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  • how to compress a PNG image using Java

    - by 116213060698242344024
    Hi I would like to know if there is any way in Java to reduce the size of an image (use any kind of compression) that was loaded as a BufferedImage and is going to be saved as an PNG. Maybe some sort of png imagewriteparam? I didnt find anything helpful so im stuck. heres a sample how the image is loaded and saved public static BufferedImage load(String imageUrl) { Image image = new ImageIcon(imageUrl).getImage(); bufferedImage = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_INT_ARGB); Graphics2D g2D = bufferedImage.createGraphics(); g2D.drawImage(image, 0, 0, null); return bufferedImage; } public static void storeImageAsPng(BufferedImage image, String imageUrl) throws IOException { ImageIO.write(image, "png", new File(imageUrl)); }

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  • Java: Using multiple Threads to paint simultaniously on a JPanel

    - by user347217
    I have a JPanel on which I wish to have several threads painting "animations" on. An "animation" consists of a JLabel with an ImageIcon on it, which is being moved from one area of the screen to another area. Now, problem is - I want several such animations to be portrayed on screen by those threads mentioned. Problem is - the JPanel's "paint()" method can only be trigged by one thread at a time - causing the animations to execute serially, instead of in a parallel way. Any idea how to have several such animations on screen at the same time?

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  • UnsatisfiedLinkError on xawt when running HEC-HMS.sh

    - by G.Oxsen
    I am a recent adopter of Linux and this problem has got me stumped. I use HEC-HMS and HEC-DSSVue for work on a regular basis. I have been using the widows versions in wine but they are really buggy. So I decided to try out the linux versions. the links below will take you to the download pages for these two programs. They are free programs for Hydrology and data management. Once I install them and attempt to run the shell file (HEC-HMS.sh for example) I get a ton of java errors that I do not understand. If I had to guess I would say that the java files in question can not be found. When I check to see if java is installed it is. Here is the output from the terminal from trying to run HEC-HMS.sh: Exception in thread "Thread-1" java.lang.UnsatisfiedLinkError: /home/smythe/HEC/hec-hms35/java/lib/i386/xawt/libmawt.so: libXtst.so.6: cannot open shared object file: No such file or directory at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(Unknown Source) at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.load0(Unknown Source) at java.lang.System.load(Unknown Source) at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(Unknown Source) at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.loadLibrary0(Unknown Source) at java.lang.System.loadLibrary(Unknown Source) at sun.security.action.LoadLibraryAction.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at sun.awt.NativeLibLoader.loadLibraries(Unknown Source) at sun.awt.DebugHelper.<clinit>(Unknown Source) at java.awt.Component.<clinit>(Unknown Source) at javax.swing.ImageIcon.<clinit>(Unknown Source) at hms.i.c(Unknown Source) at hms.i.b(Unknown Source) at hms.K.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Exception in thread "Thread-4" java.lang.UnsatisfiedLinkError: /home/smythe/HEC/hec-hms35/java/lib/i386/xawt/libmawt.so: libXtst.so.6: cannot open shared object file: No such file or directory at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(Unknown Source) at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.load0(Unknown Source) at java.lang.System.load(Unknown Source) at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(Unknown Source) at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.loadLibrary0(Unknown Source) at java.lang.System.loadLibrary(Unknown Source) at sun.security.action.LoadLibraryAction.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.awt.Toolkit.loadLibraries(Unknown Source) at java.awt.Toolkit.<clinit>(Unknown Source) at sun.print.CUPSPrinter.<clinit>(Unknown Source) at sun.print.UnixPrintServiceLookup.getDefaultPrintService(Unknown Source) at sun.print.UnixPrintServiceLookup.refreshServices(Unknown Source) at sun.print.UnixPrintServiceLookup$PrinterChangeListener.run(Unknown Source) Exception in thread "main" java.lang.NoClassDefFoundError: Could not initialize class java.awt.Toolkit at java.awt.Color.<clinit>(Unknown Source) at hms.model.l.<init>(Unknown Source) at hms.model.ProjectManager.<init>(Unknown Source) at hms.Hms.<init>(Unknown Source) at hms.Hms.main(Unknown Source) Exception in thread "Thread-2" java.lang.NoClassDefFoundError: Could not initialize class sun.print.CUPSPrinter at sun.print.UnixPrintServiceLookup.getDefaultPrintService(Unknown Source) at javax.print.PrintServiceLookup.lookupDefaultPrintService(Unknown Source) at hms.util.f.run(Unknown Source) at java.lang.Thread.run(Unknown Source) I get similar outputs when I try to run HEC-DSSVue.sh. If anyone could shed some light on a solution I would really appreciate it. The problem turned out to be that the program needed 32 bit versions of the particular dependencies.

