How to fill histogram with array data? - java

I am having trouble getting my histogram to fill correctly.
I was given a large data file full of doubles that represented GPAs, about 5500 of them. I created a method to calculate the count, mean, and standard deviation of the data, however my last problem is to graph the data.
I am to make a histogram for each of the possible grades (12 of them) and graph them about the total of each grade.
I think I have coded the total for each grade correctly, but when it comes to actually drawing the histogram I cannot figure out the 4 arguments needed for fillRect.
I've been playing around with different variables, but nothing seems to get me close.
Any help is appreciated.
private static int[] gradeCounts(double[] stats) throws Exception{
double stdv = 0;
double sum = 0;
double sum2 = 0;
double variance = 0;
Scanner fsc = new Scanner(new File("introProgGrades.txt"));
while (!fsc.hasNextDouble())
fsc.nextLine();
int[] binCounts = new int[NUM_OF_GRADE_CATEGORIES];
double x = 0;
while (fsc.hasNextDouble()){
stats[2]++;
x = fsc.nextDouble();
sum += x;
sum2 += x * x;
if (x == 0.0)
binCounts[0]++;
else if (x == 0.6666667)
binCounts[1]++;
else if (x == 1.0)
binCounts[2]++;
else if (x == 1.3333333)
binCounts[3]++;
else if (x == 1.6666667)
binCounts[4]++;
else if (x == 2.0)
binCounts[5]++;
else if (x == 2.3333333)
binCounts[6]++;
else if (x == 2.6666667)
binCounts[7]++;
else if (x == 3.0)
binCounts[8]++;
else if (x == 3.3333333)
binCounts[9]++;
else if (x == 3.6666667)
binCounts[10]++;
else
binCounts[11]++;
}
stats[0] = sum/stats[2];
variance = (stats[2] * sum2 - sum * sum) / (stats[2]*(stats[2]-1));
stdv = Math.sqrt(variance);
stats[1] = stdv;
return binCounts;
}
What I am having trouble with:
private static void plotHistogram(int[] binCounts){
int max = Arrays.stream(binCounts).max().getAsInt();
DrawingPanel panel = new DrawingPanel (800,800);
Graphics2D g = panel.getGraphics();
g.fillRect(0, 0, 800/binCounts.length,max);
}
I think I have to iterate through the data with a for loop, but it's the parameters of fillRect that I am clueless on.

but when it comes to actually drawing the histogram I cannot figure out the 4 arguments needed for fillRect.
The JavaDocs are quite explicit in the properties and their meanings, it's just a box, with a position (x/y) and size (width/height)
public abstract void fillRect​(int x,
int y,
int width,
int height)
Fills the specified rectangle. The left and right edges of the rectangle are at x and x +
width - 1. The top and bottom edges are at y and y + height - 1. The
resulting rectangle covers an area width pixels wide by height pixels
tall. The rectangle is filled using the graphics context's current
color. Parameters: x - the x coordinate of the rectangle to be filled.
y - the y coordinate of the rectangle to be filled. width - the width
of the rectangle to be filled. height - the height of the rectangle to
be filled.
I've been playing around with different variables, but nothing seems to get me close.
So, two things come to mind, the first comes from the JavaDocs above...
The rectangle is filled using the graphics context's current
color
This is something that's easy to forget
The second is it seems that you misunderstand how painting works in Swing.
Painting in Swing has a very specific and well documented workflow. The first thing you should do is go read Performing Custom Painting and Painting in AWT and Swing to get a better understanding of how painting works and how you should work with it.
There is never a good reason to call JComponent#getGraphics, apart from been able to return null, this is just a snapshot of the last paint cycle and will be wiped clean on the next paint pass (which may occur at any time for any number of reasons).
Instead, you will need a custom component and override it's paintComponent method instead.
You should then have a read through the 2D Graphics trail to get a better understanding of how the API works and what features/functionality it can provide.
For example....
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.util.Arrays;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
Random rnd = new Random();
int[] binCounts = new int[10];
for (int index = 0; index < binCounts.length; index++) {
binCounts[index] = rnd.nextInt(100);
}
JFrame frame = new JFrame();
frame.add(new DrawingPanel(binCounts));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class DrawingPanel extends JPanel {
private int[] binCounts;
private int max;
public DrawingPanel(int[] binCounts) {
this.binCounts = binCounts;
max = Arrays.stream(binCounts).max().getAsInt();
System.out.println(max);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(800, 800);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
int barWidth = 800 / binCounts.length;
for (int i = 0; i < binCounts.length; i++) {
int barHeight = (int)((binCounts[i] / (double)max) * getHeight());
// I personally would cache this until the state of the component
// changes, but for brevity
Rectangle rect = new Rectangle(i * barWidth, getHeight() - barHeight, barWidth, barHeight);
g2d.setColor(Color.BLUE);
g2d.fill(rect);
g2d.setColor(Color.BLACK);
g2d.draw(rect);
}
g2d.dispose();
}
}
}

