Swing/AWT/SWT :: How To Turn On Light Through ActionPerformed With OpenGL Java
Apr 29, 2015
I'm writing a java program with opengl and I'm trying to get it where the user would select something like lighting on in a JMenu and then it would turn the lighting on in the house/barn... I have a method called LightOn that I put gl.glEnable(gl.GL_LIGHT0); but it just doesn't seem to turn on when I call it from the action performed... Is there something I'm missing from my code that I'm supposed to use instead since I have tried it with a boolean.. So the boolean starts off as false and when the JMenuItem is clicked the actionPerformed will turn the boolean to true and call the method LightOn. In the display method I have what the light is supposed to be
I have a TrafficLightsManager Thread class that create one new CarTrafficLight object, and manage him by synchronized semaphore.
Unfortunetly the line sleep(5000); after the traffic1.WaitToRed(); never happenned, and the class jumps very quickly over the Red State.
I added the Message "!!!" before moving out from the Red State to the orange to check if the red exists at all and the result was positive - the red status entered and then I got the "!!!" message,but at the second that I accepting the message the red state turns into the orange state......
I don't get it!!!
package MyTzomet; import java.awt.Point; import javax.swing.JOptionPane; public class TrafficLightsManager extends Thread { CarTrafficLight traffic1; ViewFrame frm;
ActionPerformed and ActionListener on Netbeans...If I create a ComboBox on Netbeans using GUI design, then I right click over the Combobox I can find Events - Action - ActionPerformed... but I can't find ActionListener...
Are ActionPerformed and ActionListener the same?
or...
where is ActionListener on GUI Netbeans? Do I need to manualy write the ActionListener part?
So I need to create a square and make it rotate when the letter R is pressed and then make it stop when the letter R is pressed again. I need make it rotate using a maths equation that I can't figure it out myself right this moment.
Code for square:
package lab2; public class Square { public double [][] vertices = new double[4][2]; //not good to make this public public Square(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4) { vertices[0][0]=x1; vertices[0][1]=y1; vertices[1][0]=x2;
[Code] ....
In the Square code there is a method to write an equation to rotate it but I can't figure that part out ....
I was trying to understand Textures and OpenGL with Java. but the tutorials I find cover such a horribly broad area X_x.Basically I can get a window up, initialize openGL, and draw many repeating blocks on my screen.
I dont specifically care about minecraft. but I would like to learn how to get Many many blocks on the screenand how to apply more than one texture to a block. I cant seem to load two textures at a time without errors. I have a dumb while loop that includes a few For loops that repeat the blocks.I guess I should learn how to use Arrays to automate the block process ? Im not sure. I started reading about object buffers, but im not sure.
public static void initDisplay() { try { Display.setFullscreen(true); Display.setVSyncEnabled(true); // Drastically effects updates per second, Camera movement lowers by 98%
I am writing a simple program to simulate a traffic light. What I want is to make them glow after each 1 second, one by one. For example: Firstly Red, then after 10 seconds, red will be put to off and yellow will start glowing and then accordingly green. This process shall continue incessantly (Just for experimental purpose). I have some arrangement done but could not figure out how to put them together in run() method of Runnable interface. I know how interthread communication works. But could not find any logic in this case when three threads will run together.
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class TrafficLight extends JFrame implements Runnable { JButton red, green, yellow ; TrafficLight()
I made a program to see how JTextField works. However,the contents inside the actionPerformed method of class FieldListener do not get executed when I press enter.
import java.awt.event.*; import java.awt.*; import javax.swing.*; public class Checker { public static boolean check; public static JFrame imgframe;
I currently have a program written that outputs a canvas object and adds a picture of 5 taxis to it.I have now added a jtextfield so that a user can add an interger. Ideally if the user was to enter the number 8, there would be 8 taxis added to the canvas.I am having trouble with the final part i mentioned. how to delete the old canvas and output a new one with the amount that the user wrote in the jtextfield.
I've written my program and don't know the algorithm for a postfix notation and how to make one correctly?how to start my algorithm for my enterAction actionPerformed button?
I am new to DreamInCode! I was creating a game using OpenGL (and slick for textures).
Using Vector3f, I make coordinates to where my camera is camera'ing (and rotation).
