Swing/AWT/SWT :: How To Flip Image Along Vertical Or Horizontal
Feb 7, 2014
What's a simple way to flip an Image along the vertical or horizontal? I've searched high and low and surprised to find that I can't find something short and compact.
I'm new to java and I need changing the direction of these balls from a horizontal axis to a vertical axis bouncing in the center. I've tried reversing the integers but there seems to be something i've missed.
package package_bouncingball; import java.applet.*; import java.awt.*; import javax.swing.*; import javax.swing.event.*; public class Class_bouncingball extends Applet implements Runnable { int x_pos1 = 150;
I am working on writing a desktop based email client using swing. First some specifics: I need to show emails in a (dynamically updatable) vertical list. Each item in this vertical list would represent an email showing: (a) the subject, (b) a photo of the sender that I have locally available & a couple of buttons. So, I plan to create a JPanel containing a JLabel to show the Subject, The photo inside a JLabel & JButtons. I have the layout of this panel done and is not a problem.
My problem is with stacking all these JPanels (each representing an email) and showing them on the UI as a list. I am not sure of any way to do this. Moreover, when a new email is received, it has to be displayed at the top of the list (not at the bottom).
Specifically, I need a good way of displaying a vertical list of JPanels & be able to add new JPanels at the top of the list.
I have written a drum machine using Java. Into said drum machine I list all 47 available MIDI drums. The instrument list is placed into a JPanel, along with a gridArray of checkboxes. The JPanel is then in turn added to a scrollpane. I have listed the MIDI drums in order of 'ground-up'. For example, the bass drum is generally at the bottom of most drum kits, so it is at the bottom of my MIDI drums list. Next up would be the snare, followed by the cymbals, and then by all the specialty percussives. Since most beats are started from the 'ground-up', laying to foundation, so to speak, I want the scroll bar of the scrollpane which houses the JPanel, which in turn houses the instrument list and the beat checkboxes, to be positioned, upon opening, at the bottom of the scroll pane. Nothing I have tried works. It always positions the slider somewhere in the middle of the scroll track. Below is a listing of just the buildGUI portion of the code, all the MIDI functionality has been removed to keep the size of the post to this forum down.
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 do not understand how I can alter my paintComponent. Is it possible to set my paintComponent to an Image variable, and then flip the image with Math.Radius?
I am supposed to write a static method that simulates a flip of a weighted coin by returning either heads or tails each time it is called. The coin is twice as likely to turn up heads as tails. My idea was to of course use a random class
Random flip = new random
and somehow initialize it so 3 numbers are called and create if statements so that when 0 and 1 are called heads returns and when 3 is called tails is.How do I put all this together?
I cannot figure out why my buttons don't work. I believe my problem is in the flip function. I am very new to programming and I am about as good at code logic as I am at real logic lol. Also I am lost on how to go about making the coin stop on a random heads or tails.
Coin cF; void setup() { size (600, 600); cF = new Coin(0,0,0); } void draw() { background(100,100,100); //Coin(int lX,int lY, int cSize) //location(int l_x, int l_y) //flip()
Using the sample, I tried to create a horizontal stacked bar chart, but it didn't render correctly. Only a sliver of one bar shows and cosmetically the bar's rounded corners are at the top instead of the right side.
@Override public void start(Stage primaryStage) { String austria = "Austria"; String brazil = "Brazil"; NumberAxis xAxis = new NumberAxis(); xAxis.setLabel("Value"); xAxis.setTickLabelRotation(90);
[Code] ....
Oddly, if I change the second series to this, then only one bar shows:
So my goal is to use the graphics class to draw this shape: [URL] ....
so far I've managed to draw the bottom half, but now I want to utilize the copyArea() method to flip the bottom half and copy it to produce the upper half of the shape: [URL] ....
and this is what I wrote to produce the bottom half:
import java.awt.Graphics; /* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */
public class MyFrame extends javax.swing.JFrame {
/** * Creates new form MyFrame */ public MyFrame() { initComponents();
1. The human user of my application asks it to fire up a scanner which scans a paper document. The document is a filled in form. 2. The application then displays the scanned image to the human user.The image is displayed in a JScrollPane since it may be larger than the scroll pane. 3. The human user needs to locate a certain item in the form, for example a social security number, and enter it into a field in a data entry screen.Note that the image and the field appear on the same screen.
Of-course the social security number always appears in the same location in the image. Also the image needs to be the appropriate magnification and resolution to allow the human user to easily read and understand the item he is searching for in the image.
What is the best way to present the scanned image to the user such that he immediately sees the item he requires and can enter it into the data entry field.
I have added the image in the src and bin directories and cross-checked that the name of the image file is correct..Here is the main class
import javax.swing.*; public class apples { public static void main(String args[]) { JFrame frame = new JFrame(); MyDrawPanel wid = new MyDrawPanel(); frame.add(wid); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); frame.setSize(300,300); } }
and here is the class that does the image adding part
import java.awt.*; import javax.swing.*;
public class MyDrawPanel extends JPanel { public void paintComponent(Graphics g) {
Image image = new ImageIcon("b.png").getImage(); g.drawImage(image,20, 20, this); } }
My database contains path of images that I want my jComboBox to diaplay. I have written the following code but it does not work for comboBox but works fine when I display image on jLabel etc. How should I go about this
try { ByteArrayInputStream in = new ByteArrayInputStream( transferWorker.bOutput .toByteArray()); BufferedImage bufferedImage = ImageIO .read(in);
[Code] ....
But nothing is happening in the GUI. I have stepped through and bufferedimage contains the data, but its not being displayed. Whats happening is, an image is being transmitted to serial port of laptop, so i'm taking it in and storing it in a BufferOutputStream and then trying to open it in my GUI class.
I have a GUI with several buttons and I'm using NetBeans GUI Builder to do. At the click of one of these I would like for it to open another frame containing a picture. So I associate a listener (actionPerformed) the button and when clicked it opens actually post the new frame.
In the new frame I waxed a JLabel and then I associate the image of the label. I saw that to do that NetBeans generates this code:
My problem is that the picture is overwritten several times during the execution of the program is not changed yet in the frame. That is, in the new frame is always displayed an old version of the image.
I have an image that is created every time I click on the button (it always has the same name and same path). Basically I have a generic tree on which I perform the operations (add, remove, etc..). When I click on the button I call a method that generates the image of the tree (using Graphviz). So I have one image that changes over the time...
How can I do so that the image is always up to date?
The Code:
package View; import javax.swing.Icon; import javax.swing.ImageIcon; import javax.swing.JLabel; public class AlberoIpotesi extends javax.swing.JFrame {