Related

Java snap to grid

Okay so I'm trying to make things snap to a grid I have.
This is how I snap to the screen itself:
int finalCalcX = (mouseX / Handler.gridSpace32) * Handler.gridSpace32;
int finalCalcY = (mouseY / Handler.gridSpace32) * Handler.gridSpace32;
The variable names speak for themselves I think.
Mouse coordinates divided by my tiles being 32x32 pixels, times that again to get the snap-to-grid functionality.
Now this works fine for the screen, but when I want to add it to the "map" itself, I can't just add my map x and y offsets to that, it gets messed up.
I've played around with it for about two days, and I also got it to snap to the map itself, but when I'm say, halfway in the map on both axis, the mouseX and mouseY messes the grid thing up.
It's kind of hard for me to explain, but the offset from the 0, 0 (every origins position, even the screen) PLUS the maps offset when you move away from the origin, gets added to the distance between the cursor itself and the transparent snap-to-grid tile that I'm using to test.
Basically the offset between the maps origin, and the camera, is for some reason the same offset between the cursor and the transparent tile. So the further into the map i move, the further away the tile gets from the cursor, and eventually moves outside the screen width and height...
When I move further into the map, I want the snap-to-grid functionality to stay corret, no matter where on the map I am.
Render method:
for (int y = startY; y < endY; y++) {
for (int x = startX; x < endX; x++) {
gridSpace(graphics, (int) (x * Handler.gridSpace32 - handler.getCamera().getOffsetX()),
(int) (y * Handler.gridSpace32 - handler.getCamera().getOffsetY()));
checkHighlight(graphics);
}
}
The gridSpace is the grid itself.
Here is what's in the highlight at the moment:
int finalCalcX = (mouseX / Handler.gridSpace32) * Handler.gridSpace32;
int finalCalcY = (mouseY / Handler.gridSpace32) * Handler.gridSpace32;
graphics.setColor(new Color(100, 200, 100, 3));
graphics.fillRect(finalCalcX, finalCalcY, Handler.gridSpace32, Handler.gridSpace32);
Sorry for my terrible explanation skills, but that's the best I can do.
What am I doing wrong?
I think I recreated what you are getting, and the problem lies with usage of incorrect sign in calculations of camera position and translation. Executing code below you should get similar behavior to what you described, while uncommenting commented lines (while commenting out the ones that follow them) should give you correct behavior.
package test;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import javax.swing.*;
public class SnapToGrid extends JPanel implements MouseMotionListener{
private int[] camera;
private int[] mouse;
private final int gridSize = 16;
SnapToGrid() {
camera = new int[2];
mouse = new int[2];
setFocusable(true);
addMouseMotionListener(this);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
//g2.translate(-camera[0], -camera[1]);
g2.translate(camera[0], camera[1]);
//draw background
for (int i = 0; i < 9; i++)
for (int j = 0; j < 9; j++)
{
Color c = ((j*9) + i) % 2 == 0 ? Color.black : Color.white;
g2.setColor(c);
g2.fillRect(i*gridSize, j*gridSize, gridSize, gridSize);
}
g2.setColor(Color.blue);
int[] snappedPos = getSnappedMousePosition();
g2.fillRect(snappedPos[0], snappedPos[1], gridSize, gridSize);
}
private int[] getSnappedMousePosition() {
return new int[] {
camera[0] + mouse[0] - ((camera[0] + mouse[0]) % gridSize),
camera[1] + mouse[1] - ((camera[1] + mouse[1]) % gridSize)
};
}
public static void main (String[] args) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new SnapToGrid());
frame.pack();
frame.setVisible(true);
}
#Override
public void mouseDragged(MouseEvent e) {
//camera[0] -= e.getX() - mouse[0];
//camera[1] -= e.getY() - mouse[1];
camera[0] += e.getX() - mouse[0];
camera[1] += e.getY() - mouse[1];
mouse[0] = e.getX();
mouse[1] = e.getY();
repaint();
}
#Override
public void mouseMoved(MouseEvent e) {
mouse[0] = e.getX();
mouse[1] = e.getY();
repaint();
}
#Override
public Dimension getPreferredSize() {
return new Dimension(gridSize * 18, gridSize * 18);
}
}
One thing that I really don't like with your code, is that you are not using transformations. Using transformations allows you to separate world from viewport, submits to far easier debugging of issues like this here, and most importantly, if you want to add things like scaling or rotating later on, you only need to add few lines, as opposed to rewriting half of your render method.

