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  • How to right-justify icon in a JLabel?

    - by geoffreyzheng
    For a JLabel with icon, if you setHorizontalTextPosition(SwingConstants.LEADING), the icon is painted right after text, no matter how wide the label is. This is particularly bad for a list, as the icons would be all over the place depending on how long the text is for each item. I traced the code and it seems to be that in SwingUtilities#layoutCompoundLabelImpl, text width is simply set to SwingUtilities2.stringWidth(c, fm, text), and icon x is set to follow text without considering label width. Here is the simplest case: import java.awt.*; import javax.swing.*; public class TestJLabelIcon { public static void main(String args[]) { EventQueue.invokeLater(new Runnable() { public void run() { JLabel c = new JLabel("abc"); c.setHorizontalTextPosition(SwingConstants.LEADING); c.setHorizontalAlignment(SwingConstants.LEADING); c.setIcon(UIManager.getIcon("FileChooser.detailsViewIcon")); c.setBorder(BorderFactory.createLineBorder(Color.RED)); JFrame frame = new JFrame(); frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ); frame.getContentPane().add(c); frame.pack(); frame.setLocationRelativeTo(null); frame.setVisible(true); } }); } } You can see that label always fills the frame but icon stays put. You'll get the mirror problem if you set both arguments to TRAILING. I know I can override the UI, or use a JPanel, etc. I just wonder if I'm missing something simple in JLabel. If not, it seems like a Java bug. FYI this is jdk1.6.0_06 on Windows XP.

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  • JList - deselect when clicking an already selected item

    - by Peter
    If a selected index on a JList is clicked, I want it to de-select. In other words, clicking on the indices actually toggles their selection. Didn't look like this was supported, so I tried list.addMouseListener(new MouseAdapter() { public void mousePressed(MouseEvent evt) { java.awt.Point point = evt.getPoint(); int index = list.locationToIndex(point); if (list.isSelectedIndex(index)) list.removeSelectionInterval(index, index); } }); The problem here is that this is being invoked after JList has already acted on the mouse event, so it deselects everything. So then I tried removing all of JList's MouseListeners, adding my own, and then adding all of the default listeners back. That didn't work, since JList would reselect the index after I had deselected it. Anyway, what I eventually came up with is MouseListener[] mls = list.getMouseListeners(); for (MouseListener ml : mls) list.removeMouseListener(ml); list.addMouseListener(new MouseAdapter() { public void mousePressed(MouseEvent evt) { java.awt.Point point = evt.getPoint(); final int index = list.locationToIndex(point); if (list.isSelectedIndex(index)) SwingUtilities.invokeLater(new Runnable() { public void run() { list.removeSelectionInterval(index, index); } }); } }); for (MouseListener ml : mls) list.addMouseListener(ml); ... and that works. But I don't like it. Is there a better way?

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  • Java invokeAndWait of C# Action Delegate

    - by ikurtz
    the issue i mentioned in this post is actually happening because of cross threading GUI issues (i hope). could you help me with Java version of action delegate please? in C# it is done as this inline: this.Invoke(new Action(delegate() {...})); how is this achived in Java? thank you. public class processChatMessage implements Observer { public void update(Observable o, Object obj) { System.out.println("class class class" + obj.getClass()); if (obj instanceof String){ String msg = (String)obj; formatChatHeader(chatHeader.Away, msg); jlStatusBar.setText("Message Received"); // Show chat form setVisibility(); } } } processChatMessage is invoked by a separate thread triggered by receiving new data from a remote node. and i think the error is being produced as it trying to update GUI controls. do you think this is the reason? i ask because im new to Java and C#, but this is what is going on i think. SOLUTION: public class processChatMessage implements Observer { public void update(Observable o, Object obj) { if (obj instanceof String){ final String msg = (String)obj; try { SwingUtilities.invokeAndWait(new Runnable( ) { public void run( ) { formatChatHeader(chatHeader.Away, msg); jlStatusBar.setText("Message Received"); setVisibility(); } }); } catch (InterruptedException e){ } catch (InvocationTargetException e){ } } } }

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  • How to force an HTML JLabel in a JTree to resize when the font changes

    - by Mike
    I'm updating a Java Swing application to support the user switching the app's font from normal size to a larger size (so the user can switch between the two sizes at runtime). One problem I'm having is with a JTree that uses HTML for the tree nodes to underline the text in some nodes (the HTML is just embedded in the JLabel of each tree node). One extra thing to know about the nodes is that they're a custom component, adding a JCheckBox in front of each JLabel. The problem is that once the JTree is visible, increasing the font size causes the nodes (containing underlined text) to not resize. The HTML for those nodes seems to prevent the node from becoming wider, so when the font changes, the text becomes truncated. I think my options are to either: 1) use another approach to make the text underlined, since removing the HTML from the JLabel causes it to resize properly when the font size changes, or 2) keep the HTML formatting and somehow force the JTree/JLabels to resize when the font size is updated (possibly by firing a property change event?). The code already calls SwingUtilities.updateComponentTreeUI() on the parent JFrame when the font size gets updated. Any help would be greatly appreciated. Thanks in advance! -Mike

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  • Can addition of an ActionListener be short? Can I add arguments to the actionPerformed?

    - by Roman
    I have a big table containing a button in each cell. These buttons are very similar and do almost the same. If I add an action listener to every button in this way: tmp.addActionListener(new ActionListener(){ @Override public void actionPerformed(ActionEvent evt) { proposition = proposition + action; SwingUtilities.invokeLater(new Runnable() { public void run() { updatePropositionPanel(); } }); } }); Actually, every action listener differ from all others by the value of the action. proposition and updatePropositionPanel are a field and a method of the class. First i thought that I can make it shorter if I do not use inner classes. So, I decided to program a new ActionListener class. But than I realized that in this case "proposition" will not be visible to the instances of this class. Then I decided to add the actionPerformed method to the current class and do that: addActionListener(this). But than I realized that I do not know how give arguments to the actionPerformed method. So, how does it work. Can I add an action listener in a short and elegent way?

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  • JTextArea - Highlight Text While Scrolling Up or Down

    - by Sujay
    I'm trying to work with a non-editable JTextArea added to a JScrollPane. I want a line to be highlighted when the user clicks on that specific line. I could implement this part using the following code: public static void initHighlightOption(final JTextArea textArea){ textArea.setFont(new Font("Courier New", Font.PLAIN, 12)); textArea.setEditable(false); final Action selectLine = getAction(textArea, DefaultEditorKit.selectLineAction); textArea.addMouseListener(new MouseAdapter() { @Override public void mouseClicked(MouseEvent e) { if (SwingUtilities.isLeftMouseButton(e) && e.getClickCount() == 1) { selectLine.actionPerformed(null); } }); textArea.setSelectionStart(0); textArea.setSelectionEnd(0); } public static Action getAction(JTextArea textArea, String name) { Action action = null; Action[] actions = textArea.getActions(); for (int i = 0; i < actions.length; i++) { if (name.equals(actions[i].getValue(Action.NAME).toString())) { action = actions[i]; break; } } return action; } What I want to add is that once a line is highlighted and user scrolls up/down using keyboard up/down key, i want the current line to be highlighted. Is this possible by adding a keyListener? I'm stuck on how highlight data while scrolling up. The text area contains data like this: Line1 Line2 Line3 Line4 Line5 (i.e. there might be new lines between two particular lines of data)

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  • How do I add mouseClicked event to a swing table?

    - by Ayelet
    Hi, I am a new, terribly green user of Swing. I managed to create a table class using examples from java.sun tutorials, and I managed to load data dynamically into it. I want to be able to react to a click on a row by displaying a dialog box. How do I add the event Handler that will identify the selected row number? The main function code: public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { try { MainWindow window = new MainWindow(); window.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Create and set up the content pane. createAndShowGUI(); //... and: private static void createAndShowGUI() { //Create and set up the window. JFrame frame = new JFrame("Data Table"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Create and set up data of the content pane. TableClass mainTable = new TableClass(fh.getColNames(), fh.getTableContent()); mainTable.setOpaque(true); frame.setContentPane(mainTable); //Display the window. frame.pack(); frame.setVisible(true); } Thank you

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  • How to display panel which is of Singleton class in two different frames at a time?

