Whenever I make something in Swing, I always need to resize the window for me to see the graphics on the window. I have been told to use the pack() method on it, which I have, but the problem with it is that it just sets the window to a minimal size, only displaying the x + and -.For one of the "games" I made, it at first didn't work until resize, then I added a repaint() after the constructor and it worked for me, but when my friends download it they cannot see it.
I'm using a jpanel with an 8 by 8 grid layout of jlabels to which I'm adding images to represent a chess board. At first, I was using the ImageIcon class to initialize my icons, but as soon as I added these icons to the labels, the labels no longer changed size with the window (which I want to happen). URL...
So I copied in the class, and initialized a different set of icons using the stretch icon class (specifically, the method that allows you to initialize a stretch icon from a filename), however, when I use these stretch icons, the result is the same. Is something wrong with the class, or with my implimentation of it, and how would I fix this?
I'm using a jpanel with an 8 by 8 grid layout of jlabels to which I'm adding images to represent a chess board. At first, I was using the ImageIcon class to initialize my icons, but as soon as I added these icons to the labels, the labels no longer changed size with the window (which I want to happen). Someone suggested to me to use this custom stretch icon class, found here:
[URL] ....
So I copied in the class, and initialized a different set of icons using the stretch icon class (specifically, the method that allows you to initialize a stretch icon from a filename), however, when I use these stretch icons, the result is the same. Is something wrong with the class, or with my implementation of it, and how would I fix this?
I've been having great success developing a drag-drop component for a JavaFX app, but I've run into an issue that has me completely stumped.
Specifically, I create a component that can be dragged around inside an anchor pane. That anchorpane is nested in a split pane, which is nested in another anchor pane (the control's root element).
The issue can be described this way:
Case #1: If I start the application as a small window, I can reposition the control by dragging it around the screen as I please. Case #2: If I start the application and maximize the window, again, I can drag the control around the screen as I please. Case #3: If I start the application, drag the control around a bit, then resize the window, the drag event handling breaks as follows:
1. The control drag events will fire normally only within the bounds of the anchor pane's previous size. 2. The mouse cursor's drag icon changes as I pass in or out of those bounds
I'm absolutely certain the anchorpane is resizing to match the parent window, otherwise Case #2 would not succeed. I'm at a complete loss as to determine why the drag events don't fire within the bounds of the resized window after they've been fired within the bounds of it's previous size.
Understand the mechanism I'm using to establish the drag handling: Once the controller is instantiated and added to the scene, an event listener on the class's parentProperty fires to attach the drag event handling to the parent node.
Previously, I was setting / clearing the drag handling on the parent node in the drag detection / drag dropped event handlers. I had suspected that adding / removing drag events was causing the trouble and opted for this solution to ensure that the same event instance was being used each time. Both methods have had the same result.
If you want to see the UI in action, here's a youtube link (it does not demonstrate the problem I'm having):
[URL]
Here's the code that I'm using, redacted for clarity:
public class FileSystemNode extends AnchorPane { @FXML private AnchorPane fs_node_title; private FileSystemType mFsType; private Point2D mDragPoint;
I'm trying to create a chess program in java swing, and for the board I'm using an 8 by 8 array of jlabels stuck inside a jpanel with a grid layout. I would like the board to change size when the window changes size, and the grid layout accomplishes this succesfully, until I add the actual icons to the jlabels. Then the board just stays a fixed size. Someone suggested I use their "Stretch Icon" class, found here:[URL] ...., so I tried initializing the icons using one of the constructors in the class (the one that takes an image name and a boolean value for whether or not you want the resisizing to be proportionate (to maintain the aspect ratio)). However, the same thing happened. The board appears, but it does not resisize. To attempt to fix this problem, I tried simplifying my code, reducing the program to two jlabels within the jpanel, for which I then tried to set the image in the same way. Here is my simplified code:
I am new to javafx I start using it instead of swing i used the scene builder for my forms the problem i faced i don't know how to have main screen with menu bar at top and depending the select from the menu it will open other windows and those window must be inside my window just like for example netbeans.
I don't need to open new window in separate i need all windows inside my main window and controlling over them minimize maximize perhaps.
I was wondering if you use an IDE when writing programs?Can you use J frame when using command line or is it just used with an IDE and do you go into framing in the book?I have taken programming classes and I am still stuck.
I'd like to make a simple cheat for an old game that's offline... It has no type of anti-cheat and I'd like to make a program that changes how much money you have... I think the first thing I have to do is get the data address or something like that by using cheat engine... How do I do that? After that how do I start using that info in my program and then send back a new value? Are there any classes that I should be importing and what methods do I use to do this?
