How to open multiple windows with Processing? - java

I'm trying to create two windows with Processing. Before you mark this as a duplicate, as there are other questions similar to this, I have a specific error and I can't find a solution. When I try to add(s) I get the error The method add(Component) in the type Container is not applicable for the arguments (evolution_simulator.SecondApplet)
I'm not sure how to fix this, and any help would be appreciated. Here is the code:
import javax.swing.*;
PFrame f;
void setup() {
size(320, 240);
f = new PFrame();
}
void draw() {
}
public class PFrame extends JFrame {
SecondApplet s;
public PFrame() {
setBounds(100,100,400,300);
s = new SecondApplet();
add(s); // error occurs here
s.init();
show();
}
}
public class SecondApplet extends PApplet {
public void setup() {
size(400, 300);
noLoop();
}
public void draw() {
}
}

The reason for the error message is because the add() function is expecting a Component, and PApplet is not a Component. This is because PApplet no longer extends Applet as of Processing 3, so old code that uses it as a Component will no longer work.
Instead, you can create a class that extends PApplet for your second window, and then call PApplet.runSketch() using that second PApplet as a parameter:
void setup() {
size(100, 100);
String[] args = {"TwoFrameTest"};
SecondApplet sa = new SecondApplet();
PApplet.runSketch(args, sa);
}
void draw() {
background(0);
ellipse(50, 50, 10, 10);
}
public class SecondApplet extends PApplet {
public void settings() {
size(200, 100);
}
public void draw() {
background(255);
fill(0);
ellipse(100, 50, 10, 10);
}
}

Related

How to use the repaint method in Java Swing

I am very new to the Graphics portion of Java. I have created a frame and on it I have added a panel whose color has been set to Green. Now on clicking that panel I want to draw a circle using a test class's object called Mypanel. But it does not happen. Please guide !
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
class Mypanel extends JPanel
{
#Override
public void paintComponent(Graphics g)
{
g.drawOval(15, 15, 5, 5);
}
}
public class algo extends javax.swing.JFrame {
public algo() {
initComponents();
jPanel1.setBackground(Color.GREEN);
}
Mypanel p = new Mypanel() ;
private void jPanel1MouseClicked(java.awt.event.MouseEvent evt) {
p.repaint();
}
public static void main(String args[]) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new algo().setVisible(true);
}
});
}
}
If I were to guess I would say that I am not supposed to use the repaint method, but I was told that this was to be used.
That code as supplied would not compile. For better help sooner, post a Minimal, Complete, and Verifiable example or Short, Self Contained, Correct Example.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class Mypanel extends JPanel {
boolean clicked = false;
Mypanel() {
setBackground(Color.GREEN);
MouseListener mouseListener = new MouseAdapter() {
#Override
public void mouseClicked(MouseEvent e) {
clicked = true;
repaint();
}
};
this.addMouseListener(mouseListener);
}
#Override
public Dimension getPreferredSize() {
return new Dimension(400, 100);
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
if (clicked) {
g.drawOval(15, 15, 50, 50);
}
}
}
public class algo extends JFrame {
public algo() {
initComponents();
pack();
//jPanel1.setBackground(Color.GREEN); ?!?
}
protected final void initComponents() {
add(new Mypanel());
}
public static void main(String args[]) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new algo().setVisible(true);
}
});
}
}
There are a few things to correct in your example...
When you create the frame (i.e. in the constructor) you'll want to call super(). This is the first thing the constructor has to do. Then, you'll probably want to set an initial width/height, and set the background color of the frame green.
You need to add a mouse listener so that the mouseClicked method is actually called. Then have it add the 'MyPanel' object to the frame, and call repaint.
I think that's roughly what you're going for.

How to create Form with background color in j2me [duplicate]

Please have a look at the following code
First, Please note I am a 100% newbie to Java Mobile.
In here, I am making the light on and vibrate on when user click the button. However, I really wanted to create a SOS application which turn the whole screen into white, and go to black, like that, in the thread. I guess I didn't achieve that by this app because even the lights are on, the buttons are still there. I tried to turn the "Form" color to "white" but it seems like JME has no "Color" class.
import javax.microedition.midlet.*;
import javax.microedition.lcdui.*;
public class Midlet extends MIDlet{
private Form f;
private Display d;
private Command start,stop;
private Thread t;
public Midlet()
{
t = new Thread(new TurnLightOn());
}
public void startApp()
{
f = new Form("Back Light On");
d = Display.getDisplay(this);
d.setCurrent(f);
start = new Command("Turn On",Command.OK,0);
stop = new Command("Turn Off",Command.OK,1);
f.addCommand(start);
f.setCommandListener(new Action());
}
public void pauseApp() {
}
public void destroyApp(boolean unconditional)
{
this.notifyDestroyed();
}
private class Action implements CommandListener
{
public void commandAction(Command c, Displayable dis)
{
f.append("Light is Turnning On");
t.start();
}
}
private class ActionOff implements CommandListener
{
public void commandAction(Command c, Displayable dis)
{
}
}
private class TurnLightOn implements Runnable
{
public void run()
{
f.append("Working");
for(int i=0;i<100;i++)
{
try
{
d.flashBacklight(200);
d.vibrate(200);
Thread.sleep(1000);
}
catch (InterruptedException ex)
{
ex.printStackTrace();
}
}
}
}
}
Use the javax.microedition.lcdui.Canvas instead of Form. This example can get you started
public void startApp()
{
f = new Form("Back Light On");
d = Display.getDisplay(this);
start = new Command("Turn On",Command.OK,0);
stop = new Command("Turn Off",Command.OK,1);
f.addCommand(start);
f.setCommandListener(new Action());
myCanvas = new MyCanvas();
d.setCurrent(myCanvas);
myCanvas.repaint();
}
Now create a canvas and implement paint method like this:
class MyCanvas extends Canvas {
public void paint(Graphics g) {
// create a 20x20 black square in the center
// clear the screen first
g.setColor(0xffffff);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(0xffffff); // make sure it is white color
// draw the square, <b>changed to rely on instance variables</b>
<b>g.fillRect(x, y, getWidth(), getHeight());</b>
}
}