It was working... until I modified something. I only added shaders. When I took the shaders off I think I might of accidentally deleted something. Nonetheless the code looks perfect to me.
On the method "input()" everything runs. No errors are thrown anywhere. I have syso'd the hell outa my code. It shows no signs of breaks. I can, however, move elements I put into my program. I am 100% sure that no other class is breaking my game (soon to be).
What you should look out for: I am not really sure about the glLoadIdentity()'s and glMatrixMode(). I am, knowing a good part of, thinking it could be gluViewPort....
My problem: Can't move my camera even tho it was working before.
I have a ListView with ListCells that are complicated things containing other nodes. I want to turn of ListView selection behavior (so not allow selections) without turning of events to the ListCell nodes in the ListView.
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?
how do i get the inputed strings to print out after i turn them into tokens ? I need it to ask for a number and then multiple lines of strings, turn them into tokens, then print them out.
import java.util.*; public class TokenDriver{ public static void main(String [] args){ // TokenStore words = new TokenStore(); String[] tokens = new String[300];
[code].....
also as a follow up how would use an array in an other class (TokenStore) to save the typed line information
i am a french student in France and i am studying informatics . For validating my term at the beginning of January i have a projet in JAVA to do called YAHTZEE. It's a game which i have to code WITHOUT USING AN OBJECTS. I already started the coding, i did all the beginning stuff ( to call the number and the names of players, to roll the 5 dices, i made the code for all the scoring points too(rules) ) but i can't do the table score which updates the new scores after each turn ( 3 turns in total) .
So I'm trying to create a simple user database that I could eventually turn into a login system. I created a simple table on MySQL with a name and address for the sake of simplicity. I tried to create simple statement inside my main method that would connect to my MySQL server and when I run my program I get a ClassNotFoundException from "org.gjt.mm.mysql.Driver"..Here is what I have in my main method thus far:
public static void main(String args[]) { try { Class.forName("org.gjt.mm.mysql.Driver"); //Load the driver Connection conn = DriverManager.getConnection("jdbc:mysql://localhost/data", "root", ""); //Connect /* conn.createStatement().execute("CREATE TABLE people (" + "id int(64) NOT NULL AUTO_INCREMENT," + "name varchar(255) NOT NULL," + "address varchar(255) NOT NULL," + "UNIQUE (id)," + "FULLTEXT(name, address))");
[code]....
I downloaded Connector/J in the the binary .zip form and extracted it to my C: drive and put the .jar file into my java directories lib folder. I also added the directory of the .jar file into my CLASSPATH and I still get the exception.
So from what iv learnt in Java and programming in general is that using a case statement is far more efficient that using multiple IF statements. I have an multiple IF statements contained within a method of my program, and would like to instead use a case statement.
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; }
I am programming a project where i am supposed to make addition, subtraction, division and multiplication which i can do. I need making a GUI with pictures and thumbnails of other pictures below.
I desired to produce a GUI in Java swing which should be look like mobile phone, as rendered under. test.jpg...So now the user should press the buttons and he can see the operation on the given phone screen, like if user press button "1" then it should display on the screen.
public class SimulatorPanel extends JPanel { public static BufferedImage image; public SimulatorPanel () { super(); try
[code]....
Basically, I wanted to develop a mobile simulator, but I having problem with GUI only. Or any open source simulator in Java?
I'm just starting to learn Java GUI. I'm trying to make a simple GUI that will update dynamically but having trouble ending the loop correctly.The Currently I've got the GUI updating and stopping, but the Test class method loop does not terminate correctly, it continues to count.
import java.awt.*; // Using AWT container and component classes import java.awt.event.*; // Using AWT event classes and listener interfaces import java.util.Timer; import java.util.TimerTask;
I am trying to get my MouseListener to change the foreground and background on hovering over and once the menu is clicked, unfortunately only mouseEntered & mouseExit works but once I click on the menu I loose the selected colours so I am trying to use mousePressed but it does not have any affect.
mnuFile.addMouseListener(new MouseAdapter() { public void mouseEntered(MouseEvent evt) { mnuFile.setForeground(Properties.ORANGE); mnuFile.setBackground(Properties.BLACK); } public void mouseExited(MouseEvent evt) { mnuFile.setForeground(Properties.WHITE); mnuFile.setBackground(Properties.BLACK);