The two examples shown below are same. Both are supposed to produce same result e.g. generate the coordinates of images displayed on JPanel.
Example 1, works perfectly (print the coordinates of images), however example 2 returning 0 for the coordinate.
I was wondering why because, I have put the setvisible (true) after adding the panel, in both examples. The only difference is that example 1 used extends JPanel and example 2 extends JFrame
EXAMPLE 1:
public class Grid extends JPanel{
public static void main(String[] args){
JFrame jf=new JFrame();
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
final Grid grid = new Grid();
jf.add(grid);
jf.pack();
Component[] components = grid.getComponents();
for (Component component : components) {
System.out.println("Coordinate: "+ component.getBounds());
}
jf.setVisible(true);
}
}
EXAMPLE 2:
public class Grid extends JFrame {
public Grid () {
setLayout(new GridBagLayout());
GridBagLayout m = new GridBagLayout();
Container c = getContentPane();
c.setLayout (m);
GridBagConstraints con = new GridBagConstraints();
//construct the JPanel
pDraw = new JPanel();
...
m.setConstraints(pDraw, con);
pDraw.add (new GetCoordinate ()); // call new class to generate the coordinate
c.add(pDraw);
pack();
setVisible(true);
}
public static void main(String[] args) {
new Grid();
}
}
The problem is that in the second example, you are trying to print out the bounds of a component before the component has been added to its container (by calling add()) and before the frame's contents have been laid out (by calling pack()).
Here is my attempt to reproduce Example 1. ...
Here is my attempt to reproduce Example 2. I added the SwingUtilities call to put things in the right thread, and I filled in the contents of the GetCoordiates constructor with help from your comments:
class GetCoordinate extends JLabel {
public GetCoordinate() {
setText("Foo!");
System.out.println("Coordinate: " + this.getBounds());
}
}
public class Grid extends JFrame {
public Grid() {
setLayout(new GridBagLayout());
GridBagLayout m = new GridBagLayout();
Container c = getContentPane();
c.setLayout(m);
GridBagConstraints con = new GridBagConstraints();
// construct the JPanel
final JPanel pDraw = new JPanel();
m.setConstraints(pDraw, con);
pDraw.add(new GetCoordinate()); // call new class to generate the
// coordinate
c.add(pDraw);
pack();
setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new Grid();
}
});
}
}
Just as you described, it prints out a size of zero:
Coordinate: java.awt.Rectangle[x=0,y=0,width=0,height=0]
However, if you print out the size after the component has been added and the frame has been packed, it should work. Here is a modified version of my Example 2, where I added a method GetCoordinate.printBounds() and call that method everything has been added and laid out:
class GetCoordinate extends JLabel {
public GetCoordinate() {
setText("Foo!");
// Let's not try to do this here anymore...
// System.out.println("Coordinate: " + this.getBounds());
}
public void printBounds() // <-- Added this method
{
System.out.println("Coordinate: " + this.getBounds());
}
}
public class Grid extends JFrame {
public Grid() {
setLayout(new GridBagLayout());
GridBagLayout m = new GridBagLayout();
Container c = getContentPane();
c.setLayout(m);
GridBagConstraints con = new GridBagConstraints();
// construct the JPanel
final JPanel pDraw = new JPanel();
m.setConstraints(pDraw, con);
final GetCoordinate content = new GetCoordinate();
pDraw.add(content);
c.add(pDraw);
pack();
setVisible(true);
content.printBounds(); // <-- Added this
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new Grid();
}
});
}
}
With these changes, I get the following console output, including a nonzero size for my content:
Coordinate: java.awt.Rectangle[x=5,y=5,width=23,height=16]
A common cause of such anomalies is failing to start on the EDT. In this case, I can't tell from your code what is different: in particular, it's not clear where the second example prints.
contoh
import java.util.logging.Level;
import java.util.logging.Logger;
/**
*
* #author LENOVO G40
*/
public class Main {
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
new FrmMenuUTama().setVisible(true);
}
}
Related
This question is about Frames, Java and Processing.
This questions sounds pretty convoluted but its really not. I'll try keep this to a simple minimum. I'm creating a small ball in a maze game to get my head around physics and rendering. It's been a good experience so far but I've hit a bit of a brick wall.