Creating a second applet(window) in processing

Hello guys i am trying to do a code where i can create a second applet in processing by passing on a sensible area.
the code works fine except for 1 thing.
when it passes over the sensible area it creates in a loop the same frame.
here is the code.
import javax.swing.JFrame;
PFrame f;
secondApplet s;
void setup() {
size(600, 340);
}
void draw() {
background(255, 0, 0);
fill(255);
}
void mousePressed(){
PFrame f = new PFrame();
}
public class secondApplet extends PApplet {
public void setup() {
size(600, 900);
noLoop();
}
public void draw() {
fill(0);
ellipse(400, 60, 20, 20);
}
}
public class PFrame extends JFrame {
public PFrame() {
setBounds(0, 0, 600, 340);
s = new secondApplet();
add(s);
s.init();
println("birh");
show();
}
}
This code creates the second applet by just clicking in any region of the frame, but if you keep clicking it will create more frames of the same applet.
what i want is that once i click it creates only 1 frame and no more.
can you help me please?
thanks ;)
The code you posted won't compile, as you have no top-level encapsulating class declared, so I'm curious about why you say it works.
Regarding your issue, you have the field PFrame f declared at the top, but in mousePressed() you declare another one. This variable f is different from the first variable. To solve your problem, you probably want your code to look something like:
void mousePressed() {
if (f == null) {
f = new PFrame();
}
}
This will allow you to create the new frame, but only once. I recommend you choose more descriptive variable names, though. Also, it should be SecondApplet, not secondApplet.
import javax.swing.JFrame;
PFrame f = null;
secondApplet s;
void setup() {
size(600, 340);
}
void draw() {
background(255, 0, 0);
fill(255);
}
void mousePressed(){
if(f==null)f = new PFrame();
}
public class secondApplet extends PApplet {
public void setup() {
size(600, 900);
noLoop();
}
public void draw() {
fill(0);
ellipse(400, 60, 20, 20);
}
/*
* TODO: something like on Close set f to null, this is important if you need to
* open more secondapplet when click on button, and none secondapplet is open.
*/
}
public class PFrame extends JFrame {
public PFrame() {
setBounds(0, 0, 600, 340);
s = new secondApplet();
add(s);
s.init();
println("birh");
show();
}
}

