( Core.NATIVE_LIBRARY_NAME );

[Code] ....
 
Finally I call the hello method in my controller:
 
void menuItemTestFired(ActionEvent event) {  
    try {
              result = ImageProc.hallo(bImage);//bImage is an image I've loaded before.
              imageView.setImage(SwingFXUtils.toFXImage(result, null));

[Code] .....
 
Unfortunately I get a lot of errors. Here are the first one:
 
Caused by: java.lang.UnsatisfiedLinkError: org.opencv.core.Mat.n_Mat(III)J
  at org.opencv.core.Mat.n_Mat(Native Method)
  at org.opencv.core.Mat.<init>(Mat.java:471)
 
[Code] ....
 
Can't figure out why this doesn't work. -.-

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Comparing Bitmap Pixel Data To BufferedImage?

Mar 21, 2015

I'm working on a project based on Roger Alsing's Mona Lisa evolution.

My problem seems to be that when I compare the RGB values of the target image and the randomly generated image, I don't get a representative result of how "close" the two images are.

I load the target image (a 24-bit bitmap) using:

img = ImageIO.read(new File(filePath));

I draw onto a BufferedImage with:

for(int i = 0; i < numPolys*12; i += 12){
p[(int)(i/12)].addPoint(gene[i], gene[i+1]);
p[(int)(i/12)].addPoint(gene[i+2], gene[i+3]);
p[(int)(i/12)].addPoint(gene[i+4], gene[i+5]);
p[(int)(i/12)].addPoint(gene[i+6], gene[i+7]);
Color mycol = new Color(gene[i+8], gene[i+9], gene[i+10], gene[i+11]);
gf.setColor(mycol);
gf.fillPolygon(p[(int)(i/12)]);
}

And I compare the BufferedImage with the target image using:

for(int x = 0; x < inGene.x; ++x){
for(int y = 0; y < inGene.y; ++y){
Color mycol1 = new Color(exp.getRGB(x, y));
Color mycol2 = new Color(inImage.getRGB(x, y));
int delta = mycol1.getRed() - mycol2.getRed();
score += (delta * delta);
delta = mycol1.getGreen() - mycol2.getGreen();
score += (delta * delta);
delta = mycol1.getBlue() - mycol2.getBlue();
score += (delta * delta);
}
}

My problem is that my code runs to a certain point, where it seems no matter what happens to the image, it doesn't seem to get any closer to the target image.

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Rendering Images Of Type BufferedImage - Pixels Are Not Consistent In Size

Jun 26, 2014

As implied by the title, when I am rendering images of the type "BufferedImage" unto a Swing application, the images' pixels are not consistent in size. Some might be larger than other, and some might be smaller than other.

Here is a screenshot of what I am talking about (you might need to zoom in a bit because the image is so small): [URL] ....

And here is also some code for you. The images are actually from a sprite sheet, which I first load in its entirety and then split up in an array.

Java Code:

public static BufferedImage sprites[];
...
public void loadSprites(){
try{
BufferedImage bigImage = ImageIO.read(new File("SOURCE/BLA/BLA/THIS/IS/ACTUALLY/NOT/THE/REAL/SOURCE/IN/CASE/YOU'RE/WONDERING/I/JUST/DON'T/WANT/YOU/TO/FIND/ME/AND/RAPE/ME"));
sprites = new BufferedImage[16 * 16];

[Code] ....

So, how do I make the pixels equally small?

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Swing/AWT/SWT :: Double Drawing Pixels When Manipulating DataBuffer Of BufferedImage

Feb 9, 2014

I've been working my way through a tutorial to build a simple 2D tile-based engine that also allows the code to manipulate the colour of pixels on the screen based on a monochrome map read from a file. I've got the code right line for line, but I seem to have a bug when it comes to draw to the screen! At regular intervals, despite what is held in the pixel array of ints (which I have confirmed to be correct when debugging), I get the same row of pixels being draw twice in a row. I figured there was some loop issue somewhere, but after attempting to debug this for some time, I haven't come up with the answer.

Original tilesheet:As rendered:

Game.java:
package igg.engine.game;
import igg.engine.game.gfx.Screen;
import igg.engine.game.gfx.SpriteSheet;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;

[Code] ....

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Aug 4, 2014

So i was thinking about colors in java and was wondering what kinda colors are regonised by java..found this java.awt.color.. which goes very indepth with transparancy(alpha) and other formats of colors..