How do I flip the drawRect so that it draws up?

I have some code here, and it graphs exponentially but, it graphs the wrong way. negative exponential growth. Here is my code, I'm trying to flip it up. I'll be working on it, but if you have an answer please tell me.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Graphics extends JPanel{
public static void main(String[] args) {
JFrame f =new JFrame ("Function");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Graphics g = new Graphics();
f.add(g);
f.setSize(700, 700);
f.setVisible(true);
}
public void paintComponent (java.awt.Graphics g) {
super.paintComponent(g);
int i = this.getWidth()-this.getWidth() + 5;
int xoffset = this.getWidth()/2;
int yoffset = this.getHeight()/2;
for (int x = 0 ; x < 20 ; x++){
g.setColor(Color.BLACK);
this.setBackground(Color.WHITE);
int p = x*x;
g.fillRect(i+xoffset,10+yoffset,5,p);
i = i + 10;
}
}
}
Does anyone know how to fix this?
Change the x/y position at where the rectangle starts to draw from (it always draws right/down)
So instead of
g.fillRect(i+xoffset,10+yoffset,5,p);
you could have...
g.fillRect(i + xoffset, 10 + yoffset - p, 5, p);
I've got no idea what your intentions are for int i = this.getWidth()-this.getWidth() + 5;, but clearly makes no sense (width - width == 0?)