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  • Java, two JPanel on JFrame - Settings JPanel, StartMenu JPanel [on hold]

    - by Andy Tyurin
    There is my first question and I welcome community! I'm making a simple game and have some problems with Start menu. I have three buttons on my JPanel StartMenu and when I click "Settings" button, new JPanel will be open, but I don't know why buttons from StartMenu JPanel appeared in my Settings JPanel. My "Settings" JPanel has one ugly button "Back" in center and ugly grey background. I made some screens to see a problem. Start Menu JPanel when game launched Settings JPanel when button clicked Settings JPanel when mouse was over settings window There is code of StartMenu class: public class StartMenu extends JPanel { private GameButton startGameButton = new GameButton("Start game"); private GameButton settingsGameButton = new GameButton("Settings"); private GameButton exitGameButton = new GameButton("Exit game"); private Image bgImage = new ImageIcon(getClass().getClassLoader().getResource("ru/andydevs/astraLaserForce/bg.png")).getImage(); private int posX; private int posY; final private int WIDTH=(int)Game.SCREEN_DIMENSION.getWidth()/3; final private int HEIGHT=(int)Game.SCREEN_DIMENSION.getHeight()/2; public StartMenu() { setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); setSize(new Dimension(WIDTH, HEIGHT)); posX=(int)Game.SCREEN_DIMENSION.getWidth()/2-WIDTH/2; posY=(int)Game.SCREEN_DIMENSION.getHeight()/2-HEIGHT/2; setBounds(posX, posY,WIDTH,HEIGHT); c.ipadx=95; c.ipady=15; c.fill = GridBagConstraints.HORIZONTAL; c.insets = new Insets(20,0,0,0); c.gridy=0; add(startGameButton, c); c.gridy=1; c.insets = new Insets(20,0,0,0); System.out.println(settingsGameButton.getWidth()); add(settingsGameButton, c); c.gridy=2; c.insets = new Insets(20,0,0,0); add(exitGameButton, c); settingsGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { GameOptionsPanel gop = new GameOptionsPanel(); Game.container.add(gop); Game.container.setComponentZOrder(gop, 0); Game.container.revalidate(); Game.container.repaint(); } }); exitGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Main.currentGame.stop(); } }); } public void paintComponent(Graphics g) { g.drawImage(bgImage,0,0,WIDTH,HEIGHT,null); } } There is code of Settings JPanel public class GameOptionsPanel extends GamePanel { private GameButton backButton = new GameButton("Back"); private GameOptionsPanel that; public GameOptionsPanel() { super((int) (Game.SCREEN_DIMENSION.getWidth()/3), (int) (Game.SCREEN_DIMENSION.getHeight()/2), new Color(50,50,50)); that=this; setLayout(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill=gbc.HORIZONTAL; add(backButton); backButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Game.container.remove(that); Game.container.revalidate(); Game.container.repaint(); } }); } } I glad to see some suggestions. Thanks.

