So I created little program. So window is in full screen. Paint method.
package Test;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.*;
import java.util.Random;
public class Main extends JFrame {
Graphics g;
[Code] ....
So, paint method works perfectly. He paint rectangle. Good. But I dont know how using ,,paint2'' method. I need when you press z button, ,,paint2'' method draw Oval in random coordination. So instead ,,paint2'' method i using repaint() but i dont know nothing about paint methods and so on. So how using ,,paint2'' method? Now when i run program, i get a lot of error..
We are making a tic tac toe game for my CS120 class and I am having trouble figuring out how to make our X's and O's. Is there a way to make shapes besides making two lines for an X and an oval with a white smaller oval inside to make an O? We have only learned the basics so far in class (i.e. events, inheritance, client-supplier, etc.)
These are our instructions:
Write a controller that controls the game. There is one human player (the X player) and the computer player (the O player). The name of the class must be TicTacToeController. In a sense, the controller is the game since the controller will 1) create a TicTacToeModel 2) create a TicTacToeView and 3) create a TicTacToeButton (you must write this class following the design pattern covered in class lectures), a label, and text field such that when the button is pushed, the player moves into the cell selected by the text field. After every player move, the computer moves into a randomly selected empty cell. When the game is over, a text message must be displayed somewhere on the screen the gives the status of the game. While you are free to change the appearance of the controller, the basic elements must be provided (a view of the game, a button, and a text field to enter the cell). A sample screenshot is displayed below.And this is the code i have thus far:
[import java.awt.*; import javax.swing.JFrame; public class TicTacToeView extends Rectangle public TicTacToeView(int x, int y, int w, int h) { super(50,60,w,h); this.setBackground(Color.red); JFrame win = new JFrame("Tic Tac Toe"); win.setBounds(10,10,w+100, h+100); win.setLayout(null); win.setVisible(true); win.setBackground(Color.gray);
I am currently drawing graphics onto a JPanel, by overriding the standard paintComponent method.
Is it possible to call a method to draw some predefined shapes, instead of filling this method with all the stuff I need drawn, and if so, how do I do that?
Is it possible to paint to the screen without using methods such as paint(), paintBorder(), paintChildren, paintBorder, paintComponent, paintAll() and any other paint like methods I may have missed. These are, by the way, taken both from JComponent and Component. So, is it possible?
I want to take command line arguments and pass them to a paint method. This is a test program that will just draw some equations. How can I get the input array clinputs[] to be used in public void paint( Graphics g) ?
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class LinePlot extends JFrame { public LinePlot() { super( "Line Plot" ); setSize(800,600);
private void createTextBox() { Graphics g = Game.getG(); Font font = new Font(fontName, fontStyle, fontSize); g.setFont(font); height = BORDER_WIDTH*2 + g.getFontMetrics().getHeight(); int stringWidth = g.getFontMetrics().stringWidth(dialog); width = BORDER_WIDTH*2 + stringWidth;
[Code] .....
This gets called when ever I want to create my Textbox object however what gets created is a purple box (i know that I have set the array elements to purple to begin with) however when I try to use the drawstring method to "draw a string" I get an image which looks like the gif below. I have changed the text size to various sizes but without success. The string is supposed to say "This is a test" but obviously it doesn't.
I am having trouble with methods. What I want to do is be able to create 4 types of strings under the same method, but only draw one of them at a time.
I'm trying to understand and learn Java for GUI but I'm stacked around a project. I had done some other "test app" but on this, I can't figure out what I had done. I can't move my circle around the panel.... Where I had made some errors?
Main class package main; // imports import javax.swing.JFrame; import java.awt.Dimension; public class Main { public static final int WIDTH = 320; public static final int HEIGHT = 240; public static final int SCALE = 2;
So, let's say I have a pdf that looks like an exam or anything that has answer choices and an oval to fill in.
So, if I want to create a program that fills in some of those ovals, I would first need to find the coordinates? I can use something like gimp?
And once I have those coordinates, what do I do? Like do I extract the oval image and replace it with a filled in one? Is there a library that lets me do this - also lets me set the size to make sure the new filled in oval image is the same size?
I have written a program to enter a name in a text box of an html file, get the name in a Servlet, search for the name in the database and inform the user whether or not the name is in the database via an applet. I'm trying to get the information from the applet to display in a colored oval, green w/white font if the name is in the database and red w/black font if the name is not in the database. I can get the information to display just not in the colored ovals and text that I want, I am including only the applet code, not the HTML or Servlet.
import java.applet.*; import java.awt.Color; import java.awt.Graphics; import java.sql.*; public class MyApplet extends Applet { public void paint(Graphics page){
Here is the java code that i compiled on eclipse but each time i run it i am getting different sequence of output !!
