I have a question about the execution of code to draw images relative to code that comes after that. I don't normally do this sort of thinghere's the problematic code:
Where glb1 is a final reference to an object that holds common data for the game.while its x and y values say they are for text, they are also used for image placement (at least during this testing phase.)
gc1 is the "graphics context" of the canvas that the images are being drawn on.
The person who wrote this said, "When the attached code is run, the calls to TimeKeeper.pause(500), which in turn call Thread.sleep(500), are all executed in row, and then the results of drawing the image 10 times is displayed. (I know because some of the previous image pastes left some visual data behind.)"
I recall from reading about drawing graphics (a long time ago) that drawImage() could take time, but I don't know why the thread does not indeed sleep between calls to drawImage().
how to phrase the question. I created a small applet in java.. it allows me to move a toon around a blank applet window. I am using four gif files that have a walking animation in them. The issue i am having is after moving around the gif just flashes in and out really quickly.. when i start the program, moving up and down seems to be working perfectly fine, but the moment i move left or right it starts messing up for all directions. here is my code.
import javax.swing.*; import java.awt.*; import java.awt.event.*; public class CharactorMove extends JApplet implements KeyListener
I have to do an assigment using Swing, where I have to make a Board(extends JPanel) and add multiple instances of moving elements to it, with following requirements:
By adding a new object to the Board, the others must not slow down. Also the user interface must not be blocked by the moving objects. So, the movement of the objects must be handled in a separate thread.
and
The application must support adding lots of objects, so it is not okay if every object has its own thread, as this would take too many resources. Design the application in such a way that it uses a constant number of threads, meaning that the number of threads does not grow when adding more objects.
The question is:
How to do this thing with constant number of threads?
I am buildning a paint application in java, where the user can choose from a combobox wheather he/she wants to draw a rectangle or by free hand. The objects are stored in an arrayList. The user can also choose in the menubar to go back one step, which means to remove the last drawn item from the arrayList and then loop through the arraylist to draw the remaining objects.
It works fine with rectangles. When I create a rectangle it creates only one rectangle, which I add to the arrayList. My problem is with the free hand. When I draw by free hand (using mousePressed and mouseDragged) I add every "dot" of the line as an object. Which means that when I remove the last item in the arrayList it only removes one dot of the line, not the whole line.
I need to add the dots together as one line, but how can I do that?
if (e.getSource().equals(comboBox)) { JComboBox cb = (JComboBox)e.getSource(); if (cb.getSelectedItem().equals("Rectangle")) { this.addMouseListener(new MouseAdapter() {
I'm trying to make a simple program that will feature some graphics. It will have a JCombobox that the user selects to draw various shapes. I can't get the repaint function to work however.
So Ive got to make a turtle on an image draw a semicircle that starts at the top of a circle and goes down and to the left, changing colors halfway through. I've got everything down, I can draw the turtles and make them do straight lines. My problem is more math related. I need to use the equation of a circle, give it points, and figure out how to write that code in java.
We use the equation for a circle: (x - a)^2 + (y - b)^2 = r^2
I am struggling to make a double border which has rounded corners. The border should be 2 parallel lines.
I made something which looks almost good, but if you look closer there are a few wrong things.To achieve this, I made 2 paths, then painted them in 2 different colours.
The main problem is painting with AA, because the colours overlap and are affected.
I think it would be smoother to paint a single path using 2 colours.
For the first problem, I think some kind of a stroke would be enough. But, if I build a stroke, it's almost same thing like drawing the path twice, like I did before. Anyway i think that would fix AA problem. But still, maybe I can achieve a smoother effect for the corners.
Question:Maybe something with a 2x1 Texture ? It's possible to achieve this ? I know I tried this before and when a curve was encountered the direction of the texture was wrong and looked messy.
PS: Ignore the blueish thing, it's a dragged component to activate the highlight border.
I've been working my way through a tutorial to build a simple 2D tile-based engine that also allows the code to manipulate the colour of pixels on the screen based on a monochrome map read from a file. I've got the code right line for line, but I seem to have a bug when it comes to draw to the screen! At regular intervals, despite what is held in the pixel array of ints (which I have confirmed to be correct when debugging), I get the same row of pixels being draw twice in a row. I figured there was some loop issue somewhere, but after attempting to debug this for some time, I haven't come up with the answer.
I am trying to read Point objects from .drw file which contains endpoints of line segments, and draw lines making a square on panel when I run the program. This is what I have got so far. how to get the points using array for drawing ?
// inside the method to read points objects from .drw file try { fos = new FileInputStream("square.drw"); oos = new ObjectInputStream(fos); // creating an object of Point class endPoints = new Point[sampleSize];
I am currently creating a Twitter Application within Java Swing using JSON. I have the JList populating with Home feeds but i also want to get Images displaying next to the Text ...
currently all i am getting is [URL] ....
So a am able to get the URL Link but getting that to a Image seems to be the problem
/ArrayLists final ArrayList<String> TweetArray = new ArrayList<String>(); //Array List for Users Tweets.. final static ArrayList<String> incomingTweets = new ArrayList<String>(); //ArrayList for Incoming Tweets. ArrayList<String> arrayImages = new ArrayList<String>();//ArrayList for incoming Tweet Profile Images private Map<String, ImageIcon> imageMap;
The code below is just the GUI for a slot machine. Currently when play is clicked it displays the random number, I'm trying to make it so each random number displays an image in the GUI instead. For example if the random numbers were 2,2,3 it would display Cherry, Cherry, Bells. I started changing field1 to the image but realised I was on the wrong track as it would just display the same image not one allocated to a number. I've left in what I started doing.
how to do it?
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class SlotMachineGUI { JPanel mainPanel; SlotMachine slotEngine;
Is it possible to switch images (on jlabel)on combobox item select. I
If (combobox.selecteditem = value) { SetIcon (resource) // I'm using the default auto generated code used by eclipse when we set an icon for a jlabel in the gui }
i'm currently doing my system now and my problem is about inserting an image to my jframe form with thread because if i insert image and when i run it it blinks too slow comparing if i use simple oval it doesnt blink.
Am trying to dynamically insert buttons (which will be presenting card in a frame) using grid layout.As shown image is getting inserted but its not fit in button.I tried Darryl's Stretch icon as well but of no support.
I'm working on loading SVG images on Jpanel using "Apache(tm) Batik SVG Toolkit" , but after the image get loaded it has "white background" and "not transparent" one like PNG images.
I checked "fill" of rect attribute on the xml file of the svg image and it was correctly set to none, I also Tested the image on html document and it was trasparent, but in my java app it has white background.
The Question is there any way to load SVG images with transparent background on Jpanel ?
Exception in thread "main" java.lang.NullPointerException at javax.swing.ImageIcon.<init>(ImageIcon.java:205) at GUI.<init>(GUI.java:26) at Apples.main(Apples.java:7)
i think the problem is to do with my images not being recognised. I put them in my source in User>...>workspace>src which is correct as far as i know. From what i know the images should show up if i look at my src file in eclipse but they dont. I tried changing the file type from .png to .jpg but it makes no difference.
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 {
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
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 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)
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??