Simple Graphics - Drawing Smiley
Feb 6, 2014
Ok. So I have decided that taking a step back is better than trying to go forward blind. I am trying to come to an understanding of how java draws simple shapes, but continue to run into problems. I have now gone ahead and directly copied code from a book just to see if it will work. It does not. The code is just supposed to make a smiley face, but when I run it I get a bunch of errors. I have attached the code that I am trying to run and the error report at the bottom.
Java Code:
import javax.swing.JFrame;
public class DrawSmileyTest
{
public static void main( String[] args );
DrawSmiley panel = new DrawSmiley();
JFrame application = new JFrame();
application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
application.add( panel );
[Code] ....
9 errors found:
File: /Users/brad/Documents/Courses/Mobile App Development/Java Intermediate/Assignments/Assignment 1/DrawSmileyTest.java [line: 10]
Error: /Users/brad/Documents/Courses/Mobile App Development/Java Intermediate/Assignments/Assignment 1/DrawSmileyTest.java:10: <identifier> expected
[Code] .....
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May 28, 2014
I have to write a program for class that basically uses Paint Component to draw a bunch of rectangles to look like a building then have them change color randomly. I am stuck I can't figure out how to make it draw the rectangles in rows and columns to look like the building i can make it display multiple squares randomly however but thats not the assignment.. here is my code
package labBuilding;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
@SuppressWarnings("serial")
public class Building extends JPanel {
[code]....
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Jan 7, 2014
I run this code and a window will pop up, but no graphics :(
I tried to draw a rectangle onto the screen, but it will not show up. I was told to extend JComponent, and I did, but it still does not work.
Java Code:
import javax.swing.*;
import java.awt.Graphics;
import javax.swing.SwingUtilities;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.BorderFactory;
import java.awt.Color;
[Code] .....
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Feb 1, 2014
Here is the code, I just wanted to draw a simple yellow rectangle in white background...
import javax.swing.*;
import javax.swing.event.*;
import java.awt.*;
import java.awt.event.*;
public class NewEmpty extends Jframe {
Rectangle test = new Rectangle(100,100,100,100);
public NewEmpty()
[Code] .....
Errors in the compiler ( i think there's something wrong with that Jframe)
init:
deps-jar:
Compiling 1 source file to C:Users****Gametestbuildclasses
C:UsersMarcoGametestsrcgametestNewEmpty.java :6: error: cannot find symbol
public class NewEmpty extends Jframe {
[Code] .....
5 errors
BUILD FAILED (total time: 0 seconds)
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Feb 21, 2015
I am currently working on a Minecraft clone (called "Build"), and I'm trying draw just ONE simple dirt block, but it will only draw a square!
Here is the main class:
package game;
import game.block.DirtBlock;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
[Code] ....
And the Block class ( the one that all Block Types are based off of):
package game;
import static org.lwjgl.opengl.GL11.*;
import java.io.IOException;
import java.nio.FloatBuffer;
import org.lwjgl.opengl.GL11;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
import org.newdawn.slick.util.ResourceLoader;
[Code] ....
And that is the code, I'll make updates as needed.
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Feb 23, 2015
making an app in java.i m making app that should insert smilyes in textarea while sending a message.
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May 30, 2014
I am writing a program that displays a smiley face bouncing around the screen. When I load the program it just shows a blank black JFrame. Here is the panel JPanel
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class ReboundPanel extends JPanel {
private final int WIDTH = 300, HEIGHT = 100;
private final int DELAY = 20, IMAGE_SIZE= 35;
private ImageIcon image;
[Code]...
I have a suspicion that it might have to do with image = new ImageIcon("happyFace.gif");
I have tried other programs using .gif and they haven't worked on my computer and I haven't been able to figure out why.
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Jan 5, 2014
He said that if you need something that Swing can't provide, like a bar graph, you build it. Now, being used to just writing a method that will open up a JFrame, how you would actually build graphics on your own. How in the world would that work? How would one write their own methods to make a window or to build a graph?
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Feb 2, 2014
I attempted to make my square move in the screen and i set up collision with another object, however the graphics are flickering, really flickering, here's the code:
Java Code:
import javax.swing.*;
import javax.swing.event.*;
import java.awt.*;
import java.awt.event.*;
public class NewEmpty extends JFrame {
double p1speed =5, p2speed =5;
[code]....
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Dec 31, 2014
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I am only in high-school, but I have some programming experience. The logic of this program comes quite easily. My problem is the graphical part, so I was just looking for quick methods to implement graphics.
What I am looking to do, is display objects onto the screen and manipulate their respective x and y coordinates as time pass. I have tried to use BufferedImages and an array of every pixel on the screen, but it quickly becomes extremely hard to draw circles etc. I have also tried the Graphics class and using g.fillOval() etc, but this can also get tedious.
Are there any more efficient methods, libraries etc? And also, how should I use the time variable, a variable that updates everytime the program updates?
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Jul 30, 2014
What I am trying to do is save the the content drawn to my screen as an image. The following code is my render method and although I know how to use it, I don't fully understand the classes and how they work with is making this difficult.
public void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
[code]....