Drawing shapes in loops

So Im basically just trying to Draw a whole bunch of random triangles to the screen in a loop while changing the colors which seemed not very difficult but i cannot find where my problem lies... it wont loop it just displays one image here's what i have
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.util.Random;
import javax.swing.JFrame;
public class ManyTriangles extends Canvas {
public void paint(Graphics g) {
Random r = new Random();
int x1 = r.nextInt(350);
int x2 = r.nextInt(400);
int x3 = r.nextInt(300);
int y1 = r.nextInt(800);
int y2 = r.nextInt(200);
int y3 = r.nextInt(600);
int[] xpts = { x1, x2, x3 };
int[] ypts = { y1, y2, y3 };
int randomColor = r.nextInt(3);
for (int x = 0; x <= 500; x++) {
if (randomColor == 3) {
g.setColor(Color.green);
} else if (randomColor == 2) {
g.setColor(Color.red);
} else if (randomColor == 1) {
g.setColor(Color.blue);
}
g.fillPolygon(xpts, ypts, 3);
}
}
public static void main(String[] args) {
ManyTriangles canvas = new ManyTriangles();
JFrame frame = new JFrame("Lots of Triangle's");
frame.setSize(1024, 768);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(canvas);
frame.setVisible(true);
}
}
Your xpts and yppts never change within the loop, so you are painting the same thing over and over again in different colors
You've broken the paint chain by not calling super.paint
You're mixing heavy and light weight components (Canvas on a JFrame), this is not really a good idea...
Instead...
Move the creation of the xpts and yppts into the loop
Call super.paint before doing any custom painting or event better
Use a JPanel instead of a Canvas and override it's paintComponent method instead, making sure you call super.paintComponent before doing any custom painting...
See Painting in AWT and Swing, Performing Custom Painting for more details
Other issues...
Because you're re-generating the output each time paint is called, your output could change at random times (as the repaint manager schedules new repaint requests). If you don't want this, generate the shapes in the constructor or other method, adding them to some kind of List or array and iterate over this within your paintComponent method...