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  • How to get image's coordinate on JPanel

    - by Jessy
    This question is related to my previous question http://stackoverflow.com/questions/2376027/how-to-generate-cartesian-coordinate-x-y-from-gridbaglayout I have successfully get the coordinate of each pictures, however when I checked the coordinate through (System.out.println) and the placement of the images on the screen, it seems to be wrong. e.g. if on the screen it was obvious that the x point of the first picture is on cell 2 which is on coordinate of 20, but the program shows x=1. Here is part of the code: public Grid (){ setPreferredSize(new Dimension(600,600)); .... setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.BOTH; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myPics.jpg"); int r, c; do{ //pick random cell which is empty r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //randomly scale the images int x = rand.nextInt(50)+30; int y = rand.nextInt(50)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); // Instantiate GUI components gc.gridx = r; gc.gridy = c; add(lbl, gc); //add(component, constraintObj); label[r][c] = lbl; } I checked the coordinate through this code: Component[] components = getComponents(); for (Component component : components) { System.out.println(component.getBounds()); }

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  • How to get the coordinate of Gridlayout

    - by Jessy
    Hi, I set my JPanel to GridLayout (6,6), with dimension (600,600) Each cell of the grid will display one pictures with different widths and heights. The picture first add to a JLabel, and the JLabel then added to the cells. How can retrieved the coordinate of the pictures in the cells and not the coordinate of cells? So far the out give these coordinate which equal height and width even on screen the pictures showed in different sizes. e.g. java.awt.Rectangle[x=100,y=100,width=100,height=100] java.awt.Rectangle[x=200,y=100,width=100,height=100] java.awt.Rectangle[x=300,y=100,width=100,height=100] The reason why I used GridLayout instead of gridBagLayout is that, I want each pictures to have boundary. If I use GridBagLayout, the grid will expand according to the picture size. I want grid size to be in fix size. JPanel pDraw = new JPanel(new GridLayout(6,6)); pDraw.setPreferredSize(new Dimension(600,600)); for (int i =0; i<(6*6); i++) { //get random number for height and width of the image int x = rand.nextInt(40)+(50); int y = rand.nextInt(40)+(50); ImageIcon icon = createImageIcon("bird.jpg"); //rescale the image according to the size selected Image img = icon.getImage().getScaledInstance(x,y,img.SCALE_SMOOTH); icon.setImage(img ); JLabel label = new JLabel(icon); pDraw.add(label); } for(Component component:components) { //retrieve the coordinate System.out.println(component.getBounds()); }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • how to reuse the area in a container when any component is removed from it?

    - by vybhav
    hi! i hav a panel and i m trying to remove labels from it which were added to it during run-time. but when labels are removed succesfully i m not able to use the space,left by that label,again to add any label to it. thanks in anticipation of the solution. here is the relevant code snippet: to add label to the panel: JLabel jl = new JLabel(); jl.setOpaque(true); jl.setIcon(new ImageIcon("D:/Project/router2.jpg")); jl.setBounds(x, y,jl.getPreferredSize().width,jl.getPreferredSize().height); for(Component c :lcomponent) { flag=true; Rectangle r4=c.getBounds(); int x1=(int) r4.getX(); int y1=(int) r4.getY(); Rectangle r5 = new Rectangle(new Point(x1-60, y1-60),new Dimension(170,170)); if(r5.contains(p)){ //To ensure that two labels do not overlap or are too close flag = false; // to each other break; }} if(flag) { p2.add(jl); //p2 is a panel Component c2 = p2.getComponentAt(x,y); p2.repaint(); lcomponent.add(c2); //lcomponent is an ArrayList<Component> to store all the labels added to the panel } 2.to remove the label: p2.remove(); p2.repaint();

