How To Get Image To Display On JFrame
Nov 13, 2014
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() {
[Code]...
View Replies
ADVERTISEMENT
Jan 16, 2014
How to display an image on a JFrame. If you can, pany example code.
View Replies
View Related
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 .
View Replies
View Related
Feb 3, 2014
I want to insert an image in a jframe...
View Replies
View Related
Jan 16, 2014
I am trying to make a little game that moves a picture of peter griffin around. I wrote the code, but the image is not displaying on my JFrame.
Java Code:
import java.awt.BorderLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import java.awt.Color;
import java.awt.Component;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
[code]...
View Replies
View Related
Jul 23, 2014
How to load an image to a swing application?? I want to load it to myframe(JFrame)..
View Replies
View Related
Dec 18, 2014
I'm trying to open an image within a JFrame but the image doesn't show. The directory path is correct. The JFrame opens perfectly but no image is showing.
JFrame frame = new JFrame("IMAGE");
frame.setSize(500,500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ImageIcon image = new ImageIcon("images/main.jpg");
JLabel label = new JLabel("", image, JLabel.CENTER);
JPanel panel = new JPanel(new BorderLayout());
panel.add( label, BorderLayout.CENTER );
frame.setVisible(true);
View Replies
View Related
Apr 8, 2014
I use Canvas, Graphics & JFrame, but not JPanel, how do I add an Image? To see my code: [Java] package pack.script.game; import java.awt. BorderLayout; import java.awt.Canv - Pastebin.com
What do I need to add, or where can I find information on how to add an image? Can I add an image using Graphics? I will import any utils, swings or awts needed. But I don't want to change my code too much.
View Replies
View Related
Jun 12, 2014
I am looking for a solution that will allow me to use a custom background image to replace the JFrame window. I am able to add a background Image, however I am not able to remove the "white" that is supposed to be transparent.
For example; if the image was shaped like a bird with transparent background (.PNG), I would like that to be put on the JFrame. Usually it will be a square with the image in the middle with white background, which I am unable to remove.
View Replies
View Related
Jun 26, 2014
How to drag an image beyond the JFrame limits. In Netbeans, when you drag a Java file editor pane out of the main application frame and onto a second monitor, Netbeans provides a semi-transparent image of the pane you're dragging. I would like to reproduce this effect in my own code. I've been able to do this in a test program (code below) using a glass pane, but cannot figure out a good way to get the image to drag beyond the limits of the main application frame. I looked at the DragnGhostDemo from SwingHacks but it has the same limitation. How this could be accomplished?
In the test application below, click on on the button and drag it's image across the application frame.
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Component;
import java.awt.Container;
import java.awt.Dimension;
import java.awt.Graphics;
[Code] .....
View Replies
View Related
Jan 19, 2014
I am trying to make a game with an image on it, and I have one class that gets the image and the other is the game. When I run the program, it just shows my image on a gray JFrame. This leads me to think the image might be covering my whole game, which is weird because it is a mostly transparent image. I have tried resizing it and everything but I don't know what to do..
Here is my image class
Java Code:
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
public class DisplayImage extends JPanel {
[Code] .....
View Replies
View Related
Jan 30, 2014
So I've been getting back into Java and downloaded eclipse back onto my laptop. However when I go to make a simple rectangle into a JFrame, the frame will pop up but no rectangle will be shown. Here is my main class, which sets up the JFrame...
mport javax.swing.JFrame;
public class Frame{
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setTitle("I hope this fucking works");
frame.setSize(400,400);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
[code]....
View Replies
View Related
Apr 9, 2014
I'm trying to add an image on an undecorated JFrame and make it translucent by adjusting its opacity. The problem is that my Image also becomes translucent.
Here is my code:
package Loading;
import javax.swing.*;
import java.awt.*;
public class TransparentFrame extends JFrame{
public TransparentFrame(){
createAndShowGUI();
[Code] .....
How can i make my image opaque but the frame behind it completely invisible. Why I'm getting serialize class warning in this code? that is:
"The serializable class TransparentFrame does not declare a static final serialVersionUID field of type long"
View Replies
View Related
Jan 27, 2014
I have a program in which I am prompting users for integer values to display in a JFrame. I call the method below to load an array with their input:
Java Code:
public String inputAssembly(){
if (!jtfInput.getText().matches("d")){
JOptionPane.showMessageDialog(null, "Input must be of integer value.");
} if (jrbFar.isSelected()){
return jtfInput.getText() + jrbFar.getText();
[Code] ....
Regardless of the input, both messages display (invalid input / got it). I've tried debugging so I know that the values are getting entered and read correct, at least to my knowledge. It is a very simple regular expression, only checking to be sure an integer was entered.
View Replies
View Related
Nov 12, 2014
How can i attach the OpenGl display to a JFrame and so that when i close the JFrame is destroys the display? Here is my code so far:
package test.core;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Component;
import java.awt.event.WindowAdapter;
[Code] .....
I had the opengl display attach to the JFrame before i did the runnable. But after adding the runnable the display now shows up the same size as my screen size. I have tried rearranging the
canvas.setSize();
and the
frame.setSize();
but nothing changes the opengl display is still the same size and when i try to close the JFrame first rather then close the display first i get this error:
Exception in thread "AWT-EventQueue-0" java.lang.IllegalStateException: From thread Thread[AWT-EventQueue-0,6,main]: Thread[main,5,main] already has the context current
which points me to my
Display.destroy();
which im guessing is telling me that i am not properly disposing the display? How to attach the opengl display to the JFrame and fix the error above?
View Replies
View Related
Oct 21, 2014
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.
All I get is a blank new window, but no images.
Here's my code:
package javafxapplication3;
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.scene.Scene;
import javafx.scene.image.Image;
[code]....
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.
View Replies
View Related
Apr 12, 2014
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;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.MediaTracker;
import java.awt.Toolkit;
import javax.swing.JPanel;
class PannelloConImmagine extends JPanel {
private Image miaImmagine;
[Code] .....
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.
View Replies
View Related
Mar 27, 2014
I am using Netbeans. For some reason I cant display an image.
Java Code:
import java.applet.Applet;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import java.net.URL;
public class ImageLoadingTutorial extends Applet{
private Image spiral = null;
[Code] ....
View Replies
View Related
Mar 15, 2014
I want to do the followings:
-When i press "choose the Image Path" a window open like a picture 2.
-I want also satisfy the condition written in red.
View Replies
View Related
Mar 28, 2015
why this code, doesn't display the image?
import java.awt.Graphics;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
[code]...
View Replies
View Related
May 23, 2014
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.
Java Code: import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class Screen implements ActionListener
[code]....
View Replies
View Related
Jan 19, 2014
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:
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
[code]....
View Replies
View Related
Jun 24, 2014
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.
package ButtonLab;
import java.awt.BorderLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
[Code]....
The issue i am having is when i run it the window pops up but with no images. The images wont load, I have tried to use the c: path to the image also.
View Replies
View Related
Aug 8, 2014
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);
}
}
View Replies
View Related
Jul 30, 2014
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.
View Replies
View Related
Jun 18, 2014
I have a WebView and a Javascript that appends an <img> tag in a webview.
Like so:
function insertImg(src) {
$("body").append("<img src='" + src + "'/>");
}
I call this function with the following code:
String path = "file://Users/rod/Desktop/123.gif";
webengine.executeScript("insertImg('" + path + "')");
However, this does not work and no image is displayed.
How can this be achieved?
View Replies
View Related