Retrieve Image From MySQL DB And Display In Jtable If Image Type Is Medium Blob Using Swings And Hibernate
Jan 5, 2015
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 need to retrieve an image from the MySQL DB and display it in my JSP. The code below retrieves and displays the image with success. But, an exception is thrown:
SEVERE: Servlet.service() for servlet [jsp] in context with path [/FileFinalText] threw exception [java.lang.IllegalStateException: getOutputStream() has already been called for this response] with root cause java.lang.IllegalStateException: getOutputStream() has already been called for this response
[code]...
how can I resolve the cause with the getOutputStream() and prevent this exception to occur?
We have web based application (Oracle DB, Weblogic middle tier) and a applet based application running on the browser.
We have a requirement to Load images from the database (stored as blob) to the client browser and the users can do the lookup on images when needed.
We need this to perform well, so there is no delay for the user experience. We have 2 options:
1. Load the images from the database to the Application Server and keep it. When the client request from the browser comes, download it from the application server.
2. Load the images (asynchronosly) when the user logs into the application and download them to the Client machine? Is this possible? Especially give that it is stored in the database as binary objects? And then load for the user from the client box itself, upon request.
If 2nd option is possible, which once is recommended?
I have a panel which has set to cardLayout and at the bottom, I have the buttons, based on the button clicked I will change my cards further and back. My second card has Jtable which allows the user to edit a particular cell. Now my problem is for the first time, when the data is inserted into the table, the particular column's cell is getting editable and allowing user to edit the cell and take the value what user gives. But when I come from 3rd card to the 2nd card, I have to show the previous created table or again from my 1st card if I move to the second card (in the same opened application), the cell's in the jtable is getting editable but not allowing the user to enter the text to the cell?? why is this problem coming?? I tried repainting that table when I move from 3rd card to 2nd card, and when coming from 1st to 2nd card the jtable rows are removed and new rows are inserted. But still the same problem arrives?? why is it working correctly in the first time and not able to in the second time??
I have a JTable with 6 rows and 6 columns, i.e. 36 cells. I have 1 image-icons.. I want an animation of the image, it should just be shown in the JTable as described below.
In my following explananation: Cell[row;column]
State 1 Cell[0;0] = 1st image Cell[remain] = empty
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 have been trying to make a game lately, but I can't seem to work out how to get an image to display on my JFrame. I have tried everything, copied different codes of the internet, but nothing works. Here is my code of the GUI:
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class GUI extends JFrame implements Runnable, ActionListener { JButton start = new JButton("Start nieuw spel"); JButton instellingen = new JButton("Instellingen"); public GUI() {
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'm simply trying to make a gui for managing images for my purpose, but i fall at the first step: I'm actually not able to display an image, whether it would be a .gif or .jpg ....
//--------MY PANEL FOR VIEWING IMAGE--------- package graph2D;
it is supposed that i placed the image "pippo.gif" in my project "src" folder, isn't it? anyway I tried to add a new folder to my build Path, and place pippo.gif on it, but it doesn't work.
If you look at line 74 you will see my actionPerformed method where I want to switch the icon displayed on the JButton. I know I still have to add the images to the button however I am running into a few issues here.
In my next class it will be vital that I can decipher what each icon is display on the JButton.
I have a class that retrieves an image, and a class that is a game. I want to put my image onto the game to use it as the main figure. As of right now in eclipse, the game class runs, so the game works, but the image doesn't do anything. Need to put the image into the game? Here is my image class:
I am writing a program that will have a GUI window and displays an image when clicked on the image changes and clicked on again the image changes once more. Here is what i have.
I am fairly new to Java. I am trying to learn some image manipulation basics. I have searched the web endlessly and made numerous attempts but I cannot seem to get a darn image to display. This code is my latest attempt in Eclipse. The file I am using is chairangle.jpg which is is the src folder of the package I am working in in Eclipse. I am on Windows 8.
import java.awt.*; import javax.swing.*; import javax.swing.ImageIcon; public class otherimg extends JFrame { public static void main(String args[]){ JFrame f = new JFrame(); ImageIcon image = new ImageIcon("image/chairangle.jpg"); JLabel label = new JLabel("", image, JLabel.CENTER); JPanel panel = new JPanel(new BorderLayout()); panel.add( label, BorderLayout.CENTER ); f.pack(); f.setVisible(true); } }
I am writing a piece of software to display an image on the screen using a particular library. The library lets me create an Atlas out of texture file data, to fetch Textures out of the Atlas using the textures' names, and to draw the textures by calling Renderer.draw(texture). It doesn't make a great deal of sense to create more than one of an Atlas or Renderer. I previously designed my code as follows:
public class SystemAssets { static Atlas atlas; public static void initializeAtlas(String pathToTextureFiles) { atlas = new Atlas(pathToTextureFiles); } public static Texture getTexture(String textureName) { return atlas.getTexture(textureName); } }
Similarly, I made a TextureRenderer class whose sole purpose is to provide static access to a Renderer. But many people seem to say that opening up a class like this to global access is bad. I cannot think of any better alternative, however. My core update/draw logic currently works something like this:
public class Game extends AbstractGame { public void init() { Screen current = new FirstScreen(); TextureRenderer.initialize();
[code]...
Making a Renderer object belong to the Game or Screen class doesn't make much sense to me, as there doesn't seem to really be a 'has-a' relationship between them; it's more of a 'uses-a', so that seems to imply that it would be best to just call Renderer.draw(thing) from outside the class rather than making it a data member. This would make my main code essentially call the various methods in order to get or print some form of data, much like System.out.println(). And of course, making one of the classes a subclass of Renderer makes even less sense. But making data members static for the purpose of global access and using singletons are often cited as 'bad' programming practices. This problem also arises in a lot of other scenarios in my program, ie. when I want to serialize Thing data members like texture filenames; do I put the serializer as a static data member in a class for global access and call it like I would a function, or do I put it in a class? And it seems like the Renderer will have to be initialized at the start of the program, which would take place in the init() method in Game, then be used to draw Textures in the Screen, so it would have to be accessible from both locations.
edit: In case it's suggested to put these in the main class, that's unfortunately going to be difficult without using static variables; the library recommends having the main class creating an Application object, which is essentially a black box that actually does all the work of calling Game's init() and draw() methods (via a Game object passed into its constructor) and looping until the program exits. AbstractGame and Screen are classes supplied by the library, so it doesn't seem like I can easily give Game any data that AbstractGame doesn't specifically ask for.
I want to store an image/file into oracle database using jsp.
I have written code to store data when am running in my machine it is working fine, but not working in server throwing an error saying that "The system cannot find the file specified."
i have very critical problem in my collage project i have try many code but still i cant solve this problem, i want to display image on jlabel or jpanel with respect of components size without use of drawimage method
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; }