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  • Java 2D Resize

    - by jon077
    I have some old Java 2D code I want to reuse, but was wondering, is this the best way to get the highest quality images? public static BufferedImage getScaled(BufferedImage imgSrc, Dimension dim) { // This code ensures that all the pixels in the image are loaded. Image scaled = imgSrc.getScaledInstance( dim.width, dim.height, Image.SCALE_SMOOTH); // This code ensures that all the pixels in the image are loaded. Image temp = new ImageIcon(scaled).getImage(); // Create the buffered image. BufferedImage bufferedImage = new BufferedImage(temp.getWidth(null), temp.getHeight(null), BufferedImage.TYPE_INT_RGB); // Copy image to buffered image. Graphics g = bufferedImage.createGraphics(); // Clear background and paint the image. g.setColor(Color.white); g.fillRect(0, 0, temp.getWidth(null),temp.getHeight(null)); g.drawImage(temp, 0, 0, null); g.dispose(); // j2d's image scaling quality is rather poor, especially when // scaling down an image to a much smaller size. We'll post filter // our images using a trick found at // http://blogs.cocoondev.org/mpo/archives/003584.html // to increase the perceived quality.... float origArea = imgSrc.getWidth() * imgSrc.getHeight(); float newArea = dim.width * dim.height; if (newArea <= (origArea / 2.)) { bufferedImage = blurImg(bufferedImage); } return bufferedImage; } public static BufferedImage blurImg(BufferedImage src) { // soften factor - increase to increase blur strength float softenFactor = 0.010f; // convolution kernel (blur) float[] softenArray = { 0, softenFactor, 0, softenFactor, 1-(softenFactor*4), softenFactor, 0, softenFactor, 0}; Kernel kernel = new Kernel(3, 3, softenArray); ConvolveOp cOp = new ConvolveOp(kernel, ConvolveOp.EDGE_NO_OP, null); return cOp.filter(src, null); }

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  • Problem with loading a PNG image in JApplet.

    - by Bruce
    Hi there, I'm trying to load a PNG image from JAR file when running JApplet. The file is, I think, loaded properly - there are no errors. However it is not displayed. img.png is placed in the same directory as MainClass.java file. Here is the code: InputStream imageURL = this.getClass().getResourceAsStream("img.png" ); byte[] bytes = null; try {bytes = new byte[imageURL.available()]; System.out.println(imageURL.available()); imageURL.read(bytes);} catch(Exception e) {System.out.println("bleah");} Image image = Toolkit.getDefaultToolkit().createImage(bytes); Image imageScaled = me.getScaledInstance( 100, 150, Image.SCALE_SMOOTH ); jLabel6 = new javax.swing.JLabel( new ImageIcon( imageScaled) ); and the HTML exerpt: <APPLET codebase="classes" code="myapplet/MainClass.class" archive ="LittleApplet.jar" width=700 height=500> The image, as I wrote, is probably read, but not displayed in JLabel. What am I missing/doing wrong? Thanks in advance for the reply!

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  • Quick question regarding MVC framework for a java game

    - by Jason
    I have a question regarding the use of the MVC framework for a blackjack game im writing in java. As I understand, my model would be a class that stores the state of the game, and more specifically, each players hand. Within the model class, I would have an array of listeners, which would be notified each time the game state changes (ie a player has drawn a new card). These listeners would be my viewer, which is the class that handles the display of the game. This class would implement the ActionListener interface, and each time the model changes, it would call/"notify" my viewer's actionPerformed method. My question is as follows: I intend to have two JPanels, each devoted to displaying the respective player's hand. As a player draws a new card, a new ImageIcon would be added to the panel. My question is how would the viewer class know what card has been added to the player's hand? I suppose I could store the player's hand before a notify event, and then upon the notification event, compare the new state with the old, to find out what has changed. I'm a complete novice here, so I could be completely wrong, but it seems a bit tedious to do this. Is there a more efficient/common way of detecting what has changed in the model between the before and after state? Another solution would be to redraw the entire panel each time the notification occurs? Would this be a better idea?

