I'm running the code below which compiles ok using latest version of Java and on Sublime. The problem when it complies the output screen is blank and I can only see the text by adjusting the size of the box with my mouse - and then it colours in black. Code and screenshot below. Is there something wrong with the paint/graf part of the code?
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class BackArray extends JFrame {
int store[] = {2,6,4,8,34,67,19,99,10,12,89,68,45,37};
int xcoord = 100;
boolean firsttime=true;
So for a test i have a small array set as a jlist which is the contents of my jscrollpane, and it appears as if nothing is there until i adjust the window size by dragging it out or in... whats going on?
I have a JScrollPane with a JTextArea. The JTextArea is loaded with 10 lines of data. I have two JCheckBox's. The first check box sets the scroll to 10. sp.getVerticalScrollBar().setValue(10); The second check box reloads (ta.setText(text)) the text and then sets the scroll to 10. Why does the second one not work? I have attached a simple program. It is probably easier for you to compile and run than for me to go into detail explaining further.
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class Tester extends JFrame { private static final String text = "1
I have my paint application, i use the following mouse event to draw my shapes (mousePressed, mouseReleased, mouseDragged). Now after the user paint a circle for example, he must be able to drag the shape; to be able to do this. i think i must again implement the different mouse Events. I have done it and the drag is not working. How can i achieve this. can we implement multiple (mousePressed, mouseReleased, mouseDragged) in the same java class??
I've got the game working just fine, but I don't like the way it starts playing the second you hit the "Run Last Class" button in Eclipse, and would really like to have the game start, then wait for the user to click a button before running the core WHILE loop. Everything is implemented in a single class, and here is the playGame method that starts the ball moving:
private void playGame(){ while (!gameover){ moveBall(); checkForCollisions(); }
All I want to do is pause before the WHILE loop until the users clicks the mouse button, nothing fancier than that! I've done quite a bit of reading, and it looks like ActionEvent may be the way to go, but I'm not clear on how to use it correctly in this scenario.
In the method mouseClicked(MouseEvent me) the co-ords of the click are obtained.
* if they are within the confines of the rectangle rect, console output System.out.println("inside box") is displayed * in either case the click co-ords are displayed in the console
I'm getting the co-ords of the mouse clicks but no message when the click is inside the box
import java.awt.*; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; /* Experiment 04 was successful. So now (Experiment 05) I must try and see if I can identify mouse clicks that occur within the rectangle. */
public class AFrame extends Frame implements MouseListener { ARectangle rect; public AFrame(ARectangle rect) {
Just run the following code and move the mouse next to the text of the button and you will see exactly what I am talking about. Any way to prevent this continuous flash?
import java.awt.Dimension; import javax.swing.JButton; public class GUI { public static void main (String[] args) { javax.swing.JFrame frame = new javax.swing.JFrame(); javax.swing.JPanel panel = new javax.swing.JPanel();
I have made a window using JFrame and on my JPanel I have added 3 components: 2 JTextFields ("field1" and "field2") and inbetween them a JButton ("switch"). My goal is to switch the value of field1 to field2 and vice versa when the JButton is clicked. I thought this ActionListener which I have added to my JButton would achieve my goal:
public void actionPerformed(ActionEvent e) { field2.setText(field1.getText()); field1.setText(field2.getText()); }
However, it changes the value of field2 into the value of field1 but not the other way around.
I am working on a simple app that should emulate a desktop with some icons that you can drag around. I was instructed to use the MouseListener and MouseMotionListener. The icons should drag starting at the point where the mouse originally clicked down on it (ie not dragging from the top right corner).