The general layout I decided on was to contain PApplets within a AWT Frame and have the Frame close. The reason for this is because I was told that you should only have on instance of a Papplet at a time.
PApplet is the Applet class in Processing, a rendering library.
I have 3 classes here including the main
public class Menu extends PApplet
{
//images and buttons
PImage background, playbtn1, playbtn2, hsbtn1, hsbtn2, abbtn1, abbtn2, exbtn1, exbtn2;
FBox pBtn, hBtn, eBtn;
FWorld menu;
//simple constructor
public Menu()
{
}
public void setup()
{
size(600, 400);
smooth();
Fisica.init(this);
menu = new FWorld();
//loading and placing images
background = loadImage("MenuAlt.jpg");
System.out.println(background);
playbtn1 = loadImage("play1.gif");
playbtn2 = loadImage("play2.gif");
hsbtn1 = loadImage("high1.gif");
hsbtn2 = loadImage("high2.gif");
exbtn1 = loadImage("exit1.gif");
exbtn2 = loadImage("exit2.gif");
//loading and placing buttons
pBtn = new FBox(120, 150);
pBtn.setPosition(135, 215);
pBtn.setDrawable(false);
hBtn = new FBox(120, 150);
hBtn.setPosition(295, 215);
hBtn.setDrawable(false);
eBtn = new FBox(120, 150);
eBtn.setPosition(455, 215);
eBtn.setDrawable(false);
//add item to world
menu.add(pBtn);
menu.add(hBtn);
menu.add(eBtn);
}
public void draw()
{
image(background, 0, 0);
image(playbtn1, 80, 140);
image(hsbtn1, 237, 135);
image(exbtn1, 400, 140);
mouseOver();
menu.draw();
}
//close this frame an open a new level, high score or exit
//depending on what the use clicks
public void mousePressed()
{
FBody pressed = menu.getBody(mouseX, mouseY);
if (pressed == pBtn)
{
System.out.println("play game");
this.getParent().getParent().getParent().getParent().setVisible(false);
ExampleFrame x = new ExampleFrame(new Level("level1.txt"));
x.setLocation(this.getParent().getParent().getParent().getParent().getLocation());
}
if (pressed == hBtn)
{
System.out.println("high scores");
this.getParent().getParent().getParent().getParent().setVisible(false);
/* these are just for finding the parent
System.out.println(this.getName());
System.out.println(this.getParent().getName());
System.out.println(this.getParent().getParent().getName());
System.out.println(this.getParent().getParent().getParent().getName());
System.out.println(this.getParent().getParent().getParent().getParent().getName());
*/
ExampleFrame x = new ExampleFrame(new HighScores()); //for testing, you can change this to new menu()
x.setLocation(this.getParent().getParent().getParent().getParent().getLocation());
}
if (pressed == eBtn)
{
System.out.println("exit");
System.exit(0);
}
}
the exampleFrame class
public class ExampleFrame extends JFrame
{
PApplet app;
public ExampleFrame(PApplet emApp)
{
super("Ball Maze Game");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLocation(200, 200);
app = emApp;
setSize(615,438);
setVisible(true);
setLayout(new BorderLayout());
add(app, BorderLayout.CENTER);
app.init();
}
}
the main
public class Main
{
public static void main(String[] args)
{
ExampleFrame x = new ExampleFrame(new Menu());
}
}
What needs to happen when mousePressed == ebtn is all the stuff in the Frame will be removed and a Highscores Screen will be loaded. highscores is almost the same as menu. There is no need to post code as there is enough here.
The second class is the one which acts as a frame and holds the PApplet
Bottom line, has anyone have any idea how to call the Frame methods from the PApplet or another way to remove all PApplets contents and load another PApplet in?
What needs to happen when mousePressed == ebtn is all the stuff in the Frame will be removed and a Highscores Screen will be loaded
The demo. below of a nested CardLayout adds an ActionListener instead of a MouseListener. It reacts to both mouse and keyboard input.
There are a multitude of other ways to include more than one GUI element in the same screen space. Off the top of my head, JTabbedPane, JSplitPane, JDesktopPane/JInternalFrame, popping the high scores in a JDialog or JOptionPane..
