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]...

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How to display an image on a JFrame. If you can, pany example code.

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Java Code:

import java.awt.BorderLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.swing.ImageIcon;
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import java.awt.Component;
import java.awt.Graphics;
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[code]...

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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);
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panel.add( label, BorderLayout.CENTER );
frame.setVisible(true);

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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] .....

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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;
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[Code] .....

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mport javax.swing.JFrame;
public class Frame{
public static void main(String[] args) {
JFrame frame = new JFrame();
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[code]....

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Here is my code:

package Loading;
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import java.awt.*;
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public TransparentFrame(){
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[Code] .....

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Java Code:

public String inputAssembly(){
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[Code] ....

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package test.core;
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import java.awt.Canvas;
import java.awt.Color;
import java.awt.Component;
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[Code] .....

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which points me to my

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Here's my code:

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import javafx.application.Application;
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[code]....

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//--------MY PANEL FOR VIEWING IMAGE---------
package graph2D;
 
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[Code] .....

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Java Code:

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[code]...

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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;
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import java.awt.BorderLayout;
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[code]....

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package ButtonLab;
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[Code]....

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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:

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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 {
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[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.

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}
 
I call this function with the following code:
 
String path = "file://Users/rod/Desktop/123.gif";
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