My Swing application is likely not thread-safe - not sure why, though

Edited at the request of commenters. I hope this is compliant.
First post! Trying to understand why my Swing application will not advance from one panel to the next. Here is the general flow of the code :
public class MainWindow {
JFrame mainFrame;
ChangeablePanel currentScreen; // abstract and extends JPanel, has getters &
setters for a Timer (swing timer), a String (nextScreen), and an Image
(background image). also has a close(AWTEvent e) method that simply calls
"this.setVisible(false);"
public MainWindow() {
mainFrame = new JFrame("New Arcana");
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setTitleFrame();
} // MainFrame constructor
public void changeFrame(String frameType, String frameName) {
switch (frameType) {
case "Title":
setTitleFrame();
break;
case "Town":
setTownFrame(frameName);
break;
case "Movie":
setMovieFrame(frameName);
break;
default:
break;
} // switch
} // changeFrame
private void setTitleFrame() {
currentScreen = new TitlePanel();
currentScreen.addComponentListener(new ScreenChangeListener());
...
mainFrame.setContentPane(currentScreen);
mainFrame.setSize(titleScreenLength, titleScreenHeight); // put constants here if you want
mainFrame.setLocationRelativeTo(null);
mainFrame.setVisible(true);
} // setTitleFrame
private void setTownFrame(String townName) {
currentScreen = new TownPanel(townName);
currentScreen.addComponentListener(new ScreenChangeListener());
...
mainFrame.setContentPane(currentScreen);
mainFrame.setSize(townScreenLength, townScreenHeight); // put constants here if you want
mainFrame.setVisible(true);
} // setTownFrame
private void setMovieFrame(String movieName) {
currentScreen = new MoviePanel(movieName);
currentScreen.addComponentListener(new ScreenChangeListener());
...
mainFrame.setContentPane(currentScreen);
mainFrame.setSize(titleScreenLength, titleScreenHeight); // put constants here if you want
mainFrame.setVisible(true);
} // setMovieFrame
private class ScreenChangeListener implements ComponentListener {
#Override
public void componentHidden(ComponentEvent e) {
gotoNextScreen(e);
}
public void componentMoved(ComponentEvent e) {}
public void componentResized(ComponentEvent e) {}
public void componentShown(ComponentEvent e) {}
} // ScreenChangeListener
public void gotoNextScreen(ComponentEvent e) {
changeFrame(currentScreen.getNextScreen(), null);
}
} // MainWindow
public class Start {
...
public static void main(String[] args) {
initialize();
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new MainWindow();
}
});
} // main
...
} // Start
public class TitlePanel extends ChangeablePanel implements ActionListener {
JButton newGame, continueGame;
public TitlePanel() {
setFocusable(true);
...
newGame = new JButton("New Game");
continueGame = new JButton("Continue");
newGame.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
setNextScreen("Movie");
close(e);
}
});
add(newGame);
add(continueGame);
createTimer(10, this);
getTimer().start();
} // TitlePanel constructor
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
drawTitleScreen(g2d);
} // paintComponent
private void drawTitleScreen(Graphics2D g2d) {
g2d.drawImage(getBGImage(), 0, 0, null);
newGame.setLocation(170, 550);
continueGame.setLocation(605, 550);
} // drawTitleScreen
} // TitlePanel
public class MoviePanel extends ChangeablePanel implements ActionListener {
public MoviePanel(String movieName) {
setFocusable(true);
addKeyListener(new AnyKeyActionListener());
...
createTimer(10, this);
getTimer().start();
} // TitlePanel constructor
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
public void paint(Graphics g) {
super.paint(g);
Graphics2D g2d = (Graphics2D) g;
drawMovie(g2d);
} // paintComponent
private void drawMovie(Graphics2D g2d) {
g2d.drawImage(getBGImage(), 0, 0, null);
} // drawTitleScreen
private class AnyKeyActionListener extends KeyAdapter {
public void keyTyped(KeyEvent e) {
setNextScreen("Town");
close(e);
} // keyPressed
} // listener to check for keystrokes
} // MoviePanel
The MainFrame is to be populated with more frames as the application advances based on user-input (currently, only MoviePanel and TownPanel are coded), and their code is fairly analogous to this one -- I pasted MoviePanel as well.
Execution breaks down after the KeyAdapter-based listener above. However, when I run my application in Debug mode in Eclipse with breakpoints, this indeed does what it's supposed to do and advances from the MoviePanel to the TownPanel. It is because of this that I suspect threading is the culprit here. Note that I did try many different combinations of the SwingUtilities.invokeLater() technique on the code-blocks above, but it didn't change anything. Any help would be appreciated; thanks!
Do the following:
invokeLater for creation ont the GUI Event Dispatch Thread
No repaint() during construction
setVisible last
Especially on event listeners again use invokeLater, to let buttons and such be responsive, and have then actions being taken with response too.
public static void main(String[] args) {
...
SwingUtilities.invokeLater() {
#Override()
new Runnable() {
new MainFrame().setVisible(true);
}
};
}
Code review
In TitlePanel.TitlePanel better use an absolute layout (that means null), instead of using setLocation in the painting code.
setLayout(null);
newGame = new JButton("New Game");
continueGame = new JButton("Continue");
newGame.setBounds(170, 550, 120, 24);
continueGame.setBounds(605, 550, 120, 24);
In ChangeablePanel.close ensure also timer.stop().
In MainWindow use invokeLater:
public void gotoNextScreen(ComponentEvent e) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
changeFrame(currentScreen.getNextScreen(), null);
}
});
}
In MoviePanel I cannot see that addKeyListener could function; maybe the left-out code? Or is this maybe the error you saw?
Furthermore I find a simple repaint() dubious; would have expected something like:
public void actionPerformed(ActionEvent e) {
invalidate();
repaint(10L);
}

How do i specify which class to call a method from

When i run the code below, the fireEvent() method is called inside the Slider class instead of the ColorPanel class. How can i make it call the fireEvent() method in the ColorPanel class? (They both extend EventComponent which has the method)
public class ColorPanel extends EventComponent<ColorChangeListener> {
public ColorPanel() {
...
add(new ValueSlider());
}
.................more Code
#Override
protected void fireEvent() {
for (ColorChangeListener l : listeners)
l.colorChanged(color);
}
private class ValueSlider extends Slider {
public ValueSlider() {
super(0, 200, 200, 200);
this.x = 10;
this.y = 220;
addListener(new ValueChangeListener() {
#Override
public void valueChanged(int value) {
colorCircle.setValue(value / 200f);
color = colorCircle.getSelectedColor();
fireEvent();
}
});
}
}
Point the compiler to the right method by changing fireEvent(); to ColorPanel.this.fireEvent();
You should specify the class like this:
ColorPanel.this.fireEvent();

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