Question:

I wanne make a programm in java that breaks up a picture(pixels) and put it together again..Storing values of the colors and so forth..Which format of colors would be easy to start with if taking about java programming? RGB?

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Sep 14, 2014

My assignment is for a game where there is a board of colors and each player draws a color and moves to that position on the board. It will then output how many cards total in the game it took whichever player to win. If no winner it outputs the number of cards that none won by going through. I attached the file that corresponds with my code.

This is the desired output:

Player 1 won after 7 cards.
Player 2 won after 8 cards.
No player won after 8 cards.
Player 2 won after 4 cards.
No player won after 6 cards.
Player 2 won after 8 cards.
Player 1 won after 4 cards.
Player 2 won after 8 cards.
Player 1 won after 1 cards.
No player won after 200 cards.
Player 4 won after 100 cards.

import java.io.*;
import java.util.Scanner;
public class ProgrammingAssignment1 {
/**
* @param args the command line arguments
*/
public static int players;
public static int cards;
public static int boardlength;
public static String board;

[Code] .....

The output that I get is:

Player 1 won after 3 cards.
Player 2 won after 8 cards.
No player won after 8 cards.
Player 1 won after 3 cards.
No player won after 6 cards.
Player 2 won after 8 cards.
Player 1 won after 3 cards.
Player 2 won after 8 cards.
Player 1 won after 1 cards.
No player won after 200 cards.
Player 4 won after 100 cards.I guess I'm supposed to set the playerPos[] to -1, but I'm unsure how.

Attached File(s) : colors.in.txt (1.5K)

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Jan 26, 2015

I have a program I wrote long ago. I change colors of buttons at times. Here is the code:

for(int Player=0; Player < 8; Player++){
//make them all background
dealerLabels[Player].setBackground(new java.awt.Color(212,208,200));
}
//Now make the new dealer green
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The color of the buttons has always changed under XP but when I run the program on Windows 8 only the edges of the buttons change.

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May 25, 2014

I have a question about JTextArea colors. When i set the color to blue and then write something on the JTextArea (JTextArea.append) and then set it back to black everything will be black. How can i solve that? Like in Notepad++ or Eclipse when you write keywords in a JTextArea (where you write your code) only some words change color.

This is my code:

// All the imports
public class whatever extends JFrame {
JTextArea a = new JTextArea();
public whatever() {
super("Title");
add(a);

[code]...

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May 10, 2014

After generating a. JAR with Netbeans Java, when I play I see the colors of the components, the design and formatting is lost and the form gets a very basic formatting, for example, if I set a button with the color [0, 40.255] and build the. JAR after this, when I run the. JAR this button turns gray, and it happens with all the layout of the form.

settings:
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Windows 7

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Jul 28, 2014

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import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
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[code].....

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import java.util.Random;
import java.util.Scanner;
public class Final1 {
String colorInput, computerColor;
int computerNum, right, wrong;

[Code] ....

This repeats 10x but the color never changes from the initial random chosen.

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Aug 24, 2014

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This code is from the jtable :

duesTable = new javax.swing.JTable();
duesTable.setModel(duestableModel);
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this code is from the TableCellRenderer

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@Override
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[Code]...

This is from the Table Model.

public class DuesTableModel extends AbstractTableModel implements TableModelListener {
private List<List<Object>> dataList = new ArrayList<>();
private String[] header = { "ID"," PAYMENT YEAR" , "AMOUNT"}; // Payment year is a date
datatype
private int minRowCount = 5;

[Code]....

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private Color colorYellow= new Color(255, 255, 0);
..
...
...
if(column == 0)
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[Code] .....

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[color]
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[code]....

Do i have to make a new no argument constructor for my sliders?

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Java Code:

package quiz;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.util.Scanner;
import javax.swing.AbstractButton;
import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
import javax.swing.JButton;
import javax.swing.JLabel;
import javax.swing.JPanel;

[code]....

how I have added the images into the src folder:

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Java Code:

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class JDemo {
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[Code] ....

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[code]....

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Simple gui task. it meant to draw pie chart with different colors. i can't seem to find a mistake in it. It works if i put in g2g.draw(arc) i know arcs overlaps a bit due int conversion, but that's ok.

import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextField;
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import java.awt.Graphics;
import java.awt.Graphics2D;
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import java.awt.event.ActionListener;
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[Code] ....

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