Haven't used java in a long long time and firstly need to know if its possible to build an app to replicate my ipad touch so that I can loop it between two different points on the screen. Friend recommended I got netbeans to get me started but wanted to ensure its possible before I get started.
The concept is simple. I wish to know how I could replicate a variable using a for loop which will have a new number assigned. Essentially, as the loop progresses it would create a copy of the same variable with a number at the end. Once
Something like this, variable1, variable2, variable3, variabl4, variable5
Once I have my five variable I will then be able to print them out
import java.util.Scanner; public class replicating_variable { public static void main(String[] args) { String variable1; Scanner input = new Scanner(System.in); for(int i = 0; i < 5; i++){
I'm making a game of checkers for my A2 Computing coursework which is due in within a week. I have completely finished the game, and only thing I have left to do is connect the two JPanels together via a CardLayout that I have made. However I am unsure how to do so
I have kept the code I am displaying to a minimal, hence I have removed all the action listeners for my buttons, anyway the problem I have is that, I would like it so that when the user clicks on the 'Multiplayer' button which is the array button ourButtons[1], it will then transition into my main game screen so that the user can then play a game of checkers.
Here is the main important GUI from my CheckerBoard class:
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class CheckerBoard extends JPanel implements ActionListener, MouseListener { // Main routine that opens an Applet that shows a CheckerBoard public static void main(String[] args) { new CLayout();
And we have a class that draws a rectangle of 10 pixel height and 10 pixel width at 0,0 coordinates.
And we want to move with the arrows the rectangle but not to go off the frame.
The question is:
How can I do that if I draw another rectangle, it knows where is the other object and they not collapse. And so on, they move, but not collapse, just touch and stop.
I don't know how to write a code to pong ball, when it touch red block.
public class bounc2 extends JPanel implements ActionListener,KeyListener{ double x = 0,y=0,velX=3,velY=3; double x2 = 5,y2=145,velX2=0,velY2=0; double x3= 473,y3=145,velX3=0,velY3=0; Timer t = new Timer(5,this); public bounc2(){ setBackground(Color.GREEN);
I want to make a touchable program to install on my costumer information server that my client can search and register via my local database, how can i do this????
I'm trying to stress test JavaFX and I'm on Window 8.1 using 1.8.0_20-b26. I have an application that has many objects on the scene with animation timers and overall it purposefully runs very slow. I have listeners on the root AnchorPane for touch input and if I generate many touch point events after a few minutes I get "Too many touch points reported" exceptions (posted below) and the app of course no longer responds to touch input. Is it possible to catch the exception and then reset the scene touch input so it goes back to normal without restarting the application? If it lost any current touch input that's fine.
Exception in thread "JavaFX Application Thread" java.lang.RuntimeException: Too many touch points reported at javafx.scene.Scene$ScenePeerListener.touchEventNext(Scene.java:2686) at com.sun.javafx.tk.quantum.GlassViewEventHandler.lambda$handleNextTouchEvent$346(GlassViewEventHandler.java:1090)
I'm trying to implement a two finger gesture to move a control for a touch screen. However simply touching the screen with two fingers will generate several events that jump all over the place. This here is the code:
Two finger move pressed First layout: 100.0, 100.0 Move by 94.0, 209.0 event set=4 Move by 1.0, 0.0 event set=5 Move by 95.0, 208.0 event set=6 Move by 1.0, 1.0 event set=8 Move by 96.0, 208.0 event set=11 Move by 219.0, 147.0 event set=11 Move by -121.0, 61.0 event set=13
I know that there is the possibility that I get multiple events with the same event set id. However this is not always the case. I would have expected to get one for each of the finger in the gesture. Why is that? As I understand the difference between changing the layout coordinates and the transformation is, that with the transformation coordinates, the bounds in parent changes, but not the bounds itself.
I'm not entirely clear on what effect this has, especially as I will also have the zoom and rotate gesture on the component. Which one is the better choice to change?To my understanding the coordinates of the touchpoint are relative to the parent component. In this case the layout coordinates of the rectangle. This would mean that I have to calculate the delta of the touch point in the onTouchMoved to the touch point of onTouchPressed.
