Image Rotation And Alignment
Mar 22, 2014My problem in order to align and and rotation for image?
View RepliesMy problem in order to align and and rotation for image?
View RepliesI'm attempting to create a 2D spaceship game from scratch. My problem is that I feel like the way Im rotating images is awkward and just wrong. I believe what I'm doing in the following code is loading an image into a JPanel and rotating the image and moving the JPanel.
The code is unrefined and only partial, but it show how I am manipulating images.
import java.util.*;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.awt.geom.AffineTransform;
import javax.swing.*;
import java.lang.Math.*;
import java.io.*;
import javax.imageio.*;
[Code] .....
What seems so awkward is that I have to create a new JPanel for every image, I would think there is a better way but I don't know. I have tried to get one image on top of an other with the JPanels to no avail. That said I haven't put much time into trying to get that to work. I want to know if I should continue my attempt with JPanels or to pursue a different method.
I'd like to draw an overlay on an image. The overlay is also an image with a black background and a white foreground. Now the white pixels should be drawn on the image in red. This is possible with the code I posted below. However, the problem arises when rotating the stencil (overlay). I get some interpolation errors from the rotation on the boundaries. I tried to clip them with setClip(), but this turns the background from transparent to white. How to remove those spots? Or maybe a completely other idea of achieving an overlay on the image? I'm aware of the pixelreader and iterating through the stencils pixels and draw the respective pixels as rectangles on a Canvas' graphicContext. However, this was extremely slow, compared to the code I posted below (although it doesn't work with rotations).
Here I surrounded the errors:
The image:
The stencil:
And here is the code:
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.scene.*;
import javafx.scene.effect.BlendMode;
import javafx.scene.image.*;
import javafx.scene.layout.HBox;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
[Code] .....
"Write a java application that displays the following patterns separately one below the other.
Use for loops to generate the patterns. There are 4 Triangle patterns.
All asterisks (*) should be printed by a single statement of the form System.out.print('*');
This is 4-different patterns, not 1-pattern."
The first 2 triangles are right angles and is simple to make with a loop with in a loop
The 3rd triangle is like an inverted christmas tree and the 4th one is a christmas tree. ( It's not showing properly on the board so i deleted it). I can't seem to make the 3rd and 4th triangle line up properly it looks like this (the _ represents blank spaces on the console)
_____*_____
_____**_____
____***_____
____****_____
___*****____
___******_____
__*******
__********____
Notice how the sides of the triangle isn't straight and the triangle looks like its dancing, the assignment requires it to be a straight line. is there anyway to do this? This is suppose to be the output. all the lines of the triangle is straight and not jagged ...
public class myclass {
public static void main(String[] args) {
int counter = 1;
int counter2 = 1;
while (counter != 11){
EmptyLine();
[Code] .....
My code for those particular triangle is in the work because I cant figure out how to make it look like that.
I have a JPanel with vertical BoxLayout. It contains four components. I set the JPanel to LEFT_ALIGNMENT, which has no effect on its components. I set the first component to LEFT_ALIGNMENT, which has no effect. Only after I have set all four components to LEFT_ALIGNMENT do any of them align properly.
This suggests that it is impossible to have varying alignments in a container. They must all be the same alignment.
I accept that this is just the way things are: "Java works in mysterious ways." And I'm sure that it is possible to work around this limitation by stacking boxes that themselves have different internal alignments.
But I still wonder what in the world was going on in the minds of the Java developers. Is there a rational reason for this oddity?
This raises my most serious criticism of Swing: the hidden gotcha. Swing is a tangled mess of cross-connecting requirements that are impossible to divine by simple inspection of the documentation. If you want to use, say, a JRadioButton, it's not enough to study the documentation on JRadioButtons; you must also consult lots of documents for which there is no obvious connection to JRadioButton other than it being part of Swing.
I am trying to drag the window down wards and screen has alignment issues. I tried to use WindowListeners, Component Listeners, MouseListeners ect…
But still this problem persists as only I release the mouse after drag down it appears fine that we have handled ComponentResized() method. So how to restrict component size while keep dragging down?
I'm working on Ubuntu with resolution 1600*900; I used MigLayout to place the components of the application; but when I go with higher resolutions,components adjustment and alignment are not up to the mark.
View Replies View RelatedHow 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
So I have this randomly generated set of tiles that is wrapped in a circle and I'm not really sure how to scroll it around the circle. Basically it's a side-view planet that is in 2D and needs to be wrapped and moving at a controllable rate to give the illusion of planet rotation. What to do to the x and y to make it scroll around. I want every tile except the water tiles to move from left to right and then wrap around the circle. Here's what a planet looks like: [URL] ....
Java Code:
for (int x = 0; x < planet1.length; x++)
{
for (int y = 0; y < planet1[0].length; y++)
{
if (planet1[x][y] == 1 || planet1[x][y] == 2)
{
g.drawImage(water, x * 32, y * 32);
[Code] ....
