Paint Window Moving Picture From Bottom To Top Diagonally
Sep 30, 2014
PaintWindow pw = new PaintWindow();
Random rand = new Random();
ImageIcon image = new ImageIcon("C:/Users/Ghostkilla/Desktop/gubbe.jpg");
setWidth(pw.getBackgroundWidth());
int height = pw.getBackgroundHeight();
[Code] ....
If you run this code it will move a picture from right to left and hit the left wall and then go to right again leaving the window (It stops there). I want to make so it hits left and then right wall continuously till someones close the window. So basically I am using a for loop to make it go left right all the time.
How to make so the picture moves from bottomleftcorner to toprightcorner diagonally without leaving the window.
I am trying to learn Java and while i was playing a bit with the basic knowledge that i have i encountered a problem. When i run the program, the lines and the picture appear in two separate windows when i compile the program. how can i make them appear in the same? The code is this:
public class Game { private int x; private Picture pic;
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 am new to javafx I start using it instead of swing i used the scene builder for my forms the problem i faced i don't know how to have main screen with menu bar at top and depending the select from the menu it will open other windows and those window must be inside my window just like for example netbeans.
I don't need to open new window in separate i need all windows inside my main window and controlling over them minimize maximize perhaps.
I'm trying to make a code that will draw "roses" using polar functions. The code below is what I have, but when I run it nothing happens. What's missing?
package rose; import edu.princeton.cs.StdDraw; public class Rose { public static void main(String [] args) { int N = Integer.parseInt(args[0]); StdDraw.setCanvasSize(512, 512);
I am working in jsf application, in that one requirement is present. If we click "Take picture" button using webcam from web browser, image has to be captured and displayed in the screen. Finally by clicking save button picture has to be stored either in Database or in File Folder.
I've been trying to post background picture for a long time in java. I've just finished writing breakout game and I want it to be more special and full of interesting things. I want to upload picture in java. I write
GImage image= new GImage("LEONARDO.JPG"); image.setSize(50,50) add(image,200,400)
I'm stuck with a problem. The code below generates a coloured image.
//Setting the size of the graphics window final int WINDOW_DIMENSION = 200; final int SIZE_FACTOR = 3; EasyGraphics generate = new EasyGraphics(WINDOW_DIMENSION*SIZE_FACTOR,WINDOW_DIMENSION*SIZE_FACTOR);
//Constructing the arrays char[][] firstArray = new char[WINDOW_DIMENSION][WINDOW_DIMENSION]; char[] secondArray = scan.toCharArray();
[Code] ...
What I would like to do is generate a picture which is mostly white but the colour boundaries of the original picture are in black. I tried using the code below but it doesn't produce what I wanted.
for (int a = 1; a < WINDOW_DIMENSION; a++) { for (int b = 1; b < WINDOW_DIMENSION; b++) { generate.setColor(0,0,0); if(firstArray[a][b]!=firstArray[a-1][b] || firstArray[a][b]!=firstArray[a][b-1]) generate.setColor(255,255,255); generate.plot(a,b); } }
import java.awt.GridLayout; import javax.swing.*; public class Screen { JButton start; JButton reset; JButton box[][] = new JButton[20][20]; Screen()
[Code] ....
I am trying to place the buttons on the bottom. I tried a few different things but the grid layout keeps grabbing it and making them a part of the grid at the button.
I 'm trying to draw a button by resizing a simple button background image to fit the size of the text. Everything works well except for the actual drawing of the string. The y value that I give the Graphics object designates the baseline, however I would like to draw the the string above the y. So that the image below doesn't happen.
I gave the graphics object the y of the bottom of the "P" and would instead like to give it the value of the bottom of the "y". Is there a way to do that by reading the String's bounds or something, or is there a way to get the Graphics object to use the passed y value as the definite bottom of the String?
I have a 2D array that is of type int[][]. it is populated with 1's and 0's. I need to create a method that allows me to search from the top row finding a possible path to the bottom--the path is a path of connecting cells containing 1. I need to create an array that stores the cells that are needed to be searched. When the search carries out, for each cell stored it needs to check the cells to the left, right, below and above the current cell.
I also need to create a variable to store the current cell. I thought initially it would be an int but it can't be because it needs to hold the the index of the current cell. and any of the cells searched that are an immediate neighbour of the current cell are added to the storage array.
I have these instructions but I am having trouble converting into code
Finding a path through vegetation from the top row to the bottom row: The idea is we will start from a cell in the top row and advance below for as long as we can. Since we are still not done exploring a cell until we have explored ALL it’s vegetation neighbors, we will add the cell to an array of cellsToExplore and only come back to it if the current cell we are examining is fully explored. Here is pseudo-code of the algorithm !
• Create array cellsToExplore (what size should this array be?)!
• Create an integer count that stores the number of cells in cellsToExplore!
• Go through the top row and add ALL vegetation cells to cellsToExplore!
• Create a variable to store currentCell we are exploring and set it to null.!
• while count > 0 do!
- set currentCell to the last cell in cellsToExplore (last cell added to the array).!
- label currentCell as burning vegetation!
- If the currentCell is on the bottom row then we return true (we found the path).!
- if the cell below currentCell is vegetation then add the cell below to the cellsToExplore array.!
- else if cell to the right of currentCell is vegetation then add the cell to the right to cellsToExplore!