What I did is that my main() calls a function m1() which calls a function m2() which throws an exception back to m1() which throws exception back to main().
public class ClassB { public static void main(String[] args) { try { m1(); } catch (Exception ex) { ex.printStackTrace();
[Code] ....
The output is as shown in screenshots at different times :
Populate the array with 7 random temperatures from 1 to 100 degrees. (hint use a for loop and a Random number Generator)After the temperatures are in the array, calculate the average of the temperatures in the array.
Print out the average.Print out each temperature in a statement comparing it to the average such as:
The average temperature is 48.94
Temperature 1 is 5.0 and is below average.
Temperature 2 is 67.8 and is above average.
import java.util.Random; public class ArrayOfTemperatures { public static void main(String[] args) { // Declare an array int[] randomtemps = new int[7]; temps[0] = 45;
import java.util.ArrayList; import java.util.Random; public class NumSorting { public static int numOfComps = 0, numOfSwaps = 0; public static void main(String[] args)
[Code] ....
What is wrong with my code in this sorting program? It won't copy the random generated numbers to the sort method. How to get the random generated numbers to copy to the sort method. Below is what the program is displaying.
The program I'm supposed to create generates a random number between one to ten. Then the program is to ask me if I wish to cross the road. If you choose to cross, the outcomes for 0-2 are "You crossed safely." For 3-5, 75% of the time it should say "RIP you got run over", and 35% of the time it should say "You crossed the street." For 6-8, 60% of the time it should say you made it.", and 40% of the time it should say "You died". For 9-10, it should say "RIP".
So far I have gotten the random number generation part working. I have up to here:
import java.util.Random; public class test4 { public static void main(String[] args) { Random random = new Random(); for(int i =0; i < 1; i++){ int num = random.nextInt(10) + 1; System.out.println("The number of cars on the street are: " + num + "Do you wish to cross the road?"); } } }
So I need to generate 10 random integers in the range 1-20 but i have to store them in an array called numbers. Then I have to call a method called displayArray which displays the contents of the array and for the assignment i have to use a for loop to traverse the array. The method header for the displayArray method is:
public static void displayArray(int[] array)
This is what I have done
public class RandomIntegers { static int numbers = 0; public static void displayArray(int[] array) { System.out.println(numbers + "Numbers Generated");
I simply want to paint an image on my frame, just once each time the paint() method is called, but how to call the paint method in any good way. This is how it looks:
I am screwing around with mouse listeners so i decided to make a basic paint program. It works fine but when it draws more than 100 circles it errors out. i know why its doing it (its because i set the array to 100) but my question is how to make it so it has not limit in the array.
Here is the code
public class PaintProject extends Applet { int numClicks = 100; int numCicles; int xCoord[]; int yCoord[]; boolean paint;
I have a piece of code for an applet that I want to run as the main applet code, and I want it to loop until a boolean is true, but it needs to paint while the code is looping. Here is the relevant part of my code ....
Since the Paint methods are being executed anytime a frame is being moved or resized, how much overhead could an application incur if the application
- has many frames - doing a lot of moving - doing a lot of resizing - has a lot of background processes running.
As a rule, I try to only keep the most essential code in these types of methods and wondering if that type of thinking is "old school".
How much overhead is actually involved? If you needed to monitor the size of a given frame anytime the user resizes it, would you be concerned that using these methods would incur too much overhead?
public void draw(ArrayList<int[]> good,ArrayList<int[]> bad){ drawing = true; goodToDraw=good; badToDraw=bad; System.out.println("Canvase/draw: Calling paint with a size of "+goodToDraw.size()); middleMan();
[code]....
What this does is two ArrayList are sent to the draw function.one called good and the other bad. Right now I am only working on good. What is suppose to happen is paint takes all the good coordinates and paints them but I seem to loose the arrayList size when repaint is called. You can see in the picture below of my console that it starts of with 20. Then because I was wondering if the scope was to short i called middleman to make sure that it held its size outside of the first function. Then finally it calls paint and tells me the array is empty. To simplefy..Why does my arraylist size go to zero when I call repaint?
I have my paint application, i use the following mouse event to draw my shapes (mousePressed, mouseReleased, mouseDragged). Now after the user paint a circle for example, he must be able to drag the shape; to be able to do this. i think i must again implement the different mouse Events. I have done it and the drag is not working. How can i achieve this. can we implement multiple (mousePressed, mouseReleased, mouseDragged) in the same java class??