    - by Sriku
    I am trying to display a singleton obj on two different Jframe, but it is displayed only in the Jframe in which the object is added at last ( in example Frame2). Other Jframe is empty. This Singleton class is inherited from Panel and contains a label in it. Can anybody please tell me how can i display this singleton object in two different frame ? public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { NewJFrame inst = new NewJFrame(); inst.setTitle("Frame1"); inst.setSize(300, 300); inst.setLocationRelativeTo(null); inst.setVisible(true); singltonpanel _sin = singltonpanel.instance(); inst.add(_sin); inst.repaint(); JFrame frame = new JFrame("Frame2"); frame.setSize(300, 300); frame.setVisible(true); singltonpanel _sin1 = singltonpanel.instance(); frame.add(_sin1); frame.repaint(); } });

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  • Using an empty column as a divider in a JTable.

    - by Catalina Island
    I'm trying to use an empty column as a divider between pairs of columns in a JTable. Here's a picture and code for what I have so far. I know I can change the look using a custom TableCellRenderer. Before I go down that road, is there a better way to do this? Any ideas appreciated. import javax.swing.*; import javax.swing.table.*; public class TablePanel extends JPanel { public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { @Override public void run() { JFrame f = new JFrame("TablePanel"); f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); f.add(new TablePanel()); f.pack(); f.setVisible(true); } }); } public TablePanel() { TableModel dataModel = new MyModel(); JTable table = new JTable(dataModel); table.getColumnModel().getColumn(MyModel.DIVIDER).setMaxWidth(0); JScrollPane jsp = new JScrollPane(table); jsp.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_ALWAYS); this.add(jsp); } private static class MyModel extends AbstractTableModel { private static final int DIVIDER = 2; private final String[] names = { "A1", "A2", "", "B1", "B2" }; @Override public int getRowCount() { return 32; } @Override public int getColumnCount() { return names.length; } @Override public String getColumnName(int col) { if (col == DIVIDER) return ""; return names[col]; } @Override public Object getValueAt(int row, int col) { if (col == DIVIDER) return ""; return (row + 1) / 10.0; } @Override public Class<?> getColumnClass(int col) { if (col == DIVIDER) return String.class; return Number.class; } } }

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  • Java Swing rendering bug on Windows 7 look-and-feel?

    - by John B.
    The knob on vertical JSlider's on my Windows 7 machine (with native look-and-feel) is really, really tiny in both directions. Not just skinny but short as well. Can anyone confirm this? Should I report it? If so, where? Thanks! Here is the code for the sample program (in the screen shot): import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.JSlider; import javax.swing.SwingConstants; import javax.swing.UIManager; public class SliderTest { public static void main( String[] args ) { // Set the look and feel to that of the system try { UIManager.setLookAndFeel( UIManager.getSystemLookAndFeelClassName() ); } catch ( Exception e ) { System.err.println( e ); } // Launch the GUI from the event dispatch thread javax.swing.SwingUtilities.invokeLater( new Runnable() { public void run () { JFrame window = new JFrame(); window.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ); JPanel contentPane = new JPanel(); contentPane.add( new JSlider(SwingConstants.HORIZONTAL) ); contentPane.add( new JSlider(SwingConstants.VERTICAL) ); window.setContentPane( contentPane ); window.pack(); window.setLocationRelativeTo( null ); // Center window window.setVisible( true ); } }); } }

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  • Setup for games animation: How do I know JFrame is finished setting itself up?

    - by Jokkel
    I'm using javax.swing.JFrame to draw game animations using double buffer strategy. First, I set up the frame. JFrame frame = new JFrame(); frame.setVisible(true); Now, I draw an object (let it be a circle, doesn't matter) like this. frame.createBufferStrategy(2); bufferStrategy = frame.getBufferStrategy(); Graphics g = bufferStrategy.getDrawGraphics(); circle.draw(g); bufferStrategy.show(); The problem is that the frame is not always fully set-up when the drawing takes place. Seems like JFrame needs up to three steps in resizing itself, until it reaches it's final size. That makes the drawing slide out of frame or hinders it to appear completely from time to time. I already managed to delay things using SwingUtilities.invokeLater(). While this improved the result, there are still times when the drawing slides away / looks prematurely draw. Any idea / strategy? Thanks in advance. EDIT: Ok thanks so far. I didn't mention that I write a little Pong game in the first place. Sorry for the confusion What I actually looked for was the right setup for accelerated game animations done in Java. While reading through the suggestions I found my question answered (though indirectly) here and this example made things clear for me. A resume for this might be that for animating game graphics in Java, the first step is to get rid of the GUI logic overhead.

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  • How do I remove an old JPanel and add a new one?

    - by Roman
    I would like to remove an old JPanel from the Window (JFrame) and add a new one. How should I do it? I tried the following: public static void showGUI() { JFrame frame = new JFrame("Colored Trails"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.add(partnerSelectionPanel); frame.setSize(600,400); frame.setVisible(true); } private static void updateGUI(final int i, final JLabel label, final JPanel partnerSelectionPanel) { SwingUtilities.invokeLater( new Runnable() { public void run() { label.setText(i + " seconds left."); } partnerSelectionPanel.setVisible(false); \\ <------------ } ); } So, my code update the "old" JPanel and them it makes the whole JPanel invisible. It was the idea. But it does not work. The compiler complains about the line indicated with "<------------". It writes: <identifier> expected, illegal start of type.

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  • Java redirected system output to jtext area, doesnt update until calculation is finished

    - by user1806716
    I have code that redirects system output to a jtext area, but that jtextarea doesnt update until the code is finished running. How do I modify the code to make the jtextarea update in real time during runtime? private void updateTextArea(final String text) { SwingUtilities.invokeLater(new Runnable() { public void run() { consoleTextAreaInner.append(text); } }); } private void redirectSystemStreams() { OutputStream out = new OutputStream() { @Override public void write(int b) throws IOException { updateTextArea(String.valueOf((char) b)); } @Override public void write(byte[] b, int off, int len) throws IOException { updateTextArea(new String(b, off, len)); } @Override public void write(byte[] b) throws IOException { write(b, 0, b.length); } }; System.setOut(new PrintStream(out, true)); System.setErr(new PrintStream(out, true)); } The rest of the code is mainly just an actionlistener for a button: private void updateButtonActionPerformed(java.awt.event.ActionEvent evt) { // TODO add your handling code here: String shopRoot = this.shopRootDirTxtField.getText(); String updZipPath = this.updateZipTextField.getText(); this.mainUpdater = new ShopUpdater(new File(shopRoot), updZipPath); this.mainUpdater.update(); } That update() method begins the process of copying+pasting files on the file system and during that process uses system.out.println to provide an up-to-date status on where the program is currently at in reference to how many more files it has to copy.