Screenshots
CardLayoutDemo.java
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class CardLayoutDemo {
public static void main(String[] args) {
Runnable r = new Runnable () {
public void run() {
final JRadioButton game = new JRadioButton("Game", true);
JRadioButton highScores = new JRadioButton("High Scores");
ButtonGroup bg = new ButtonGroup();
bg.add( game );
bg.add( highScores );
JPanel buttons = new JPanel(new
FlowLayout(FlowLayout.CENTER, 5, 5));
buttons.add( game );
buttons.add( highScores );
JPanel gui = new JPanel(new BorderLayout(5,5));
gui.add(buttons, BorderLayout.SOUTH);
final CardLayout cl = new CardLayout();
final JPanel cards = new JPanel(cl);
gui.add(cards);
cards.add(new JLabel("Level 1"), "game");
cards.add(new JLabel("High Scores"), "scores");
ActionListener al = new ActionListener(){
public void actionPerformed(ActionEvent ae) {
if (game.isSelected()) {
cl.show(cards, "game");
} else {
cl.show(cards, "scores");
}
}
};
game.addActionListener(al);
highScores.addActionListener(al);
JOptionPane.showMessageDialog(null, gui);
}
};
SwingUtilities.invokeLater(r);
}
}
In order to answer How to call the Frame methods from the PApplet?, I have modified your code snippet to bare minimum. In this modified version when the user click mouse button a System.out is fired.
Now there are two ways in which you can access your Frame object. But before that let me state these two points:
When you create a PApplet like new ExampleFrame(new Menu()); and add it in your JFrame like this add(app, BorderLayout.CENTER); then a complex hierarchy of windows/panels are created.
Like this:
javax.swing.JPanel
javax.swing.JLayeredPane
javax.swing.JRootPane
test.ExampleFrame
PApplet provides a public field for setting and accessing your frame object. And amazingly it is called frame :). You can set it before calling app.init();
>>Code
** Checkout the comments in the code**
Modified ExampleFrame.java
import java.awt.BorderLayout;
import javax.swing.JFrame;
import processing.core.PApplet;
public class ExampleFrame extends JFrame
{
private static final long serialVersionUID = 4792534036194728580L;
PApplet app;
public ExampleFrame(PApplet emApp)
{
super("Ball Maze Game");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setLocation(200, 200);
app = emApp;
setSize(615,438);
setVisible(true);
setLayout(new BorderLayout());
add(app, BorderLayout.CENTER);
// Setting my frame object
app.frame = this;
app.init();
}
// Sample Method
public void sampleMethod(String msg)
{
System.out.println("I think '"+ msg +"' called me !!");
}
}
Modified Menu.java
import java.awt.Container;
import processing.core.PApplet;
import processing.core.PImage;
public class Menu extends PApplet
{
private static final long serialVersionUID = -6557167654705489372L;
PImage background;
static String tab = "";
//simple constructor
public Menu()
{
}
public void setup()
{
size(600, 400);
smooth();
background = loadImage("C:/temp/background.jpg");
}
public void draw()
{
image(background, 0, 0);
}
public void mousePressed()
{
Container p = getParent();
tab = "";
// FIRST WAY OF ACCESSING PARENT FRAME
while(p != null)
{
//printParentTree(p);
if(p instanceof ExampleFrame)
{
ExampleFrame myframe = (ExampleFrame)p;
myframe.sampleMethod("First Way");
break;
}
p = p.getParent();
}
// SECOND WAY OF ACCESSING PARENT FRAME
if(frame != null && (frame instanceof ExampleFrame))
{
ExampleFrame myframe = (ExampleFrame)p;
myframe.sampleMethod("Second Way");
}
}
void printParentTree(Container p)
{
System.out.println(tab+p.getClass().getName());
tab +='\t';
}
}
Checkout the public void mousePressed() method.
For completeness, I am also including Main.java.
public class Main {
public static void main(String[] args){
new ExampleFrame(new Menu());
}
}
Now to answer Remove all PApplets contents and load another PApplet in
Well I have not tested it. But you can add a JPanel to your JApplet and do all your drawing on that i.e creating child controls etc. When feel like redrawing then call JPanel.removeAll(). Which as per javadoc:
Removes all the components from this
container. This method also notifies
the layout manager to remove the
components from this container's
layout via the removeLayoutComponent
method.
After this call repaint on the JPanel. Try it out, it might work :).