I have a programs to write which is to display only the odd numbers between 1 and 15 and the code i use it is not display what i was expecting it to but instead it looping 15 times and at the end it says that the odd number is 15 or 1. where or what have i entered wrong. it supposed to display only the odd numbers between 1 and 15here is the code that I write.
Scanner input = new Scanner (System.in); int i, num=0, count = 0, count_odd = 0, oddnum = 0; for(i=1; i<=15; i++) { System.out.println("Please enter number"); num = input.nextInt(); }
I've been playing around with this for about an hour.
Java Code:
Runtime runTime = Runtime.getRuntime(); try { Process process = runTime.exec("notepad"); } catch (IOException e) { e.printStackTrace(); } mh_sh_highlight_all('java'); So that works. Notepad will open.
However, I'm trying to get other programs to open. Specifically, this program: C:Octave3.2.4_gcc-4.4.0inoctave-3.2.4.exe...However, using that in place of notepad doesn't work. I'm assuming that there is some sort of system variable that explains why simply typing "notepad" works? As if you type notepad into the run box, notepad will open. Soo does that snippet work by going through some sort of system variables?How would I go about opening other programs, such as the one I referenced above.
how to structure simple programs (i.e. one-method algorithms for a simple purpose). There are a few different ways that I have been doing it, but I want to be consistent. Should I put both the one-method algorithm (e.g. a factorial function) and the main method that executes the algorithm into the same class and then export it to an executable .jar file for use? Or should I create one class for the algorithm and another for the main method that executes the algorithm? In addition, is there any reason that I should out these classes in a package before I export it?
As another similar question, if I have constructed two distinct classes with two separate purposes, and they are both used in the construction of a single program, then would it be best to just put the main method in a third, separate class or should I put it in one of the two classes?
My PC runs on Windows XP. When I try to run a java program (written using NetBeans) from the command prompt, the program opens in NotePad but does not run.This is what I have been typing at the command prompt:
C:javahellosrchelloHello.java
The above is the correct path to the Java file on my PC.how to run the program from the command prompt or perhaps link me to a tutorial that explains it?
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?
I need to make a code that will ask the user for an array size and the numbers that go in the array. Then it must ask for a new size and copy the numbers from the first array and add numbers to fill the new array.
import java.util.Scanner; import java.util.Arrays; public class Lab07{ public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println("How many numbers do you want to enter?");
[Code] ....
I can make the first array but I am getting stuck on the second this is what I am getting back
How many numbers do you want to enter? 3
Enter the 3.0 numbers now. 7 1.2 9
These are the numbers you have entered. [7.0, 1.2, 9.0]
How many numbers do you want to enter? 5
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 3 at Lab07.resizeArray(Lab07.java:27) at Lab07.main(Lab07.java:18)
I have a problem with my program. My aim is to display in a JPanel, 2 rectangles, and resize them by clicking. I want to give the user the ability to change the height of the rectangles (independently) by moving the top and/or bottom edges. Currently, it displays the 2 rectangles, but impossible to resize and I can not find the solution.
Java Code:
import java.awt.*; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.util.ArrayList; import javax.swing.*; public class Resizing extends JPanel { private static final int PREF_W = 600;
I need to create a program that draws a graph, but for now, all I have done is two lines: the X and Y axis. The program is designed in a way as to automatically resize the graph when the window is resized.
Is this code in some way extremely inefficient? I get TERRIBLE flickering when I resize the window. Is there something that will at least reduce the flickering?
mainApp.java: import java.awt.*; import javax.swing.*; public class mainApp { public static void main(String[] args) { JFrame frame = new JFrame(); frame.setSize(300,300); frame.setVisible(true);
[Code] ....
I have added a screenshot that shows the window flickering.
Suppose i have a book class and bookArray class.in book class contains four fields name,id ,publisher and author. in bookArray class: book bookArray=new book[20]; i have to save those four fields in the array but after completed the array i should have re-size the array with contains the previous data. How?? I have pass those values from the main class..
I have a problem with my program. My aim is to display in a JPanel, 2 rectangles from an arraylist, and resize them by clicking. I want to give the user the ability to change the height of the rectangles (independently) by moving the top and/or bottom edges. There is errors in my code but where ? Netbeans underlines 2 lines (in bold).
I have swing UI designed and I want the components to resize when the frame is manually resized. The design is as shown in the fig Project UI.jpg
The panel 4 and panel 5 will change their contents according to the list item clicked. Panel 4 just has text area but panel 5 a panel with numerous components as label, combo box, text field,check box will be present.Now if the frame resizes, I won't all the components to resize according to the frame size.
Any way to resize an ImageIcon when placing it on a Button so that I don't have to physically rezize the image file?? I am writing an Application, not an applet, so the getImage method won't work.