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Feb 3, 2014
How to rotate a shape in Swing? The only thing I found was something involving this, but I have not seen something like this before:
Java Code : Graphics2D g2d = (Graphics2D)g; mh_sh_highlight_all('java');
I see this is an object reference, but what is on the right side? Does not seem like a method, as it would not equal a method nor would the parentheses be on the left. Why are parentheses there? Disregarding the above code, I would like to know how to rotate without Graphics 2d
Also, with G2D you it will not allow for setting x coords
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Feb 12, 2014
So I'm doing a project for my CS class where we have to create a snowman doing something. My picture is of Vince Young in the 2005 Rose Bowl. I'm trying to make the actual video clip from Youtube (do I need to download it? If so I can do that) appear on the scoreboard, but how.
import java.awt.*;
import java.awt.event.*;
import java.awt.Font.*;
class snowBackground
{
public static void drawField(Graphics g, Color field)
[code]....
There are 3 other files that make the actual Snowmen.Also, would I need to download the mp3 sound file seperately and play that, or will inserting the video do both?
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Aug 13, 2014
I used to think that it is simplly a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering (triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel#paintComponent(Graphics g)) ? so generally speaking if we are using a JPanel and we say bufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?
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Aug 13, 2014
what is A Graphics object for a while now, I used to think that it is simply a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering(triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel# paint Component(Graphics g) and so when we're getting the graphics object of a buffer, do we actually get its drawing surface to paint on? so generally speaking if we if we are using a JPanel and we say BufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?
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May 25, 2014
Page flipping is used in full screen games which entails drawing an imagine off screen then swap with on screen image after drawing has completed.
Is it possible to write a block of code to actually see this happen? Like use this technique on a window that is in windowed mode. Would it draw an image off somewhere by the desktop or would it have to be on the window?
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Mar 25, 2014
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Jul 14, 2014
I'm trying to draw an image in grayscale. This is my code:
Java Code:
public void paintComponent(Graphics g) {
super.paintComponent(g);
setOpaque(true);
BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_BYTE_GRAY);
Graphics g1 = image.getGraphics();
g1.drawImage(CardData.CARD_ART[cardID], 0, 0, null);
g1.dispose();
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} mh_sh_highlight_all('java');
For some reason, nothing displays.
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May 1, 2014
import java.awt.*;
public class Program5 {
public static void main(String[] args) {
DrawingPanel panel = new DrawingPanel(300,500);
panel.setBackground(Color.white);
Graphics g = panel.getGraphics();
g.setFont(new Font("Helvetica", Font.PLAIN, 12));
double ball = 10;
[code]....
I'm fairly new to Java and am having a hard time with this particular assignment. The program runs and shows up on the drawing panel fine but I can't get the lines quite right.Capture.jpg
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Apr 21, 2014
I've got a question about drawing animations in Java (SWT). I try to draw an animation of some process.
When i use canvas.redraw() it seems like program firstly erases everything that has been drawn and then draws again.
My program draws about 1000 of rectangles per time step so animation doesn't looks smooth - it blinks all the time and I can't avoid drawing that many rectangles.
Is there a way to make it look smoother (for example to paint new objects over old ones, without erasing them)?
I won't paste code, it's rather large.
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Feb 17, 2014
I have a problem which can't solve it for 2 days search. I need to draw 3d shapes , i downloaded all packages and set an example code and run it ...
Exception in thread "main" java.lang.UnsatisfiedLinkError: no J3D in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java :1886)
at java.lang.Runtime.loadLibrary0(Runtime.java:849)
at java.lang.System.loadLibrary(System.java:1088)
[Code] ....
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Apr 23, 2015
solve my problems regarding drawings on my JPanel(Transparent panel).My Jframe & other components are created by netbeans GUI builder & the transparent panel is created manually but one problem is that i can't impose this Transparent panel into JFrame like it is attached to the JFrame.Another problem is that,i want that transparent panel size should be counted in inch like my attached picture(TOTAL SIze 36 inch) & also when i clicked on that panel those mouse points highest distance should be measured in Inch.How can i do all of these three task??
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Mar 25, 2014
I am trying to implement a game using the ACM graphics. For the game, I am trying to make the main frame a Grid of Cells.I made a Grid class which extends GCanvas:
import acm.graphics.GCanvas;
public class Grid extends GCanvas{
private final static int WIDTH = 300;
private final static int HEIGHT = 300;
private final int DIMENSION = 5;
Cell[][] grid;
[code]....
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Jan 3, 2015
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?
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Apr 15, 2014
I'm creating a game called Mouse Trap and I'm having an issue with a graphic drawn using AWT. Basically, when the mouse collides with the cheese, I want the cheese to disappear, or call (cheese[i].hide()). However, the cheese does not appear. hide() works for all other objects that inherit from PFigure, but the cheese will not. It's created a major issue in my game, and basically the only task left to accomplish.I believe my problem lies within Cheese.java, method draw(). For example, if I replace it with an example drawing, this problem goes away!:
public void draw() {
Graphics g = panel.getGraphics();
g.setColor(Color.blue);
g.drawOval(x + width / 4 , y + 1, width / 2, height / 2);
[Code] ....
I have three classes below that most likely involve the problem, feel free to ask if you need the others.PFigure.java (This class cannot be changed as a requirement to my project)
import java.awt.*;
public abstract class PFigure implements Comparable {
protected int x, y; // Current position of the figure
protected int width, height; // Drawn (displayed) this size
protected int priority; // Can use to determine "winner"
protected Panel panel; // Panel the figure lives on
[code]....
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