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  • Beginner Scoring program button development in Java [migrated]

    - by A.G.
    I'm trying to add a "green team" to an example scoring GUI I found online. For some reason, the code compiles, but it runs with only the original two teams. I've tried playing around with the sizes/locations somewhat clumsily, and since no change was observed with these modications (NO change at ALL), I admit that I must be missing some necessary property or something. Any help? Here's the code: import javax.swing.*; import java.awt.Color; import java.awt.event.ActionListener; import java.awt.event.ActionEvent; public class ButtonDemo_Extended3 implements ActionListener{ // Definition of global values and items that are part of the GUI. int redScoreAmount = 0; int blueScoreAmount = 0; int greenScoreAmount = 0; JPanel titlePanel, scorePanel, buttonPanel; JLabel redLabel, blueLabel,greenLabel, redScore, blueScore, greenScore; JButton redButton, blueButton, greenButton,resetButton; public JPanel createContentPane (){ // We create a bottom JPanel to place everything on. JPanel totalGUI = new JPanel(); totalGUI.setLayout(null); // Creation of a Panel to contain the title labels titlePanel = new JPanel(); titlePanel.setLayout(null); titlePanel.setLocation(0, 0); titlePanel.setSize(500, 500); totalGUI.add(titlePanel); redLabel = new JLabel("Red Team"); redLabel.setLocation(300, 0); redLabel.setSize(100, 30); redLabel.setHorizontalAlignment(0); redLabel.setForeground(Color.red); titlePanel.add(redLabel); blueLabel = new JLabel("Blue Team"); blueLabel.setLocation(900, 0); blueLabel.setSize(100, 30); blueLabel.setHorizontalAlignment(0); blueLabel.setForeground(Color.blue); titlePanel.add(blueLabel); greenLabel = new JLabel("Green Team"); greenLabel.setLocation(600, 0); greenLabel.setSize(100, 30); greenLabel.setHorizontalAlignment(0); greenLabel.setForeground(Color.green); titlePanel.add(greenLabel); // Creation of a Panel to contain the score labels. scorePanel = new JPanel(); scorePanel.setLayout(null); scorePanel.setLocation(10, 40); scorePanel.setSize(500, 30); totalGUI.add(scorePanel); redScore = new JLabel(""+redScoreAmount); redScore.setLocation(0, 0); redScore.setSize(40, 30); redScore.setHorizontalAlignment(0); scorePanel.add(redScore); greenScore = new JLabel(""+greenScoreAmount); greenScore.setLocation(60, 0); greenScore.setSize(40, 30); greenScore.setHorizontalAlignment(0); scorePanel.add(greenScore); blueScore = new JLabel(""+blueScoreAmount); blueScore.setLocation(130, 0); blueScore.setSize(40, 30); blueScore.setHorizontalAlignment(0); scorePanel.add(blueScore); // Creation of a Panel to contain all the JButtons. buttonPanel = new JPanel(); buttonPanel.setLayout(null); buttonPanel.setLocation(10, 80); buttonPanel.setSize(2600, 70); totalGUI.add(buttonPanel); // We create a button and manipulate it using the syntax we have // used before. Now each button has an ActionListener which posts // its action out when the button is pressed. redButton = new JButton("Red Score!"); redButton.setLocation(0, 0); redButton.setSize(30, 30); redButton.addActionListener(this); buttonPanel.add(redButton); blueButton = new JButton("Blue Score!"); blueButton.setLocation(150, 0); blueButton.setSize(30, 30); blueButton.addActionListener(this); buttonPanel.add(blueButton); greenButton = new JButton("Green Score!"); greenButton.setLocation(250, 0); greenButton.setSize(30, 30); greenButton.addActionListener(this); buttonPanel.add(greenButton); resetButton = new JButton("Reset Score"); resetButton.setLocation(0, 100); resetButton.setSize(50, 30); resetButton.addActionListener(this); buttonPanel.add(resetButton); totalGUI.setOpaque(true); return totalGUI; } // This is the new ActionPerformed Method. // It catches any events with an ActionListener attached. // Using an if statement, we can determine which button was pressed // and change the appropriate values in our GUI. public void actionPerformed(ActionEvent e) { if(e.getSource() == redButton) { redScoreAmount = redScoreAmount + 1; redScore.setText(""+redScoreAmount); } else if(e.getSource() == blueButton) { blueScoreAmount = blueScoreAmount + 1; blueScore.setText(""+blueScoreAmount); } else if(e.getSource() == greenButton) { greenScoreAmount = greenScoreAmount + 1; greenScore.setText(""+greenScoreAmount); } else if(e.getSource() == resetButton) { redScoreAmount = 0; blueScoreAmount = 0; greenScoreAmount = 0; redScore.setText(""+redScoreAmount); blueScore.setText(""+blueScoreAmount); greenScore.setText(""+greenScoreAmount); } } private static void createAndShowGUI() { JFrame.setDefaultLookAndFeelDecorated(true); JFrame frame = new JFrame("[=] JButton Scores! [=]"); //Create and set up the content pane. ButtonDemo_Extended demo = new ButtonDemo_Extended(); frame.setContentPane(demo.createContentPane()); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(1024, 768); frame.setVisible(true); } public static void main(String[] args) { //Schedule a job for the event-dispatching thread: //creating and showing this application's GUI. SwingUtilities.invokeLater(new Runnable() { public void run() { createAndShowGUI(); } }); } }

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  • Table header is not shown

    - by Vivien
    My error is that the table headers of my two tables are not shown. Right now I am setting the header with new JTable(data, columnNames). Here is an example which shows, my problem: public class Test extends JFrame { private static final long serialVersionUID = -4682396888922360841L; private JMenuBar menuBar; private JMenu mAbout; private JMenu mMain; private JTabbedPane tabbedPane; public SettingsTab settings = new SettingsTab(); private void addMenuBar() { menuBar = new JMenuBar(); mMain = new JMenu("Main"); mAbout = new JMenu("About"); menuBar.add(mMain); menuBar.add(mAbout); setJMenuBar(menuBar); } public void createTabBar() { tabbedPane = new JTabbedPane(JTabbedPane.TOP); tabbedPane.addTab("Settings", settings.createLayout()); add(tabbedPane); tabbedPane.setTabLayoutPolicy(JTabbedPane.SCROLL_TAB_LAYOUT); } private void makeLayout() { setTitle("Test"); setLayout(new BorderLayout()); setPreferredSize(new Dimension(1000, 500)); addMenuBar(); createTabBar(); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pack(); setVisible(true); } public void start() { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { makeLayout(); } }); } public static void main(String[] args) { Test gui = new Test(); gui.start(); } public class SettingsTab extends JPanel { public JScrollPane createLayout() { JPanel panel = new JPanel(new MigLayout("")); JScrollPane sp = new JScrollPane(panel); sp.setVerticalScrollBarPolicy(ScrollPaneConstants.VERTICAL_SCROLLBAR_ALWAYS); panel.add(table1(), "growx, wrap"); panel.add(Box.createRigidArea(new Dimension(0,10))); panel.add(table2()); // panel.add(Box.createRigidArea(new Dimension(0,10))); return sp; } public JPanel table1() { JPanel panel1 = new JPanel(); String[] columnNames = {"First Name", "Last Name"}; Object[][] data = { {"Kathy", "Smith"}, {"John", "Doe"}, {"Sue", "Black"}, {"Jane", "White"}, {"Joe", "Brown"}, {"John", "Doe"}, {"Sue", "Black"}, {"Jane", "White"}, {"Joe", "Brown"} }; final JTable table = new JTable(data, columnNames); tableProperties(table); panel1.add(table); panel1.setLayout(new BoxLayout(panel1, BoxLayout.Y_AXIS)); return panel1; } public JPanel table2() { JPanel panel1 = new JPanel(); String[] columnNames = {"First Name", "Last Name"}; Object[][] data = { {"Kathy", "Smith"}, {"John", "Doe"}, {"Sue", "Black"}, {"Jane", "White"}, {"Joe", "Brown"}, {"John", "Doe"}, {"Sue", "Black"}, {"Jane", "White"}, {"Joe", "Brown"} }; final JTable table = new JTable(data, columnNames); table.setPreferredScrollableViewportSize(new Dimension(500, 70)); table.setFillsViewportHeight(true); tableProperties(table); panel1.add(table); panel1.setLayout(new BoxLayout(panel1, BoxLayout.Y_AXIS)); return panel1; } public void tableProperties(JTable table) { table.setAutoResizeMode(JTable.AUTO_RESIZE_ALL_COLUMNS); table.repaint(); table.revalidate(); } } } Any recommendations what I am doing wrong?