This would get me the vector the rectangle moved.In the above example I use the main touch point of the two touchpoints of the event. As I understand it this should always be the same one. The correct way would be to calculate the geometric mean of the two points and use that, but that has the same effect. Simplifying the above example to one touch point only shows the same jumping behavior.
In the header I have a combo list. At each change in value in the combo list I have an Ajax request that updates the data in the Body. So far everything is working properly. Now the home screen's structure should be change when the value of combo list change. To do this I have :
- 1 ManagedBean HomeBean that manage the home - 1 ManagedBean HeaderBean that manage the header - 2 object HomeScreen1.java and HomeScreen2.java that allows me to valued data from each screen - 2 services HomeScreen1Loader.java and HomeScreen2Loader.java that manage loading of each type of screen - 1 template home.xhtml - 2 fichier home1.xhtml et home2.xhtml
When I log in to the application, I get the good page corresponding (Element type 1 => home page 1). But when I select a type 2 item, the actionListener methode is execute, ManagedBean's data was updated (for type 2 screen) , but the page does not updated. What do you do ?
I was working on adding a selector on the screen. Searching for code, I found something that some created better than I ever could. I'm trying to integrate it into my code.
I have a program that is pretty MVC.
I'm in my controller class and I'm calling this code:
java - Drawing a bounding rectangle to select what area to record - Stack Overflow
I've changed it to a runnable and called a wait after I called this class, but it still continues on to the next line.
I'm thinking I'll have to either create a super controller (one that manages two controllers and have a multiple set of views and models) because I'll have multiple views or I'll have to figure out how to wait for it to finish as a thread. As mentioned above, wait() doesn't work.
This is the code in my controller after I changed it back from a Runnable:
SelectionRectangle m_rect = new SelectionRectangle(); //Thread m_thread = new Thread(m_rect); //m_thread.start(); TopLeft = m_rect.getTopLeft(); BottomRight = m_rect.getBottomRight(); C_view.setText(TopLeft.toString());
I'm having an issue with a swing application I'm working on. Java version is 4 (I know...). I have a main screen panel with multiple sub-panels (rows). Each of these row panels contains an additional 2 sub-panels. One of these 2 sub-panels contains buttons. When 1 button is pressed, I want to disable all of the buttons on-screen (or any other way of blocking user input) until a background event finishes. The row panels do not know about each other.
The first thing I have tried doing is, when a button is pressed, getting the parent. Using the parent I then iterate through its components, and so on until I'm iterating through the buttons. For each button, I am doing a .setEnabled(false); However, this does not work, why. I've also tried wrapping this process in SwingUtilities.invokeLater() out of desperation, but that didn't work either.
What would be the cleanest way to disable all buttons? Or block all user input? I've also tried adding an opaque dialog which hasn't worked. Last resort would be maintaining some sort of button list, but I'd rather not.
With JSP can do? How do it? or exist other way? or: [URL] ....
I tested (i need some configuration): [URL] .... but this method download the jar file (and other libraries) right? and the program act same as a Desktop app, right?
I have created a java gui on Windows 7 with Eclipse EE, using a screen resolution of 1366 x 768. I used groups with specified boundaries. For example:
final Group g5_script_data = new Group(shell, SWT.BORDER_SOLID); g5_script_data.setText("Current DB"); g5_script_data.setBounds(0, 0, 680, 380); g5_script_data.setBackground(green);
The groups cover the whole screen.
However my colleague with a smaller resolution looses the far right of the screen.
As this is a proto-type and I'm new to Java I don't want to rework everything or convert it to say a grid layout until the proto-type is accepted and I can start from scratch with a real detailed design. It already has 6500 lines of source.
Just wondered what is my quickest/easiest way to get my app to display on a slightly smaller resolution. For sure it will not be anything silly. Something like 1280 x 768 to 1366 x 768 would do.