I'm experimenting with AffineTransform, Basically I've created just a simple test GUI to see how the code works and all that. Anyway, there are two buttons which turn an image left and right and a third button with moves the image to the right (East). When you first run the program the image is facing down (South). Now to turn left or right I'm using an Affine Transform and the rotate method. That works fine. The issue is when I move the image to the right, it ignore whatever rotation I previously I made (from turn left and right buttons). Therefore when I click to move the image, it faces down again even if it was facing left or up or right before I moved it. It will always be facing down. How do I get it to keep the rotation and just move? Btw I'm using the setTranslate method to move the image.
Below is my code.
Images.java
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
public class Images {
static BufferedImage Icon, Rover;
[Code] ....
I have a UI widget, like a table view for example, displaying real-time data. This table can be configured - so it has many properties. The way I would like to do so, is to have a small 'configure button', once clicked, would rotate the entire table along its y axis, and display another panel with checkboxes etc... So effectively, the hidden properties panel is revealed by rotation.
View Replies View RelatedWe are doing a visualisation tool for point cloud research project. We use 3d sphere to represent each single point and when we have large number of points to display (~40,000), the rotation becomes very lagging.
What we have tried:
set JVM flag -Djavafx.animation.fullspeed=true, this worked a bit, but not significant.set JVM flag -Djavafx.autoproxy.disable=true, this did not work.
set Cache to true and CacheHint to Cache.SPEED, this did not make much difference.create another thread to do the rotation, and sync back after calculation, this did not work neither.
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.
View Replies View RelatedI 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 RelatedI had string url for image in mysql database and I want show image in mu jsp file bu I can't.
<c:forEach var="urun" items="${listUrun.rows}">
<tr>
<td><c:out value="${urun.kitapresim}" /></td>
<img src="<c:url value="${urun.kitapresim}" /> " width="270" height="190"/>
URL...
I successfully added a background image on the Panel but I can't create my JButton image on top of my background image.
ImageIcon piano = new ImageIcon("src/img/piano_backgrd.png");
JLabel backlabel = new JLabel(piano);
panel.add(backlabel, new Integer(Integer.MIN_VALUE));
backlabel.setBounds(0, 0, piano.getIconWidth(), piano.getIconHeight());
JButton volup = new JButton(new ImageIcon("src/img/volup.png"));
volup.setLocation(10, 0);
panel.add(volup);
I'm trying to make a method that takes an image and turns it into a tile image. So if the original image looks like this:
[URL] ....
then the output image should look like this:
[URL] ....
Here's a method that's supposed to do that but for some reason the output image looks the same as the original:
public static int[][] tile(int[][] arr){
int[][] tile = new int[arr.length][arr[0].length];
for (int i = 0; i < arr.length; i++) {
tile[i]=arr[i];
}
return tile;
}
I recently changed the method and the error message I'm getting is "bad operand types for binary operator '+'. Here's the method:
public static int[][] tile(int[][] arr){
int[][] tile = new int[arr.length][arr[0].length];
for (int i = 0; i < arr.length; i++) {
for(int j=0; j<arr[i].length;j++){
tile[j]=(tile[j])+(arr[i]);
}
}
return tile;
}
how to hide an image in another image in java
By using Steganography we can hide text in an image. But how it works for image.
I'm trying to add an image icon to my application but since the code will be checked by another computer, I cannot use an image in my computer and use its file address. If I save the image in the project, is there a way to get the file address of the source code? Or is there a better way to add a unique image icon to the app?
View Replies View Relatedhow do i add image in JPanel
View Replies View RelatedI have two classes. One is a game, and the other is a frame that displays an image. They are both on JFrames. I want to put the image onto my class that is a game, and I tried just putting the part that makes the image in the image class, but it will not let me use the JFrame from my other class, saying that it doesn't exist. How do I make them recognize each other? Here is my code
Game:
import java.awt.BorderLayout;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import java.awt.Color;
[code]....
Read text from an image like jpg,png etc...
View Replies View RelatedCode of file:
Java Code: import javax.swing.JFrame;
import javax.swing.JLabel;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.JPanel;
[code]...
The serializable class ImagePanel does not declare a static final serialVersionUID field of type long public class ImagePanel extends JPanel{ ^^^^^^^ ^ ^^2 problems (1 error, 1 warning) mh_sh_highlight_all('java');
im basically just trying to put the image inside the GUI and centre the text underneath it. Which is hard to believe since the text is above the image in the code .
How can I find the DPI of an image? The following code tells me the size of the image in pixels which I want to convert to millimetres. When I have looked at conversions I can find - "mm = (pixels * 25.4) / dpi" but how do I find out the DPI?
public class NewMain {
/**
* @param args the command line arguments
* @throws java.io.IOException
*/
public static void main(String[] args) throws IOException {
String filename = null;
BufferedImage bimg = ImageIO.read(new File("testimage.jpg"));
int width = bimg.getWidth();
[Code]...
I want to import an image to resize but not sure how to start of.Should I be using the "BufferedImage & ImageIO.read" method or the "paint(Graphics g) { Image img1 = Toolkit.getDefaultToolkit().getImage" method?
View Replies View RelatedIs this even possible? I would like to make it so I can drag drop an image into a textbox . . .
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