- else if cell to the left of currentCell is vegetation then add the cell to the left to cellsToExplore!
- else if cell above the currentCell is vegetation then add the cell above to cellsToExplore.!
- else remove the currentCell from the cellsToExplore (we are done with this cell). !
I am having issues with drawing shapes from bottom right to top left.
Issue:
- g.drawRect() will show like I am calling g.fillRect() - other shapes will not even show the shape in that area
Needs:
- g.drawSHAPE needs to show and not be filled unless I have my fill checkbox selected
The Program:
- Create a JFrame with a draw panel and a component panel - have a combobox with shapes that, when selected, will draw that shape in the draw panel - have a button that, when clicked, will launch JColorChooser to change the color of the drawn shape (draw panel is set to black) - have a checkbox that, when checked, fills the shape - have mouse listeners to adjust X and Y and will instantly update the shapes size to where you drag/click/press/release
Code for my drawRect():
Java Code:
// if statement to check if mouse drag X is less than starting X if(x2 <= x){ if(emptyORfill.isSelected()) // emptyORfill is my JCheckBox g.fillRect(x2, y, x-x2, y2-y); // x-x2 is the same as Math.abs(x2-x) else g.drawRect(x2, y, x-x2, y2-y);
[Code] .....
This is just for my Rectangle. This will show a filled rectangle when both mouse drag X and Y are less then the starting X and Y. If I take this fully functional code and adapt it to drawRoundRect(), the round rectangle wont even show the shape when mouse drag X and Y are less than the starting X and Y but will be fine if one or the other is less than the starting X or Y. NOTE: This same exact code worked on my classmates laptop in her program, but in my program on her laptop it did not. She took out the "else" in the else if's and just made them if statements all the way down and it worked on her laptop in my program, but the same "fix" did not work on my pc.
My mouse listener just sets X and Y values in my Shape class that updates my shape methods. I have an item listener for my comboBox that sets default values when a new selection is made and enables/disables editable on my fill checkbox for certain shapes. My action listener looks for the button click and the checkBox click.
I'm trying to save a picture from byte arrays using RandomAccessFile. The file appears but doesn't open (like its corrupted).
I'm using the bittorent protocol which gives a SHA-1 hash that I compare all the bytes with to verify the data. All the bytes pass the hash check and all the hashes are checked. So I'm pretty sure I'm getting all the bytes correctly.
Is there anything I can do that could tell what's going wrong?
public RUBTClient(final TorrentInfo2 tInfo, final String outFileName) { ... this.outFileName = outFileName; File destined = new File(outFileName); try { destined_file = new RandomAccessFile(destined, "rw"); destined_file.setLength(tInfo.file_length); } catch (FileNotFoundException e1) {
I have to write a program that will read a picture and then print out the number of blocks inside it.
I have to read the picture as a binary matrix of the size r - c (number of rows times number of columns). The blocks are groups of one or more adjacent elements with the value 1.
- Blocks are built exclusively of elements with value 1 - Each element with value 1 is a part of some block - Adjacent elements with value 1 belong to the same molecule.
We only take into account the horizontal and vertical adjacency but not diagonal.
INPUT:
In the first line of the input we have the integers r and c, separated with one space. Then we have the r lines, where each contains s 0's and 1's. The numbers inside the individual lines are NOT separated by spaces.
The OUTPUT only print the number of blocks in the picture.
import java.util.Scanner; class Blocks{ public static void main(String[] args){ Scanner sc=new Scanner(System.in); char ch[][]; int rowNum=sc.nextInt(); int columnNum=sc.nextInt();
I am working on program and have been struggling to get around step 5 and 6 given below.
I have got on with the first couple of points. Where to begin with steps 5 and 6.
Java Code:
class Hourglass { int height; int bottomHalf; public Hourglass (int h) { height =h; } public Hourglass (){ height=3; }
/*Write a method dropGrain that simulates one grain of sand falling into the bottom half of the Hourglass. If all the sand is already at the bottom before a grain is dropped, this method should cause the hourglass to be flipped, meaning that all the sand will be in the top again. Then, one grain of sand should fall. */
//Hint: this method can be quite short. All you need to do is update one attribute.
public void dropGrain(){ }
/*Write a method getHeapHeight() which returns the height of the heap of sand in the bottom of the hourglass.
Hint: a triangle of height h contains h*h grains (=1+3+5+...+h).
So determining the height when the amount of sand in the bottom half is a square (1,4,9,16,...) is easy. Think about what happens if the amount of sand is not exactly a square.*/
public int getHeapHeight() { } mh_sh_highlight_all('java');
I am building a little application for personal use where I can track my finance. Now, what I would like to get is an always visible JTable "footer" OR horizontal space field attached to the bottom of the window. The idea is that scrolling down/up wouldn't affect it's visibility(like JTable header). Might a picture tell a thousand words: see attachment.
I am wondering, maybe JTable OR TableModel class has a property to solve this problem(I haven't found any)? Or shall I make another ScrollPane/JPanel? Which path of search shall I pursue?
This is code for a game I am making where you are a character at the bottom of the screen dodging falling rocks. I was wondering how to add in the falling rocks. I think I need to use Timer and an ArrayList but I am not sure if that would work and not truly sure how to go about doing it.
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?
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 ....