I've been on this for a while and for some reason I just can't seem to get this to work. I know my code is solid, but it won't display my image. I've tried swithcing the image to different directories and also using different image sizes and types. I even used Orcale's guide to display your image, but still no go! All I get is a blank canvas? There are no errors. I'm also running NetbeansIDE 8 that supports JavaFX and I made sure the project is a JavaFX Application project.
The homework called for me to display it three times - the first one regular, second resized, and the last one rotated. I even deleted the extra images in hope at least one appears.
I would like to reopen the following discussion: Show SVG-Image in WebView (JavaFX 8)
In our IDE (Eclipse Luna) running with jdk1.8.0_25 we load a html page into the webengine. The html page contains <img> tags with '.png' and '.svg' as src. Everything looks fine.
But if we execute the programm with java -jar, the WebEngine doesn't display the svg-files. Instead it shows the 'File not find'-Icon. The .png files still work
The files are definitly included into the jar and will be displayed if we link to them via <a href="someSvg.svg"></a>
I created an ImageView with an image with transparent portions. I also did some scaling and moving, which I though might cause this effect, but that is not the case. When I click on the transparent portion of the image the onMouseClick event is not fired. Other mouse events (mouse enter, mouse move, mouse exit, ...) get fired. Only when I click on the non transparent part the click event is fired.
Image img = new Image(getClass().getResourceAsStream("barrel_icon.png")); ImageView view = new ImageView(img); view.setScaleX(0.5); view.setScaleY(0.5); view.setOnMouseClicked(new EventHandler<MouseEvent>() {
[Code] ....
The area between the barrel and the shadow belongs clearly to the image, however is transparent. I am wondering if there is a reason for this behaviour and what is the best way to work around this issue, as my image has large transparent portions and the non transparent parts are hard to click on. By the way this is all based on JavaFX 2.2.
I'd like to draw an overlay on an image. The overlay is also an image with a black background and a white foreground. Now the white pixels should be drawn on the image in red. This is possible with the code I posted below. However, the problem arises when rotating the stencil (overlay). I get some interpolation errors from the rotation on the boundaries. I tried to clip them with setClip(), but this turns the background from transparent to white. How to remove those spots? Or maybe a completely other idea of achieving an overlay on the image? I'm aware of the pixelreader and iterating through the stencils pixels and draw the respective pixels as rectangles on a Canvas' graphicContext. However, this was extremely slow, compared to the code I posted below (although it doesn't work with rotations).
I am building an application that shows tables with large amounts of data containing columns that should display a thumbnail. However, this thumbnail is supposed to be loaded in the background lazily, when a row becomes visible because it is computationally too expensive to to this when the model data is loaded and typically not necessary to retrieve the thumbnail for all data that is in the table.
I have done the exact same thing in the past in a Swing application by doing this:
Whenever the model has changed or the vertical scrollbar has moved:
- Render a placeholder image in the custom cell renderer for this JTable if no image is available in the model object representing the corresponding row - Compute the visible rows by using getVisibleRect and rowAtPoint methods in JTable - Start a background thread that retrieves the image for the given rows and sets the resulting BufferedImage in a custom Model Object that was used in the TableModel (if not already there because of an earlier run) - Fire a corresponding model change event in the EDT whenever an image has been retrieved in the background thread so the row is rendered again
Btw. the field in the model class holding the BufferedImage was a weak reference in this case so the memory can be reclaimed as needed by the application.
What is the best way to achieve this behaviour using a JFX TableView? I have so far failed to find anything in the API to retrieve the visible items/rows. Is there a completely different approach available/required that uses the Cell API? I fail to see it so far.
I'm using Scene Builder 2.0 and have added an ImageView to the parent AnchorPane. I've added my PNG files for the app icon and the various buttons. I select the ImageView in Scene Builder and then crawl the filesystem to the project package folder and select the PNG for the Image. The assigned image is displayed in the Imageview in Scene Builder in both design mode and Preview mode.
While everything else shows up properly when the app is executed, the image assigned to the ImageView does not display.
Sir, I'am new to Swing Programming. I have to create an application where an image is displayed on one Label. The same image has to be split in parts and stored in database pert wise. Later the user has to retrieve the entire image by viewing a small part of the image. I have already displayed the full image on the Label, now i don't know how to split the image and store it part wise in the database.
I stored an image into MySQL database using swings and hibernate but I am struggling to retrieve that image from MySQL database and display same image in the jTable cell and same as on jLabel whatever I retrieve from the database using swings and hibernate .
I'm trying to make a method that takes an image and turns it into a tile image. So if the original image looks like this:
[URL] ....
then the output image should look like this:
[URL] ....
Here's a method that's supposed to do that but for some reason the output image looks the same as the original:
public static int[][] tile(int[][] arr){ int[][] tile = new int[arr.length][arr[0].length]; for (int i = 0; i < arr.length; i++) { tile[i]=arr[i]; } return tile; }
I recently changed the method and the error message I'm getting is "bad operand types for binary operator '+'. Here's the method:
public static int[][] tile(int[][] arr){ int[][] tile = new int[arr.length][arr[0].length]; for (int i = 0; i < arr.length; i++) { for(int j=0; j<arr[i].length;j++){ tile[j]=(tile[j])+(arr[i]); } } return tile; }
I'm trying to add an image icon to my application but since the code will be checked by another computer, I cannot use an image in my computer and use its file address. If I save the image in the project, is there a way to get the file address of the source code? Or is there a better way to add a unique image icon to the app?
I have two classes. One is a game, and the other is a frame that displays an image. They are both on JFrames. I want to put the image onto my class that is a game, and I tried just putting the part that makes the image in the image class, but it will not let me use the JFrame from my other class, saying that it doesn't exist. How do I make them recognize each other? Here is my code
The serializable class ImagePanel does not declare a static final serialVersionUID field of type long public class ImagePanel extends JPanel{ ^^^^^^^ ^ ^^2 problems (1 error, 1 warning) mh_sh_highlight_all('java');
im basically just trying to put the image inside the GUI and centre the text underneath it. Which is hard to believe since the text is above the image in the code .
How can I find the DPI of an image? The following code tells me the size of the image in pixels which I want to convert to millimetres. When I have looked at conversions I can find - "mm = (pixels * 25.4) / dpi" but how do I find out the DPI?
public class NewMain { /** * @param args the command line arguments * @throws java.io.IOException */ public static void main(String[] args) throws IOException { String filename = null; BufferedImage bimg = ImageIO.read(new File("testimage.jpg")); int width = bimg.getWidth();
I want to import an image to resize but not sure how to start of.Should I be using the "BufferedImage & ImageIO.read" method or the "paint(Graphics g) { Image img1 = Toolkit.getDefaultToolkit().getImage" method?
I'm trying to flip an image horizontally. However because when I flip the images they're offset by a bit, I added "-height" to offset the change in position. Unfortunately, it doesn't seem to be working 100% of the time; some images are adjusted to their correct position but some are not.I'm using this line to flip an image: Java Code: g.drawImage(castle, x, y - height, -width, height, null); mh_sh_highlight_all('java');
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.