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  • InputVerifier don't display each component icon(lable)

    - by Sajjad
    I have a form that set a input verifier to it. I want when a user type a correct value for a text field and want to go to other text field, a check icon should be display besides of text field. But now in my code, when user type a correct value on first text field an go to other, Two icons displayed together! public class UserDialog extends JDialog { JButton cancelBtn, okBtn; JTextField fNameTf, lNameTf; JRadioButton maleRb, femaleRb; ButtonGroup group; JLabel fNameLbl, fNamePicLbl, lNameLbl, lNamePicLbl, genderLbl, tempBtn, temp3; public UserDialog() { add(createForm(), BorderLayout.CENTER); setDefaultCloseOperation(DISPOSE_ON_CLOSE); setLocation(400, 100); pack(); setVisible(true); } public JPanel createForm() { JPanel panel = new JPanel(); ImageIcon image = new ImageIcon("Check.png"); okBtn = new JButton("Ok"); cancelBtn = new JButton("Cancel"); tempBtn = new JLabel(); fNameLbl = new JLabel("First Name"); fNamePicLbl = new JLabel(image); fNamePicLbl.setVisible(false); lNameLbl = new JLabel("Last Name"); lNamePicLbl = new JLabel(image); lNamePicLbl.setVisible(false); genderLbl = new JLabel("Gender"); maleRb = new JRadioButton("Male"); femaleRb = new JRadioButton("Female"); temp3 = new JLabel(); group = new ButtonGroup(); group.add(maleRb); group.add(femaleRb); fNameTf = new JTextField(10); fNameTf.setName("FnTF"); fNameTf.setInputVerifier(new MyVerifier(new JComponent[]{maleRb, femaleRb, okBtn})); lNameTf = new JTextField(10); lNameTf.setName("LnTF"); lNameTf.setInputVerifier(new MyVerifier(new JComponent[]{maleRb, femaleRb, okBtn})); panel.add(fNameLbl); panel.add(fNameTf); panel.add(fNamePicLbl); panel.add(lNameLbl); panel.add(lNameTf); panel.add(lNamePicLbl); panel.add(genderLbl); JPanel radioPanel = new JPanel(new FlowLayout(FlowLayout.LEFT)); radioPanel.add(maleRb); radioPanel.add(femaleRb); panel.add(radioPanel); panel.add(temp3); panel.add(okBtn); panel.add(cancelBtn); panel.add(tempBtn); panel.setLayout(new SpringLayout()); SpringUtilities.makeCompactGrid(panel, 4, 3, 50, 10, 80, 60); return panel; } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { @Override public void run() { new UserDialog(); } }); } public class MyVerifier extends InputVerifier { private JComponent[] component; public MyVerifier(JComponent[] components) { component = components; } @Override public boolean verify(JComponent input) { String name = input.getName(); if (name.equals("FnTF")) { String text = ((JTextField) input).getText().trim(); if (text.matches(".*\\d.*") || text.length() == 0) { //disable dependent components for (JComponent r : component) { r.setEnabled(false); } return false; } } else if (name.equals("LnTF")) { String text = ((JTextField) input).getText(); if (text.matches(".*\\d.*") || text.length() == 0) { //disable dependent components for (JComponent r : component) { r.setEnabled(false); } return false; } } //enable dependent components for (JComponent r : component) { r.setEnabled(true); } fNamePicLbl.setVisible(true); lNamePicLbl.setVisible(true); return true; } } } }

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  • adjust selected File to FileFilter in a JFileChooser

    - by amarillion
    I'm writing a diagram editor in java. This app has the option to export to various standard image formats such as .jpg, .png etc. When the user clicks File-Export, you get a JFileChooser which has a number of FileFilters in it, for .jpg, .png etc. Now here is my question: Is there a way to have the extension of the default adjust to the selected file filter? E.g. if the document is named "lolcat" then the default option should be "lolcat.png" when the png filter is selected, and when the user selects the jpg file filter, the default should change to "lolcat.jpg" automatically. Is this possible? How can I do it? edit: Based on the answer below, I wrote some code. But it doesn't quite work yet. I've added a propertyChangeListener to the FILE_FILTER_CHANGED_PROPERTY, but it seems that within this method getSelectedFile() returns null. Here is the code. package nl.helixsoft; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.beans.PropertyChangeEvent; import java.beans.PropertyChangeListener; import java.io.File; import java.util.ArrayList; import java.util.List; import javax.swing.JButton; import javax.swing.JFileChooser; import javax.swing.JFrame; import javax.swing.filechooser.FileFilter; public class JFileChooserTest { public class SimpleFileFilter extends FileFilter { private String desc; private List<String> extensions; private boolean showDirectories; /** * @param name example: "Data files" * @param glob example: "*.txt|*.csv" */ public SimpleFileFilter (String name, String globs) { extensions = new ArrayList<String>(); for (String glob : globs.split("\\|")) { if (!glob.startsWith("*.")) throw new IllegalArgumentException("expected list of globs like \"*.txt|*.csv\""); // cut off "*" // store only lower case (make comparison case insensitive) extensions.add (glob.substring(1).toLowerCase()); } desc = name + " (" + globs + ")"; } public SimpleFileFilter(String name, String globs, boolean showDirectories) { this(name, globs); this.showDirectories = showDirectories; } @Override public boolean accept(File file) { if(showDirectories && file.isDirectory()) { return true; } String fileName = file.toString().toLowerCase(); for (String extension : extensions) { if (fileName.endsWith (extension)) { return true; } } return false; } @Override public String getDescription() { return desc; } /** * @return includes '.' */ public String getFirstExtension() { return extensions.get(0); } } void export() { String documentTitle = "lolcat"; final JFileChooser jfc = new JFileChooser(); jfc.setDialogTitle("Export"); jfc.setDialogType(JFileChooser.SAVE_DIALOG); jfc.setSelectedFile(new File (documentTitle)); jfc.addChoosableFileFilter(new SimpleFileFilter("JPEG", "*.jpg")); jfc.addChoosableFileFilter(new SimpleFileFilter("PNG", "*.png")); jfc.addPropertyChangeListener(JFileChooser.FILE_FILTER_CHANGED_PROPERTY, new PropertyChangeListener() { public void propertyChange(PropertyChangeEvent arg0) { System.out.println ("Property changed"); String extold = null; String extnew = null; if (arg0.getOldValue() == null || !(arg0.getOldValue() instanceof SimpleFileFilter)) return; if (arg0.getNewValue() == null || !(arg0.getNewValue() instanceof SimpleFileFilter)) return; SimpleFileFilter oldValue = ((SimpleFileFilter)arg0.getOldValue()); SimpleFileFilter newValue = ((SimpleFileFilter)arg0.getNewValue()); extold = oldValue.getFirstExtension(); extnew = newValue.getFirstExtension(); String filename = "" + jfc.getSelectedFile(); System.out.println ("file: " + filename + " old: " + extold + ", new: " + extnew); if (filename.endsWith(extold)) { filename.replace(extold, extnew); } else { filename += extnew; } jfc.setSelectedFile(new File (filename)); } }); jfc.showDialog(frame, "export"); } JFrame frame; void run() { frame = new JFrame(); JButton btn = new JButton ("export"); frame.add (btn); btn.addActionListener (new ActionListener() { public void actionPerformed(ActionEvent ae) { export(); } }); frame.setSize (300, 300); frame.pack(); frame.setVisible(true); } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { JFileChooserTest x = new JFileChooserTest(); x.run(); } }); } }

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  • how to execute two thread simultaneously in java swing?