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  • problem about gridview and baseadapter? Pls help

    - by flybirdtt
    I need a gridview to place 9 items. And i write a custom baseadapter. But find a problem about the position in the getView method.it looks like this gridview miss the 7th item.The code like this:` public View getView(int position, View convertView, ViewGroup parent) { LayoutDTO lDto = menuHashtable.get(Integer.toString(position)); ViewHolder vHolder = new ViewHolder(); if (lDto != null) { String titleString = lDto.getTitle(); Log.v("title...........", titleString + " " + Integer.toString(position) ); Bitmap iconBitmap = lDto.getIcon(); convertView = mInflater.inflate(R.layout.custombutton, null); vHolder.icon = (ImageView) convertView .findViewById(R.id.imageicon); vHolder.icon.setImageBitmap(iconBitmap); vHolder.text = (TextView) convertView .findViewById(R.id.icontitle); int index = titleString.indexOf("\u0026"); if (index != -1) { String title1 = titleString.substring(0, index + 1).trim(); String title2 = titleString.substring(index + 1, titleString.length()).trim(); vHolder.text.setLines(2); String newtitle = title1 + "\n" + title2; vHolder.text.setText(newtitle); } else { vHolder.text.setLines(2); String newtitle = titleString + "\n" + " "; vHolder.text.setText(newtitle); } convertView.setTag(vHolder); } return convertView; }` The log show this: 05-20 21:37:16.066: VERBOSE/title...........(158): Dining 0 05-20 21:37:16.105: VERBOSE/title...........(158): Dining 0 05-20 21:37:16.125: VERBOSE/title...........(158): Dining 0 05-20 21:37:16.135: VERBOSE/title...........(158): Dining 0 05-20 21:37:16.166: VERBOSE/title...........(158): Dining 0 05-20 21:37:16.185: VERBOSE/title...........(158): Entertainment 1 05-20 21:37:16.195: VERBOSE/title...........(158): Shopping 2 05-20 21:37:16.195: VERBOSE/title...........(158): Fashion 3 05-20 21:37:16.205: VERBOSE/title...........(158): Health & Beauty 4 05-20 21:37:16.215: VERBOSE/title...........(158): Supermarkets 5 05-20 21:37:16.226: VERBOSE/title...........(158): Auto Services 6 05-20 21:37:16.236: VERBOSE/title...........(158): Travel & Accommodation 8 05-20 21:37:16.316: VERBOSE/title...........(158): Dining 0 05-20 21:37:16.326: VERBOSE/title...........(158): Dining 0 05-20 21:37:16.336: VERBOSE/title...........(158): Dining 0 05-20 21:37:16.345: VERBOSE/title...........(158): Dining 0

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  • How to use sound and images in a Java applet?

    - by Click Upvote
    Question 1: How should I structure my project so the sound and images files can be loaded most easily? Right now, I have the folder: C:\java\pacman with the sub-directory C:\java\pacman\src containing all the code, and C:\java\pacman\assets containing the images and .wav files. Is this the best structure or should I put the assets somewhere else? Question 2: What's the best way to refer to the images/sounds without using the full path e.g C:\java\pacman\assets\something.png to them? If I use the getCodeBase() function it seems to refer to the C:\java\pacman\bin instead of C:\java\pacman\. I want to use such a function/class which would work automatically when i compile the applet in a jar as well as right now when I test the applet through eclipse. Question 3: How should I load the images/sounds? This is what I'm using now: 1) For general images: import java.awt.Image; public Image getImg(String file) { //imgDir in this case is a hardcoded string containing //"C:\\java\\pacman\\assets\\" file=imgDir + file; return new ImageIcon(file).getImage(); } The images returned from this function are used in the drawImage method of the Graphics class in the paint method of the applet. 2) For a buffered image, which is used to get subImages and load sprites from a sprite sheet: public BufferedImage getSheet() throws IOException { return ImageIO.read(new File(img.getPath("pacman-sprites.png"))); } Later: public void loadSprites() { BufferedImage sheet; try { sheet=getSheet(); redGhost.setNormalImg(sheet.getSubimage(0, 60, 20, 20)); redGhost.setUpImg(sheet.getSubimage(0, 60, 20, 20)); redGhost.setDownImg(sheet.getSubimage(30, 60, 20, 20)); redGhost.setLeftImg(sheet.getSubimage(30, 60, 20, 20)); redGhost.setRightImg(sheet.getSubimage(60, 60, 20, 20)); } catch (IOException e) { System.out.println("Couldnt open file!"); System.out.println(e.getLocalizedMessage()); } } 3) For sound files: import sun.audio.*; import java.io.*; public synchronized void play() { try { InputStream in = new FileInputStream(filename); AudioStream as = new AudioStream(in); AudioPlayer.player.start(as); } catch (IOException e) { e.printStackTrace(); } }