I am drawing my icons to a jpanel, and I seem to be having two problems:The hitboxes are offThe icon is being dragged from the top right corner, despite having setup up a mouse offset at the beginning of the drag..Here are the relevant classes, the Desktop.draw() method is being called from my DrawPanel
import java.awt.*; import javax.swing.*; import java.awt.event.*; public class Desktop implements MouseListener, MouseMotionListener{ static DesktopIcon[] icons;
I'm trying to right a GUI in swing, and as part of my program, I want to open a secondary window out of the main window when a mouse clicks on the main window. Then, once I click a button on the secondary window, I want that window to close and submit data to the main window (like an info form). I have almost figured out how to do this, except for one problem. By putting a variable inside my form window called "ready," and then in my main window running a loop that constantly checks if ready is true and doesn't proceed until its true, I can create the form window, modify the values in it (currently just one value called "difficulty" that's modified by a jSlider), and then when i click the "begin" button, ready is changed to true, the form window closes, and the main window can proceed. However, when I try to put the while loop checking the ready variable inside a mouseClicked method in the main window, the form window freezes when it opens, and you can't see any of its content or modify it in any way (you can't even close it).
Here is my code:
//form window class import java.awt.*; import java.awt.event.*; import javax.swing.*; import javax.swing.event.*; public class formWindow extends JFrame { private JTextField instructions1;
I am rather new to Swing, and I am building a game right now in which I need to display a pop-up window as a reminder for what commands exist within the game. I created a class extending JFrame for this and added all the information I need. However, for some reason, no matter how many different ways I try to set the size of this window (setSize(w, h), pack(), using a different layout, adding the compnents to a JPanel first and setting the preffered size of that, then adding the JPanel to the JFrame), it doesn't work. Instead of a window of my requested size, I get a tiny, maybe 100 x 100 pixel window that needs to be resized in order for its contents to be visible.
I have created a java gui on Windows 7 with Eclipse EE, using a screen resolution of 1366 x 768. I used groups with specified boundaries. For example:
final Group g5_script_data = new Group(shell, SWT.BORDER_SOLID); g5_script_data.setText("Current DB"); g5_script_data.setBounds(0, 0, 680, 380); g5_script_data.setBackground(green);
The groups cover the whole screen.
However my colleague with a smaller resolution looses the far right of the screen.
As this is a proto-type and I'm new to Java I don't want to rework everything or convert it to say a grid layout until the proto-type is accepted and I can start from scratch with a real detailed design. It already has 6500 lines of source.
Just wondered what is my quickest/easiest way to get my app to display on a slightly smaller resolution. For sure it will not be anything silly. Something like 1280 x 768 to 1366 x 768 would do.
I need to make a simple applet, but I'm stuck with something. This is how my applet should look:
And this is how that part looks in my applet:
What I've done until now is create one JPanel which includes two other JPanels.. The first one contains only the JTextArea you can see, and the other one includes the other elements.
I just need to make the JTextArea taller, like in the example, so everything comes into place...
I have a simple application where I display a JFrame. I want to maximize the JFrame size, so I have the code this.setExtendedState(MAXIMIZED_BOTH); in the constructor. How do I find the dimensions of this JFrame in its extended state though? I tried this.getSize().Height , this getSize().getHeight() and this.getHeight()? None of them work because they just return a value of 0. And what is the difference in all these statements in terms of what they do?
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"
So, I have a game. I would like to make a game where you press "start" and THEN it starts. Also, I want to have collision with triangles, not just squares. The way I handle collision right now is with if statements, if the object is within the other, game over.How would I do collision with triangles? Lastly, how do I set a high score? how to change fonts and font size in swing?
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 want to create 3 JTextFields in a row with all being of equal size.But my first Text field gets so wide than the other two.After adding each component at a time and seeing what causes the problem I realized that if I type a long text for the JLabel that's when this problem occurs.If I reduce the length of the text in the JLabel JTextFields get into the sizes I want. Here's my code
import java.awt.*; import java.awt.event.*; import java.lang.Math; public class Calculator1 extends JFrame { JTextField value1=new JTextField("0"); JTextField value2=new JTextField("0");
[Code] ....
How can I stop the JTextFields changing size when I change the JLabel label1's text length...
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?