    - by jcrshankar
    My aim is to select all the files named with MANI.txt which is present in their respective folders and then load path of the MANI.txt files different location in table. After I load the path in the table,I used to select needed path and modifiying those. To load the MANI.txt files taking more time,because it may present more than 30 times in my workspace or etc. until load the files I want to give alarm to the user with help of ProgessBar.Once the list size has been populated I need to disable ProgressBar. Could anyone please help me out on this? import java.awt.*; import javax.swing.*; import javax.swing.table.*; import java.awt.event.*; import java.io.BufferedReader; import java.io.File; import java.io.FileNotFoundException; import java.io.FileReader; import java.io.FileWriter; import java.io.IOException; import java.io.PrintWriter; public class JTableHeaderCheckBox extends JFrame implements ActionListener { Object colNames[] = {"", "Path"}; Object[][] data = {}; DefaultTableModel dtm; JTable table; JButton but; java.util.List list; public void buildGUI() { dtm = new DefaultTableModel(data,colNames); table = new JTable(dtm); table.setAutoResizeMode(JTable.AUTO_RESIZE_OFF); int vColIndex = 0; TableColumn col = table.getColumnModel().getColumn(vColIndex); int width = 10; col.setPreferredWidth(width); int vColIndex1 = 1; TableColumn col1 = table.getColumnModel().getColumn(vColIndex1); int width1 = 500; col1.setPreferredWidth(width1); JFileChooser chooser = new JFileChooser(); //chooser.setCurrentDirectory(new java.io.File(".")); chooser.setDialogTitle("Choose workSpace Path"); chooser.setFileSelectionMode(JFileChooser.DIRECTORIES_ONLY); chooser.setAcceptAllFileFilterUsed(false); if (chooser.showOpenDialog(this) == JFileChooser.APPROVE_OPTION){ System.out.println("getCurrentDirectory(): " + chooser.getCurrentDirectory()); System.out.println("getSelectedFile() : " + chooser.getSelectedFile().getAbsolutePath()); } String path= chooser.getSelectedFile().getAbsolutePath(); File folder = new File(path); Here I need progress bar GatheringFiles ob = new GatheringFiles(); list=ob.returnlist(folder); for(int x = 0; x < list.size(); x++) { dtm.addRow(new Object[]{new Boolean(false),list.get(x).toString()}); } JPanel pan = new JPanel(); JScrollPane sp = new JScrollPane(table); TableColumn tc = table.getColumnModel().getColumn(0); tc.setCellEditor(table.getDefaultEditor(Boolean.class)); tc.setCellRenderer(table.getDefaultRenderer(Boolean.class)); tc.setHeaderRenderer(new CheckBoxHeader(new MyItemListener())); but = new JButton("REMOVE"); JFrame f = new JFrame(); pan.add(sp); but.move(650, 50); but.addActionListener(this); pan.add(but); f.add(pan); f.setSize(700, 100); f.pack(); f.setLocationRelativeTo(null); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setVisible(true); } class MyItemListener implements ItemListener { public void itemStateChanged(ItemEvent e) { Object source = e.getSource(); if (source instanceof AbstractButton == false) return; boolean checked = e.getStateChange() == ItemEvent.SELECTED; for(int x = 0, y = table.getRowCount(); x < y; x++) { table.setValueAt(new Boolean(checked),x,0); } } } public static void main (String[] args) { SwingUtilities.invokeLater(new Runnable(){ public void run(){ new JTableHeaderCheckBox().buildGUI(); } }); } public void actionPerformed(ActionEvent e) { // TODO Auto-generated method stub if(e.getSource()==but) { System.err.println("table.getRowCount()"+table.getRowCount()); for(int x = 0, y = table.getRowCount(); x < y; x++) { if("true".equals(table.getValueAt(x, 0).toString())) { System.err.println(table.getValueAt(x, 0)); System.err.println(list.get(x).toString()); delete(list.get(x).toString()); } } } } public void delete(String a) { String delete = "C:"; System.err.println(a); try { File inFile = new File(a); if (!inFile.isFile()) { System.out.println("Parameter is not an existing file"); return; } //Construct the new file that will later be renamed to the original filename. File tempFile = new File(inFile.getAbsolutePath() + ".tmp"); BufferedReader br = new BufferedReader(new FileReader(inFile)); PrintWriter pw = new PrintWriter(new FileWriter(tempFile)); String line = null; //Read from the original file and write to the new //unless content matches data to be removed. while ((line = br.readLine()) != null) { System.err.println(line); line = line.replace(delete, " "); pw.println(line); pw.flush(); } pw.close(); br.close(); //Delete the original file if (!inFile.delete()) { System.out.println("Could not delete file"); return; } //Rename the new file to the filename the original file had. if (!tempFile.renameTo(inFile)) System.out.println("Could not rename file"); } catch (FileNotFoundException ex) { ex.printStackTrace(); } catch (IOException ex) { ex.printStackTrace(); } } } class CheckBoxHeader extends JCheckBox implements TableCellRenderer, MouseListener { protected CheckBoxHeader rendererComponent; protected int column; protected boolean mousePressed = false; public CheckBoxHeader(ItemListener itemListener) { rendererComponent = this; rendererComponent.addItemListener(itemListener); } public Component getTableCellRendererComponent( JTable table, Object value, boolean isSelected, boolean hasFocus, int row, int column) { if (table != null) { JTableHeader header = table.getTableHeader(); if (header != null) { rendererComponent.setForeground(header.getForeground()); rendererComponent.setBackground(header.getBackground()); rendererComponent.setFont(header.getFont()); header.addMouseListener(rendererComponent); } } setColumn(column); rendererComponent.setText("Check All"); setBorder(UIManager.getBorder("TableHeader.cellBorder")); return rendererComponent; } protected void setColumn(int column) { this.column = column; } public int getColumn() { return column; } protected void handleClickEvent(MouseEvent e) { if (mousePressed) { mousePressed=false; JTableHeader header = (JTableHeader)(e.getSource()); JTable tableView = header.getTable(); TableColumnModel columnModel = tableView.getColumnModel(); int viewColumn = columnModel.getColumnIndexAtX(e.getX()); int column = tableView.convertColumnIndexToModel(viewColumn); if (viewColumn == this.column && e.getClickCount() == 1 && column != -1) { doClick(); } } } public void mouseClicked(MouseEvent e) { handleClickEvent(e); ((JTableHeader)e.getSource()).repaint(); } public void mousePressed(MouseEvent e) { mousePressed = true; } public void mouseReleased(MouseEvent e) { } public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } } ****************** import java.io.File; import java.util.*; public class GatheringFiles { public static List returnlist(File folder) { List<File> list = new ArrayList<File>(); List<File> list1 = new ArrayList<File>(); getFiles(folder, list); return list; } private static void getFiles(File folder, List<File> list) { folder.setReadOnly(); File[] files = folder.listFiles(); for(int j = 0; j < files.length; j++) { if( "MANI.txt".equals(files[j].getName())) { list.add(files[j]); } if(files[j].isDirectory()) getFiles(files[j], list); } } }

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  • Simple Physics Simulation in java not working.