I have a program thats ran over a network and is multi-player. However whenever I fire any bullets they do not fire on the other clients screen. Here's the code
import java.awt.*; import java.awt.event.*; import java.awt.geom.*; import javax.swing.*; import java.util.*; public class TankWar {
I had developed small GUI using swing group layout, which is nice to see on windows, but when I tried it on Linux the GUI look is varied. Then I set the GUI height and width by taking screen resolution, still it is varies the screen look. How I can make the GUI such that it looks the same on all screen resolutions.
I am making a game and i am trying to have enemies spawn slight off the screen and randomly each time the game is run. I can get them to spawn randomly but i cant seem to get them off the screen properly ( when i do they take too long to enter the screen). here is the code
for(int b = 0; b < GamePanel.enemy_amount; b++){ GamePanel.enemy.add(new Enemy((int)(Math.random() * 4000),(int)(Math.random() * 200))); }
What I am creating is a clock. That goes round n round using "getcalendar". It's realtime, but the clock has a constant resolution of 800x800. I have carefully placed numbers from 1-12 on the clock using that resolution placing them pixel by pixel. Now if I resize the window, the clock resizes but the text, it fades away out of the screen because the resolution is too small.
I understand why this is happening, obviously because the strings are in a certain place just can't understand how do I make them scaleable? Is there an universal formula? Or do I have to draw every string relevant to some mathematical equation regarding to the screen size.
For example : g2.drawString(twelve, diameter / 2, screenheight / 3);
I'm writing my first bigger program (mysql connection and the first thing bigger than 300 lines ). What I'd like to do is to render data from MySQL using JTable - I managed to handle all the queries but I don't know how to update the table on screen. I've tried to use repaint() but nothing happened. I'm not posting whole code because you'll probably not interested, below are the most important things. I thought about using TableModel but how.
public class Main implements ActionListener{ JTable table;
public Main() { JFrame frame = new JFrame("Frame"); frame.setLayout(new FlowLayout()); frame.add(table);
I am trying to draw add flowers on a graphics window. I can do this just fine, however the position starts from the far left and goes to the far right. I would like to position the 8 flowers in the center of the screen but can't seem to get the right formula to do so. Here is what I have so far to draw the flower, which is simply a GOval nothing complex:
The box size of the window is 800 by 600. Ideally I would like to place x amount of flowers spread across the middle of the screen. How might I do this???
I'm trying to do is get this ball to bounce around the screen and ive gotten so far but not sure how to proceed. The ball keeps disappearing.
//bouncing ball
float x; //ball x position float dx = 3; //ball x direction is right, step 5 float y; //ball y position float dy = 3; void setup () //runs once at start
I want to include JavaFX in my Eclipse IDE. I found intructions on how to import JavaFX Screen Builder into Eclipse 4.4 but my version is 4.2.2
I noticed that JavaFX is included into Java JDK now, I have installed Java JDK 8_45
The info on the oracle java pages is telling me i have to install JavaFX Screen Builder 2 before installing the plugin.
So, how to i proceed ???
I tried to inport e(fx)clipse plugin 1.2 and 0.9 but both refuses to install. Messages received as follows:
Cannot complete the install because one or more required items could not be found.
Software being installed: e(fx)clipse - IDE - FXML 1.2.0.201501301049 (org.eclipse.fx.ide.fxml.feature.feature.group 1.2.0.201501301049) Missing requirement: JavaFX Preview 1.2.0.201501301049 (org.eclipse.fx.ide.ui.preview 1.2.0.201501301049) requires 'bundle com.google.inject 2.0.0' but it could not be found Cannot satisfy dependency: From: e(fx)clipse - IDE - FXML 1.2.0.201501301049 (org.eclipse.fx.ide.fxml.feature.feature.group 1.2.0.201501301049) To: org.eclipse.fx.ide.ui.preview [1.2.0.201501301049]
I am trying to drag the window down wards and screen has alignment issues. I tried to use WindowListeners, Component Listeners, MouseListeners ect…
But still this problem persists as only I release the mouse after drag down it appears fine that we have handled ComponentResized() method. So how to restrict component size while keep dragging down?