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  • Key Promoter for NetBeans

    - by Geertjan
    Whenever a menu item or toolbar button is clicked, it would be handy if NetBeans were to tell you 'hey, did you know, you can actually do this via the following keyboard shortcut', if a keyboard shortcut exists for the invoked action. After all, ultimately, a lot of developers would like to do everything with the keyboard and a key promoter feature of this kind is a helpful tool in learning the keyboard shortcuts related to the menu items and toolbar buttons you're clicking with your mouse. Above, you see the balloon message that appears for each menu item and toolbar button that you click and, below, you can see a list of all the actions that have been logged in the Notifications window. That happens automatically when an action is invoked (assuming the plugin described in this blog entry is installed), showing the display name of the action, together with the keyboard shortcut, which is presented as a hyperlink which, when clicked, re-invokes the action (which might not always be relevant, especially for context-sensitive actions, though for others it is quite useful, e.g., reopen the New Project wizard). And here's all the code. Notice that I'm hooking into the 'uigestures' functionality, which was suggested by Tim Boudreau, and I have added my own handler, which was suggested by Jaroslav Tulach, which gets a specific parameter from each new log entry handled by the 'org.netbeans.ui.actions' logger, makes sure that the parameter actually is an action, and then gets the relevant info from the action, if the relevant info exists: @OnShowingpublic class Startable implements Runnable {    @Override    public void run() {        Logger logger = Logger.getLogger("org.netbeans.ui.actions");        logger.addHandler(new StreamHandler() {            @Override            public void publish(LogRecord record) {                Object[] parameters = record.getParameters();                if (parameters[2] instanceof Action) {                    Action a = (Action) parameters[2];                    JMenuItem menu = new JMenuItem();                    Mnemonics.setLocalizedText(                            menu,                             a.getValue(Action.NAME).toString());                    String name = menu.getText();                    if (a.getValue(Action.ACCELERATOR_KEY) != null) {                        String accelerator = a.getValue(Action.ACCELERATOR_KEY).toString();                        NotificationDisplayer.getDefault().notify(                                name,                                 new ImageIcon("/org/nb/kp/car.png"),                                 accelerator,                                 new ActionListener() {                            @Override                            public void actionPerformed(ActionEvent e) {                                a.actionPerformed(e);                            }                        });                    }                }            }        });    }} Indeed, inspired by the Key Promoter in IntelliJ IDEA. Interested in trying it out? If there's interest in it, I'll put it in the NetBeans Plugin Portal.

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Not able to get data from Json completely