    - by Static Void Main
    Dear experts, I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf . i try to follow that as i much as i can, but i m not able to apply all physical phenomenon in code, can somebody please tell me, where i m mistaken or i m still doing some silly programming mistake. The balls are moving when i m not calling bounce method and i m unable to avail the bounce method and ball are moving towards left side instead of falling/ending on floor**, Can some body recommend me some better way or similar easy compact way to accomplish this task of applying physics on two ball or more balls with interactivity. here is code ; import java.awt.*; public class AdobeBall { protected int radius = 20; protected Color color; // ... Constants final static int DIAMETER = 40; // ... Instance variables private int m_x; // x and y coordinates upper left private int m_y; private double dx = 3.0; // delta x and y private double dy = 6.0; private double m_velocityX; // Pixels to move each time move() is called. private double m_velocityY; private int m_rightBound; // Maximum permissible x, y values. private int m_bottomBound; public AdobeBall(int x, int y, double velocityX, double velocityY, Color color1) { super(); m_x = x; m_y = y; m_velocityX = velocityX; m_velocityY = velocityY; color = color1; } public double getSpeed() { return Math.sqrt((m_x + m_velocityX - m_x) * (m_x + m_velocityX - m_x) + (m_y + m_velocityY - m_y) * (m_y + m_velocityY - m_y)); } public void setSpeed(double speed) { double currentSpeed = Math.sqrt(dx * dx + dy * dy); dx = dx * speed / currentSpeed; dy = dy * speed / currentSpeed; } public void setDirection(double direction) { m_velocityX = (int) (Math.cos(direction) * getSpeed()); m_velocityY = (int) (Math.sin(direction) * getSpeed()); } public double getDirection() { double h = ((m_x + dx - m_x) * (m_x + dx - m_x)) + ((m_y + dy - m_y) * (m_y + dy - m_y)); double a = (m_x + dx - m_x) / h; return a; } // ======================================================== setBounds public void setBounds(int width, int height) { m_rightBound = width - DIAMETER; m_bottomBound = height - DIAMETER; } // ============================================================== move public void move() { double gravAmount = 0.02; double gravDir = 90; // The direction for the gravity to be in. // ... Move the ball at the give velocity. m_x += m_velocityX; m_y += m_velocityY; // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 0; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound; m_velocityY = -m_velocityY; } // double speed = Math.sqrt((m_velocityX * m_velocityX) // + (m_velocityY * m_velocityY)); // ...Friction stuff double fricMax = 0.02; // You can use any number, preferably less than 1 double friction = getSpeed(); if (friction > fricMax) friction = fricMax; if (m_velocityX >= 0) { m_velocityX -= friction; } if (m_velocityX <= 0) { m_velocityX += friction; } if (m_velocityY >= 0) { m_velocityY -= friction; } if (m_velocityY <= 0) { m_velocityY += friction; } // ...Gravity stuff m_velocityX += Math.cos(gravDir) * gravAmount; m_velocityY += Math.sin(gravDir) * gravAmount; } public Color getColor() { return color; } public void setColor(Color newColor) { color = newColor; } // ============================================= getDiameter, getX, getY public int getDiameter() { return DIAMETER; } public double getRadius() { return radius; // radius should be a local variable in Ball. } public int getX() { return m_x; } public int getY() { return m_y; } } using adobeBall: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AdobeBallImplementation implements Runnable { private static final long serialVersionUID = 1L; private volatile boolean Play; private long mFrameDelay; private JFrame frame; private MyKeyListener pit; /** true means mouse was pressed in ball and still in panel. */ private boolean _canDrag = false; private static final int MAX_BALLS = 50; // max number allowed private int currentNumBalls = 2; // number currently active private AdobeBall[] ball = new AdobeBall[MAX_BALLS]; public AdobeBallImplementation(Color ballColor) { frame = new JFrame("simple gaming loop in java"); frame.setSize(400, 400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pit = new MyKeyListener(); pit.setPreferredSize(new Dimension(400, 400)); frame.setContentPane(pit); ball[0] = new AdobeBall(34, 150, 7, 2, Color.YELLOW); ball[1] = new AdobeBall(50, 50, 5, 3, Color.BLUE); frame.pack(); frame.setVisible(true); frame.setBackground(Color.white); start(); frame.addMouseListener(pit); frame.addMouseMotionListener(pit); } public void start() { Play = true; Thread t = new Thread(this); t.start(); } public void stop() { Play = false; } public void run() { while (Play == true) { // bounce(ball[0],ball[1]); runball(); pit.repaint(); try { Thread.sleep(mFrameDelay); } catch (InterruptedException ie) { stop(); } } } public void drawworld(Graphics g) { for (int i = 0; i < currentNumBalls; i++) { g.setColor(ball[i].getColor()); g.fillOval(ball[i].getX(), ball[i].getY(), 40, 40); } } public double pointDistance (double x1, double y1, double x2, double y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public void runball() { while (Play == true) { try { for (int i = 0; i < currentNumBalls; i++) { for (int j = 0; j < currentNumBalls; j++) { if (pointDistance(ball[i].getX(), ball[i].getY(), ball[j].getX(), ball[j].getY()) < ball[i] .getRadius() + ball[j].getRadius() + 2) { // bounce(ball[i],ball[j]); ball[i].setBounds(pit.getWidth(), pit.getHeight()); ball[i].move(); pit.repaint(); } } } try { Thread.sleep(50); } catch (Exception e) { System.exit(0); } } catch (Exception e) { e.printStackTrace(); } } } public static double pointDirection(int x1, int y1, int x2, int y2) { double H = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); // The // hypotenuse double x = x2 - x1; // The opposite double y = y2 - y1; // The adjacent double angle = Math.acos(x / H); angle = angle * 57.2960285258; if (y < 0) { angle = 360 - angle; } return angle; } public static void bounce(AdobeBall b1, AdobeBall b2) { if (b2.getSpeed() == 0 && b1.getSpeed() == 0) { // Both balls are stopped. b1.setDirection(pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY())); b2.setDirection(pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY())); b1.setSpeed(1); b2.setSpeed(1); } else if (b2.getSpeed() == 0 && b1.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY()); b2.setSpeed(b1.getSpeed()); b2.setDirection(angle); b1.setDirection(angle - 90); } else if (b1.getSpeed() == 0 && b2.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); b1.setSpeed(b2.getSpeed()); b1.setDirection(angle); b2.setDirection(angle - 90); } else { // Both balls are moving. AdobeBall tmp = b1; double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); double origangle = b1.getDirection(); b1.setDirection(angle + origangle); angle = pointDirection(tmp.getX(), tmp.getY(), b2.getX(), b2.getY()); origangle = b2.getDirection(); b2.setDirection(angle + origangle); } } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { new AdobeBallImplementation(Color.red); } }); } } *EDIT:*ok splitting the code using new approach for gravity from this forum: this code also not working the ball is not coming on floor: public void mymove() { m_x += m_velocityX; m_y += m_velocityY; if (m_y + m_bottomBound > 400) { m_velocityY *= -0.981; // setY(400 - m_bottomBound); m_y = 400 - m_bottomBound; } // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound - 20; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 1; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound - 20; m_velocityY = -m_velocityY; } } thanks a lot for any correction and help. jibby