Drawing fully transparent "white" in Java BufferedImage

This might sound like a bit of strange title, but bear with me, there is a reason:
I am trying to generate a white glow around a text on a gray background.
To generate the glow, I created a new BufferedImage that's bigger than the text, then I drew the text in white onto the canvas of the image and ran a Gaussian Blur over the image via a ConvolveOp, hoping for something like this:
At first I was a bit surprised when the glow turned out darker than the gray background of the text:
But after a bit of thinking, I understood the problem:
The convolution operates on each color channel (R, G, B, and A) independently to calculate the blurred image. The transparent background of the picture has color value 0x00000000, i.e. a fully transparent black! So, when the convolution filter runs over the image, it not only blends the alpha value, but also mixes the black into the RGB values of the white pixels. This is why the glow comes out dark.
To fix this, I need to initialize the image to 0x00FFFFFF, i.e. a fully transparent white instead, but if I just set that color and fill a rectangle with it, it simply does nothing as Java says "well, it's a fully transparent rectangle that you're drawing! That's not going to change the image... Let me optimize that away for you... Done... You're welcome.".
If I instead set the color to 0x01FFFFFF, i.e. an almost fully transparent white, it does draw the rectangle and the glow looks beautiful, except I end up with a very faint white box around it...
Is there a way I can initialize the image to 0x00FFFFFF everywhere?
UPDATE:
I found one way, but it's probably as non-optimal as you can get:
I draw an opaque white rectangle onto the image and then I run a RescaleOp over the image that sets all alpha values to 0. This works, but it's probably a terrible approach as far as performance goes.
Can I do better somehow?
PS: I'm also open to entirely different suggestions for creating such a glow effect
The main reason why the glow appeared darker with your initial approach is most likely that you did not use an image with a premultiplied alpha component. The JavaDoc of ConvolveOp contains some information about how the alpha component is treated during a convolution.
You could work around this with an "almost fully transparent white". But alternatively, you may simply use an image with premultiplied alpha, i.e. one with the type TYPE_INT_ARGB_PRE.
Here is a MCVE that draws a panel with some text, and some pulsing glow around the text (remove the timer and set a fixed radius to remove the pulse - I couldn't resist playing around a little here ...).
import java.awt.AlphaComposite;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.awt.image.ConvolveOp;
import java.awt.image.Kernel;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class TextGlowTest
{
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
createAndShowGUI();
}
});
}
private static void createAndShowGUI()
{
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().add(new TextGlowPanel());
f.setSize(300,200);
f.setLocationRelativeTo(null);
f.setVisible(true);
}
}
class TextGlowPanel extends JPanel
{
private BufferedImage image;
private int radius = 1;
TextGlowPanel()
{
Timer t = new Timer(50, new ActionListener()
{
long startMillis = -1;
#Override
public void actionPerformed(ActionEvent e)
{
if (startMillis == -1)
{
startMillis = System.currentTimeMillis();
}
long d = System.currentTimeMillis() - startMillis;
double s = d / 1000.0;
radius = (int)(1 + 15 * (Math.sin(s * 3) * 0.5 + 0.5));
repaint();
}
});
t.start();
}
#Override
protected void paintComponent(Graphics gr)
{
super.paintComponent(gr);
gr.setColor(Color.GRAY);
int w = getWidth();
int h = getHeight();
gr.fillRect(0, 0, w, h);
if (image == null || image.getWidth() != w || image.getHeight() != h)
{
// Must be prmultiplied!
image = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB_PRE);
}
Graphics2D g = image.createGraphics();
Font font = g.getFont().deriveFont(70.0f).deriveFont(Font.BOLD);
g.setFont(font);
g.setComposite(AlphaComposite.Src);
g.setColor(new Color(255,255,255,0));
g.fillRect(0,0,w,h);
g.setComposite(AlphaComposite.SrcOver);
g.setColor(new Color(255,255,255,0));
g.fillRect(0,0,w,h);
g.setColor(Color.WHITE);
g.drawString("Glow!", 50, 100);
image = getGaussianBlurFilter(radius, true).filter(image, null);
image = getGaussianBlurFilter(radius, false).filter(image, null);
g.dispose();
g = image.createGraphics();
g.setFont(font);
g.setColor(Color.BLUE);
g.drawString("Glow!", 50, 100);
g.dispose();
gr.drawImage(image, 0, 0, null);
}
// From
// http://www.java2s.com/Code/Java/Advanced-Graphics/GaussianBlurDemo.htm
public static ConvolveOp getGaussianBlurFilter(
int radius, boolean horizontal)
{
if (radius < 1)
{
throw new IllegalArgumentException("Radius must be >= 1");
}
int size = radius * 2 + 1;
float[] data = new float[size];
float sigma = radius / 3.0f;
float twoSigmaSquare = 2.0f * sigma * sigma;
float sigmaRoot = (float) Math.sqrt(twoSigmaSquare * Math.PI);
float total = 0.0f;
for (int i = -radius; i <= radius; i++)
{
float distance = i * i;
int index = i + radius;
data[index] =
(float) Math.exp(-distance / twoSigmaSquare) / sigmaRoot;
total += data[index];
}
for (int i = 0; i < data.length; i++)
{
data[i] /= total;
}
Kernel kernel = null;
if (horizontal)
{
kernel = new Kernel(size, 1, data);
}
else
{
kernel = new Kernel(1, size, data);
}
return new ConvolveOp(kernel, ConvolveOp.EDGE_NO_OP, null);
}
}
I've found that clearRect should paint a transparent color.
g.setBackground(new Color(0x00FFFFFF, true));
g.clearRect(0, 0, img.getWidth(), img.getHeight());
You should also be able to force the BufferedImage to fill with a transparent color by setting the pixel data directly.
public static void forceFill(BufferedImage img, int rgb) {
for(int x = 0; x < img.getWidth(); x++) {
for(int y = 0; y < img.getHeight(); y++) {
img.setRGB(x, y, rgb);
}
}
}
It is not clearly documented but I tested it and setRGB appears to accept an ARGB value.