    - by Abhinav Raja
    i am getting JSON data from http://abinet.org/?json=1 and displaying the titles in a ListView. the code is working fine but the problem is, it is skipping few titles in my ListView and one title is being repeated. You can see the json data from url given above by copy paste it in JSON editor online http://www.jsoneditoronline.org/ i want titles in the "posts" array to be displayed in ListView, however it is being displayed like this: if you see the JSON data from the link above, its missing like 3 titles (they should come between the first and second title) and 5th title is being repeated. Dont know why this is happening. What minor adjustments i need to do? Please help me. this is my code : public class MainActivity extends Activity { // URL to get contacts JSON private static String url = "http://abinet.org/?json=1"; // JSON Node names private static final String TAG_POSTS = "posts"; static final String TAG_TITLE = "title"; private ProgressDialog pDialog; JSONArray contacts = null; TextView img_url; ArrayList<HashMap<String, Object>> contactList; ListView lv; LazyAdapter adapter; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); lv = (ListView) findViewById(R.id.newslist); contactList = new ArrayList<HashMap<String, Object>>(); new GetContacts().execute(); } private class GetContacts extends AsyncTask<Void, Void, Void> { protected void onPreExecute() { super.onPreExecute(); // Showing progress dialog pDialog = new ProgressDialog(MainActivity.this); pDialog.setMessage("Please wait..."); pDialog.setCancelable(false); pDialog.show(); } protected Void doInBackground(Void... arg0) { // Making a request to url and getting response JSONParser jParser = new JSONParser(); // Getting JSON from URL JSONObject jsonObj = jParser.getJSONFromUrl(url); // if (jsonStr != null) { try { // Getting JSON Array node contacts = jsonObj.getJSONArray(TAG_POSTS); // looping through All Contacts for (int i = 0; i < contacts.length(); i++) { // JSONObject c = contacts.getJSONObject(i); JSONObject posts = contacts.getJSONObject(i); String title = posts.getString(TAG_TITLE).replace("&#8217;", "'"); JSONArray attachment = posts.getJSONArray("attachments"); for (int j = 0; j< attachment.length(); j++){ JSONObject obj = attachment.getJSONObject(j); JSONObject image = obj.getJSONObject("images"); JSONObject image_small = image.getJSONObject("thumbnail"); String imgurl = image_small.getString("url"); HashMap<String, Object> contact = new HashMap<String, Object>(); contact.put("image_url", imgurl); contact.put(TAG_TITLE, title); contactList.add(contact); } } } catch (JSONException e) { e.printStackTrace(); } return null; } @Override protected void onPostExecute(Void result) { super.onPostExecute(result); // Dismiss the progress dialog if (pDialog.isShowing()) pDialog.dismiss(); adapter=new LazyAdapter(MainActivity.this, contactList); lv.setAdapter(adapter); } } } this is my JsonParser class (although its not required): public JSONParser() { } public JSONObject getJSONFromUrl(String url) { // Making HTTP request try { // defaultHttpClient DefaultHttpClient httpClient = new DefaultHttpClient(); HttpPost httpPost = new HttpPost(url); HttpResponse httpResponse = httpClient.execute(httpPost); HttpEntity httpEntity = httpResponse.getEntity(); is = httpEntity.getContent(); } catch (UnsupportedEncodingException e) { e.printStackTrace(); } catch (ClientProtocolException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } try { BufferedReader reader = new BufferedReader(new InputStreamReader( is, "iso-8859-1"), 8); StringBuilder sb = new StringBuilder(); String line = null; while ((line = reader.readLine()) != null) { sb.append(line + "n"); } is.close(); json = sb.toString(); } catch (Exception e) { Log.e("Buffer Error", "Error converting result " + e.toString()); } // try parse the string to a JSON object try { jObj = new JSONObject(json); } catch (JSONException e) { Log.e("JSON Parser", "Error parsing data " + e.toString()); } // return JSON String return jObj; } } and this is adapter class: public class LazyAdapter extends BaseAdapter { private Activity activity; private ArrayList<HashMap<String, Object>> data; private static LayoutInflater inflater=null; public LazyAdapter(Activity a,ArrayList<HashMap<String, Object>> d) { activity = a; data=d; inflater = (LayoutInflater)activity.getSystemService(Context.LAYOUT_INFLATER_SERVICE); } public int getCount() { return data.size(); } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } public View getView(int position, View convertView, ViewGroup parent) { View vi=convertView; if(convertView==null) vi = inflater.inflate(R.layout.third_row, null); TextView title = (TextView)vi.findViewById(R.id.headline3); // title SmartImageView iv = (SmartImageView) vi.findViewById(R.id.imageicon); HashMap<String, Object> song = new HashMap<String, Object>(); song = data.get(position); // Setting all values in listview title.setText((CharSequence) song.get(MainActivity.TAG_TITLE)); iv.setImageUrl((String) song.get("image_url")); thumb_image); return vi; } } Please help me. I am stuck at this for more than a week now. I think there is just something to be changed in my MainActivity class.

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