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  • game speed problem

    - by Meko
    HI..I made a little game.But this game works on every computer with different speed.I think it is about resolution.I used every thing in paintcomponent.and If I change screen size the game goes slower or faster.And if i run this game on another computer wich has different resolution it also works different. This is my game http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar and here code public class Shooter extends JFrame implements KeyListener, Runnable { JFrame frame = new JFrame(); String player; Font startFont, startSubFont, timerFont,healthFont; Image img; Image backGround; Graphics dbi; URL url1 = this.getClass().getResource("Images/p2.gif"); URL url2 = this.getClass().getResource("Images/p3.gif"); URL url3 = this.getClass().getResource("Images/p1.gif"); URL url4 = this.getClass().getResource("Images/p4.gif"); URL urlMap = this.getClass().getResource("Images/zemin.jpg"); Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3); Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1); Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2); Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4); ArrayList<Bullets> b = new ArrayList<Bullets>(); ArrayList<CBullets> cb = new ArrayList<CBullets>(); Thread sheap; boolean a, d, w, s; boolean toUp, toDown; boolean GameOver; boolean Level2; boolean newGame, resart, pause; int S, E; int random; int cbSpeed = 0; long timeStart, timeEnd; int timeElapsed; long GameStart, GameEnd; int GameScore; int Timer = 0; int timerStart, timerEnd; public Shooter() { sheap = new Thread(this); sheap.start(); startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32); startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25); timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); setTitle("Shooter 2.5.1"); setBounds(350, 250, 800, 600); // setResizable(false); setBackground(Color.black); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); addKeyListener(this); a = d = w = s = false; toUp = toDown = true; GameOver = true; newGame = true; Level2 = false; S = E = 0; setVisible(true); } public void paint(Graphics g) { img = createImage(getWidth(), getHeight()); dbi = img.getGraphics(); paintComponent(dbi); g.drawImage(img, 0, 0, this); } public void paintComponent(Graphics g) { repaint(); timeStart = System.currentTimeMillis(); backGround = Toolkit.getDefaultToolkit().getImage(urlMap); g.drawImage(backGround, 0, 0, null); g.setColor(Color.red); g.setFont(healthFont); g.drawString("" + player + " Health : " + p1.health, 30, 50); g.setColor(Color.red); g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50); g.setColor(Color.BLUE); g.setFont(timerFont); g.drawString("Time : " + Timer, 330, 50); if (newGame) { g.setColor(Color.LIGHT_GRAY); g.setFont(startFont); g.drawString("Well Come To Shoot Game", 200, 190); g.drawString("Press ENTER To Start", 250, 220); g.setColor(Color.LIGHT_GRAY); g.setFont(startSubFont); g.drawString("Use W,A,S,D and Space For Fire", 200, 250); g.drawString("GOOD LUCK", 250, 280); newGame(); } if (!GameOver) { for (Bullets b1 : b) { b1.draw(g); } for (CBullets b2 : cb) { b2.draw(g); } update(); // Here MOvements for Player and For Fires } if (p1.health <= 0) { g.setColor(p2.col); g.setFont(startFont); g.drawString("Computer Wins ", 200, 190); g.drawString("Press Key R to Restart ", 200, 220); GameOver = true; } else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) { g.setColor(p1.col); g.setFont(startFont); g.drawString(""+player+" Wins ", 200, 190); g.drawString("Press Key R to Resart ", 200, 220); GameOver = true; g.setColor(Color.MAGENTA); g.drawString(""+player+"`s Score is " + Timer, 200, 120); } if (Level2) { if (p3.health >= 0) { p3.draw(g); for (CBullets b3 : cb) { b3.draw(g); } } else { p3.x = 1000; } if (p4.health >= 0) { p4.draw(g); for (CBullets b4 : cb) { b4.draw(g); } } else { p4.x = 1000; } } if (p1.health >= 0) { p1.draw(g); } if (p2.health >= 0) { p2.draw(g); } else { p2.x = 1000; } } public void update() { if (w && p1.y > 54) { p1.moveUp(); } if (s && p1.y < 547) { p1.moveDown(); } if (a && p1.x > 0) { p1.moveLeft(); } if (d && p1.x < 200) { p1.moveRight(); } random = 1 * (int) (Math.random() * 100); if (random > 96) { if (p2.health >= 0) { CBullets bo = p2.getCBull(); bo.xVel =-1-cbSpeed; cb.add(bo); } if (Level2) { if (p3.health >= 0) { CBullets bo1 = p3.getCBull(); bo1.xVel = -2-cbSpeed; cb.add(bo1); } if (p4.health >= 0) { CBullets bo2 = p4.getCBull(); bo2.xVel = -4-cbSpeed; cb.add(bo2); } } } if (S == 1) { if (p1.health >= 0) { Bullets bu = p1.getBull(); bu.xVel = 5; b.add(bu); S += 1; } } //Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire for (int i = cb.size() -1; i = 0 ; i--) { boolean bremoved = false; for (int j = b.size() -1 ; j =0 ; j--) { if (b.get(j).rect.intersects(cb.get(i).rect) || cb.get(i).rect.intersects(b.get(j).rect)) { bremoved = true; b.remove(j); } } if(bremoved) cb.remove(i); } for (int i = 0; i < b.size(); i++) { b.get(i).move(); if (b.get(i).rect.intersects(p2.rect)) { if (p2.health >= 0) { p2.health--; b.remove(i); // System.out.println("Hited P2"); i--; continue; } } if (b.get(i).rect.intersects(p3.rect)) { if (p3.health >= 0) { p3.health--; b.remove(i); // System.out.println("Hited P3"); i--; continue; } } if (b.get(i).rect.intersects(p4.rect)) { if (p4.health >= 0) { p4.health--; b.remove(i); // System.out.println("Hited P4"); i--; continue; } } if (b.get(i).rect.x > 790) { b.remove(i); } } for (int j = 0; j < cb.size(); j++) { cb.get(j).move(); if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) { p1.health--; cb.remove(j); j--; continue; } } timeEnd = System.currentTimeMillis(); timeElapsed = (int) (timeEnd - timeStart); } public void level2() { if (p2.health <= 10) { Level2 = true; cbSpeed = 4; p3.x = 750; p4.x = 750; p2.speed = 10; p3.speed = 20; p4.speed = 30; } } public void keyTyped(KeyEvent e) { } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ENTER: newGame = false; break; case KeyEvent.VK_P: pause = true; break; case KeyEvent.VK_R: resart = true; break; case KeyEvent.VK_A: a = true; break; case KeyEvent.VK_D: d = true; break; case KeyEvent.VK_W: w = true; break; case KeyEvent.VK_S: s = true; break; case KeyEvent.VK_SPACE: S += 1; break; } } public void keyReleased(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_A: a = false; break; case KeyEvent.VK_D: d = false; break; case KeyEvent.VK_W: w = false; break; case KeyEvent.VK_S: s = false; break; case KeyEvent.VK_SPACE: S = 0; break; } } public void newGame() { p1.health = 20; p2.health = 20; p3.health = 20; p4.health = 20; p3.x = 0; p4.x = 0; p2.x = 750; Level2 = false; cbSpeed = 0; p2.speed = 9; b.removeAll(b); cb.removeAll(cb); timerStart = (int) System.currentTimeMillis(); GameOver = false; } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { KeyListener k = new Shooter(); } }); } @Override public void run() { player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION); while (true) { timerEnd = (int) System.currentTimeMillis(); if (resart) { newGame(); resart = false; } if (pause) { Thread.currentThread().notify(); } try { if (!GameOver) { Timer = timerEnd - timerStart; level2(); if (p1.y < p2.y && p2.y60) { p2.moveUp(); } if (p1.y < p3.y && p3.y43) { p3.moveUp(); } if (p1.y < p4.y && p4.y43) { p4.moveUp(); } if (p1.y > p2.y && p2.y<535) { p2.moveDown(); } if (p1.y > p3.y && p3.y<535) { p3.moveDown(); } if (p1.y > p4.y && p4.y<530) { p4.moveDown(); } } if (timeElapsed < 125) { Thread.currentThread().sleep(125); } } catch (InterruptedException ex) { System.out.print("FInished"); } } } }

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  • update jframe in java or revalidate/repaint/ panel