Java JFrame Plotting Multiple Lines

So the crux of my problem is plotting multiple components into one JFrame in Java. I'm trying to use the same component twice to plot two different lines, but only one appears. I'm working across three separate classes in separate files, which might be making it more difficult for me. I have tried possible solutions to no avail here, here, here, here, and elsewhere. I suspect I am doing multiple things wrong, as I'm still trying to fully understand JFrame, JPanel, and LayoutManagers. Can anyone show where I went wrong?
My tester class is as follows:
import javax.swing.JFrame;
public class TransportSlabTester
{
public static void main(String[] args)
{
System.out.println("Estimation at 100 sections: ");
TransportSlab slab1 = new TransportSlab(10000,1,5,100);
System.out.println();
JFrame frame = new JFrame("Attenuated Profile");
frame.setSize(600,600);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
TransportSlabGraph component = new TransportSlabGraph();
//analytical is a method from a 3rd class that returns double[]
component.attProfileArray(slab1.analytical(),slab1.getThickness());
frame.add(component);
component = new TransportSlabGraph();
//euler is a method from a 3rd class that returns double[]
component.attProfileArray(slab1.euler(),slab1.getThickness());
frame.add(component);
frame.setVisible(true);
}
}
Now, the class that extends JPanel:
import java.awt.*;
import java.awt.geom.Line2D;
import java.math.*;
import javax.swing.JPanel;
public class TransportSlabGraph extends JPanel
{
double[] N, xAxes, yAxes;
final int edge = 100; //Distance from edge of frame
String[] xlabel = new String[11];
String[] ylabel = new String[11];
/**
*
* #param inputN Data array of type {#code double[]}
* #param thickness Thickness set by the original constructor
*/
public void attProfileArray(double[] inputN, double thickness)
{
N = new double[inputN.length];
//Create labels for the tick marks of the x and y axis from rounded #'s
BigDecimal bd1, bd2;
for (int i = 0; i <= 10; i++)
{
bd1 = new BigDecimal((thickness/10)*i);
MathContext mc = new MathContext(2); //Round to one decimal place
bd2 = bd1.round(mc);
xlabel[i] = String.valueOf(bd2.doubleValue());
ylabel[i] = String.valueOf((inputN[0]*i)/(inputN.length-1));
}
//Set up data array and the axes
for (int i = 0; i < N.length; i++)
{
N[i]=inputN[i];
xAxes = new double[N.length];
yAxes = new double[N.length];
}
}
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
//Get frame dimensions to scale drawn components
int w = getWidth();
int h = getHeight();
double xInc = (double)(w-2*edge)/(N.length-1);
double scale = (double)(h-2*edge)/N[0];
g2.draw(new Line2D.Double(edge, h-edge, w-edge, h-edge)); //draw x axis
g2.draw(new Line2D.Double(edge, edge, edge, h-edge)); // draw y axis
//Create evenly spaced tick marks for both axes and label them
for (int i = 0; i <= 10; i++)
{
g2.draw(new Line2D.Double(edge+((w-edge-edge)/10.0)*i, h-edge-10, edge+((w-edge-edge)/10.0)*i, h-edge+10)); //x ticks
g2.draw(new Line2D.Double(edge-10, h-edge-((h-edge-edge)/10.0)*i, edge+10, h-edge-((h-edge-edge)/10.0)*i)); //y ticks
g2.drawString(xlabel[i],(int)(edge+((w-edge-edge)/10.0)*i),h-edge+20);
g2.drawString(ylabel[i],edge-30,(int)(h-edge-((h-edge-edge)/10.0)*i));
}
//Scale data and convert to pixel coordinates
for (int i = 0; i < N.length; i++)
{
xAxes[i] = edge+i*xInc;
yAxes[i] = h-edge-scale*N[i];
}
//Only set the data line's color
g2.setPaint(Color.BLUE);
//Draw the data as a series of line segments
for (int i = 1; i < N.length; i++)
{
g2.draw(new Line2D.Double(xAxes[i-1],yAxes[i-1],xAxes[i],yAxes[i]));
}
}
}
Problem #1
An instance of a Component may only reside within a single Container (once).
You will need to create a new instance of each Component you want to add. I would recommend a factory pattern...
Problem #2
JFrame, but default, uses a BorderLayout, which will only allow a single component to reside at each of it's 5 available layout positions.
You will also have problems because your TransportSlabGraph class doesn't override it's getPreferredSize method, which means that, by default, instance of the component will be provided with a default size of 0x0 by many of the layout managers.
Consider changing the layout manager to something like GridLayout to start with.
Take a look at Laying Out Components Within a Container for more details

Categories