    - by user1516251
    How to update a java frame with changed content I want to update a frame or just the panel with updated content. What do I use for this Here is where i want to revalidate the frame or repaint mainpanel or whatever will work I have tried a number of things, but none of them have worked. public void actionPerformed(ActionEvent e) { //System.out.println(e.getActionCommand()); if (e.getActionCommand().equals("advance")) { multi--; // Revalidate update repaint here <<<<<<<<<<<<<<<<<<< } else if (e.getActionCommand().equals("reverse")) { multi++; // Revalidate update repaint here <<<<<<<<<<<<<<<<<<< } else { openURL(e.getActionCommand()); } } Here is the whole java file /* * * */ package build; import java.lang.reflect.Method; import javax.swing.JOptionPane; import java.util.Arrays; import java.util.*; import java.util.ArrayList; import javax.swing.*; import javax.swing.AbstractButton; import javax.swing.JScrollPane; import javax.swing.JButton; import javax.swing.JPanel; import javax.swing.JFrame; import javax.swing.ImageIcon; import java.awt.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; /* * ButtonDemo.java requires the following files: * images/right.gif * images/middle.gif * images/left.gif */ public class StockTable extends JPanel implements ActionListener { static int multi = 1; int roll = 0; static TextVars textvars = new TextVars(); static final String[] browsers = { "firefox", "opera", "konqueror", "epiphany", "seamonkey", "galeon", "kazehakase", "mozilla", "netscape" }; JFrame frame; JPanel mainpanel, panel1, panel2, panel3, panel4, panel2left, panel2center, panel2right; JButton stknames_btn[] = new JButton[textvars.getNumberOfStocks()]; JLabel label[] = new JLabel[textvars.getNumberOfStocks()]; JLabel headlabel, dayspan, namelabel; JRadioButton radioButton; JButton button; JScrollPane scrollpane; int wid = 825; public JPanel createContentPane() { mainpanel = new JPanel(); mainpanel.setPreferredSize(new Dimension(wid, 800)); mainpanel.setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); panel1 = new JPanel(); panel1.setPreferredSize(new Dimension(wid, 25)); c.gridx = 0; c.gridy = 0; c.insets = new Insets(0,0,0,0); mainpanel.add(panel1, c); // Panel 2------------ panel2 = new JPanel(); panel2.setPreferredSize(new Dimension(wid, 51)); c.gridx = 0; c.gridy = 1; c.insets = new Insets(0,0,0,0); mainpanel.add(panel2, c); panel2left = new JPanel(); panel2left.setPreferredSize(new Dimension(270, 51)); c.gridx = 0; c.gridy = 1; c.insets = new Insets(0,0,0,0); panel2.add(panel2left, c); panel2center = new JPanel(); panel2center.setPreferredSize(new Dimension(258, 51)); c.gridx = 1; c.gridy = 1; c.insets = new Insets(0,0,0,0); panel2.add(panel2center, c); panel2right = new JPanel(); panel2right.setPreferredSize(new Dimension(270, 51)); c.gridx = 2; c.gridy = 1; c.insets = new Insets(0,0,0,0); panel2.add(panel2right, c); // ------------------ panel3 = new JPanel(); panel3.setLayout(new GridBagLayout()); scrollpane = new JScrollPane(panel3); scrollpane.setPreferredSize(new Dimension(wid, 675)); c.gridx = 0; c.gridy = 2; c.insets = new Insets(0,0,0,0); mainpanel.add(scrollpane, c); ImageIcon leftButtonIcon = createImageIcon("images/right.gif"); //b1 = new JButton("Disable middle button", leftButtonIcon); //b1.setVerticalTextPosition(AbstractButton.CENTER); //b1.setHorizontalTextPosition(AbstractButton.LEADING); //aka LEFT, for left-to-right locales //b1.setMnemonic(KeyEvent.VK_D); //b1.setActionCommand("disable"); //Listen for actions on buttons 1 //b1.addActionListener(this); //b1.setToolTipText("Click this button to disable the middle button."); //Add Components to this container, using the default FlowLayout. //add(b1); headlabel = new JLabel("hellorow1"); c.gridx = 0; c.gridy = 0; c.insets = new Insets(0, 0, 0, 0); panel1.add(headlabel, c); radioButton = new JRadioButton("Percentage"); c.gridx = 2; c.gridy = 0; c.insets = new Insets(0, 0, 0, 0); panel1.add(radioButton, c); radioButton = new JRadioButton("Days Range"); c.gridx = 3; c.gridy = 0; c.insets = new Insets(0, 0, 0, 0); panel1.add(radioButton, c); radioButton = new JRadioButton("Open / Close"); c.gridx = 4; c.gridy = 0; c.insets = new Insets(0, 0, 0,0 ); panel1.add(radioButton, c); button = new JButton("<<"); button.setPreferredSize(new Dimension(50, 50)); button.setActionCommand("reverse"); button.addActionListener(this); c.gridx = 0; c.gridy = 1; c.insets = new Insets(0, 0, 0, 0); panel2left.add(button, c); dayspan = new JLabel("hellorow2"); dayspan.setHorizontalAlignment(JLabel.CENTER); dayspan.setVerticalAlignment(JLabel.CENTER); dayspan.setPreferredSize(new Dimension(270, 50)); c.gridx = 1; c.gridy = 1; c.insets = new Insets(0, 0, 0, 0); panel2center.add(dayspan, c); button = new JButton(">>"); button.setPreferredSize(new Dimension(50, 50)); button.setActionCommand("advance"); button.addActionListener(this); if (multi == 0) { button.setEnabled(false); } else { button.setEnabled(true); } c.gridx = 2; c.gridy = 1; c.insets = new Insets(0, 0, 0, 0); panel2right.add(button, c); int availSpace_int = textvars.getStocks().size()-textvars.getNumberOfStocks()*7; ArrayList<String[]> stocknames = textvars.getStockNames(); ArrayList<String[]> stocks = textvars.getStocks(); for (int column = 0; column < 8; column++) { for (int row = 0; row < textvars.getNumberOfStocks(); row++) { if (column==0) { if (row==0) { namelabel = new JLabel(stocknames.get(0)[0]); namelabel.setVerticalAlignment(JLabel.CENTER); namelabel.setHorizontalAlignment(JLabel.CENTER); namelabel.setPreferredSize(new Dimension(100, 25)); c.gridx = column; c.gridy = row; c.insets = new Insets(0, 0, 0, 0); panel3.add(namelabel, c); } else { stknames_btn[row] = new JButton(stocknames.get(row)[0], leftButtonIcon); stknames_btn[row].setVerticalTextPosition(AbstractButton.CENTER); stknames_btn[row].setActionCommand(stocknames.get(row)[1]); stknames_btn[row].addActionListener(this); stknames_btn[row].setToolTipText("go to Google Finance "+stocknames.get(row)[0]); stknames_btn[row].setPreferredSize(new Dimension(100, 25)); c.gridx = column; c.gridy = row; c.insets = new Insets(0, 0, 0, 0); //scrollpane.add(stknames[row], c); panel3.add(stknames_btn[row], c); } } else { label[row]= new JLabel(textvars.getStocks().get(columnMulti(multi))[1]); label[row].setBorder(BorderFactory.createLineBorder(Color.black)); label[row].setVerticalAlignment(JLabel.CENTER); label[row].setHorizontalAlignment(JLabel.CENTER); label[row].setPreferredSize(new Dimension(100, 25)); c.gridx = column; c.gridy = row; c.insets = new Insets(0,0,0,0); panel3.add(label[row], c); } } } return mainpanel; } public void actionPerformed(ActionEvent e) { //System.out.println(e.getActionCommand()); if (e.getActionCommand().equals("advance")) { multi--; } else if (e.getActionCommand().equals("reverse")) { multi++; } else { openURL(e.getActionCommand()); } } /** Returns an ImageIcon, or null if the path was invalid. */ protected static ImageIcon createImageIcon(String path) { java.net.URL imgURL = StockTable.class.getResource(path); if (imgURL != null) { return new ImageIcon(imgURL); } else { System.err.println("Couldn't find file: " + path); return null; } } public static void openURL(String url) { String osName = System.getProperty("os.name"); try { if (osName.startsWith("Mac OS")) { Class<?> fileMgr = Class.forName("com.apple.eio.FileManager"); Method openURL = fileMgr.getDeclaredMethod("openURL", new Class[] {String.class}); openURL.invoke(null, new Object[] {url}); } else if (osName.startsWith("Windows")) { Runtime.getRuntime().exec("rundll32 url.dll,FileProtocolHandler " + url); } else { //assume Unix or Linux boolean found = false; for (String browser : browsers) if (!found) { found = Runtime.getRuntime().exec( new String[] {"which", browser}).waitFor() == 0; if (found) Runtime.getRuntime().exec(new String[] {browser, url}); } if (!found) throw new Exception(Arrays.toString(browsers)); } } catch (Exception e) { JOptionPane.showMessageDialog(null, "Error attempting to launch web browser\n" + e.toString()); } } int reit = 0; int start = textvars.getStocks().size()-((textvars.getNumberOfStocks()*5)*7)-1; public int columnMulti(int multi) { reit++; start++; if (reit == textvars.getNumberOfStocks()) { reit = 0; start=start+64; } //start = start - (multi*(textvars.getNumberOfStocks())); return start; } /** * Create the GUI and show it. For thread safety, * this method should be invoked from the * event-dispatching thread. */ private static void createAndShowGUI() { //Create and set up the window. JFrame frame = new JFrame("Stock Table"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //Create and set up the content pane. StockTable newContentPane = new StockTable(); //newContentPane.setOpaque(true); //content panes must be opaque //frame.setContentPane(newContentPane); frame.setContentPane(newContentPane.createContentPane()); frame.setSize(800, 800); //Display the window. frame.pack(); frame.setVisible(true); } public static void main(String[] args) { //Schedule a job for the event-dispatching thread: //creating and showing this application's GUI. javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { createAndShowGUI(); } }); } }

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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