Im trying to make a 17 by 17 GridLayout board, but when i run the code the board that i generated is messed up and looks like this instead of a 17 by 17 button board:
So my question is why is the board displaying weird like this, and how do i get it to display the 17 by 17 button board that i want?
here is the code i am using:
public class TheJFrame {
public static final char[][] board = new char[17][17];
public static class TheJFramez {
JFrame boardz = new JFrame("Game of Life");
JPanel panel = new JPanel();
public TheJFramez(){
int r = 0,c;
boardz.setLayout(new GridLayout(board.length,board[r].length,1,1));
for(r=0;r<board.length;r++){
for(c = 0;c<board[r].length;c++){
JButton tats = new JButton(" " + board[r][c] + " ");
panel.add(tats);
}
}
boardz.add(panel);
boardz.setVisible(true);
boardz.setSize(1200, 700);
boardz.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
}
}
public static void main(String[] args) {
new TheJFramez();
}
}
In this code, You have set the Layout of 'boardz' to GridLayout while you are adding the buttons to 'panel' who's layout is not specified so, it is taking default layout , when you add the panel to 'boardz', the panel will be arranged in grid layout, While the components of 'panel' would still be in the default layout.
So, you want to add the JButton to boardz and there is no use of panel.
Here is the correct code :-
import java.awt.*;
import javax.swing.*;
public class TheJFrame {
public static final char[][] board = new char[17][17];
public static class TheJFramez {
JFrame boardz = new JFrame("Game of Life");
JPanel panel = new JPanel();
public TheJFramez(){
int r = 0,c;
boardz.setLayout(new GridLayout(board.length,board[r].length));
for(r=0;r<17;r++){
for(c = 0;c<17;c++){
JButton tats = new JButton(" " + board[r][c] + " ");
boardz.add(tats);
System.out.print(board[r][c]);
}
System.out.println();
}
boardz.setVisible(true);
boardz.setSize(1200, 700);
boardz.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
}
}
public static void main(String[] args) {
new TheJFramez();
}
}
shubham you are right but the frame take default layout which is flowlayout. So they are arrange in linear way.so u can just set layout as gridlayout.
I've been working on this project for an assignment and I've been stuck on this problem. I new and don't understand much of the programming jargon so if someone could help explain why my program isn't working that would be great.
The programs purpose is to display a randomly generated matrix of 1's and 0's in a 10x10 layout and have some buttons on the top that have functions. I'm just stock on how to get everything to display.
Thanks in advance.
UPDATE:: Told providing all my code would help
public class Module5 extends JFrame {
private static JTextArea area = new JTextArea();
private static JFrame frame = new JFrame();
private static JPanel general = new JPanel();
private static JPanel buttons = new JPanel();
private static JPanel numbers = new JPanel();
private static JButton button0 = new JButton("Reset to 0");
private static JButton button1 = new JButton("Resset to 1");
private static JButton buttonReset = new JButton("Reset");
private static JButton quit = new JButton("Quit");
public static class Numbers extends JPanel {
public Numbers() {
area.setText(Integer.toString((int) Math.round(Math.random())));
this.add(area);
}
public void Module5(){
numbers.setLayout(new GridLayout(10, 10));
for (int i = 0; i < 100; i++) {
this.add(new Numbers());
}
}
}
public static void main (String[] args) {
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(300, 300);
frame.setVisible(true);
general.setLayout(new BoxLayout(general, BoxLayout.Y_AXIS));
general.add(buttons);
general.add(numbers);
buttons.add(button0);
buttons.add(button1);
buttons.add(buttonReset);
buttons.add(quit);
quit.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e)
{
System.exit(0);
}
});
}
}
Since this does look like homework I'll give you some pointers but am not going to give you the code.
Move your constructor for Module5 out of the numbers class and into its own class. Also remove the void return type from this to make it a correct constructor.
Move the code in your main into the constructor for Module5. This is the main frame so when you build a new one it should be initialised here, not in main. And remove the setVisible call for now (this is addressed in number 6)
After doing 1 and 2, get rid of your frame variable, your Module5 is a JFrame so anything to do with frame can just be changed to the keyword this (meaning this Module5 object)
Also move the area variable to be within the Numbers class - otherwise every Number is essentially going to share the same text area and This is not what you want.
Don't have your variables as static they should not need to be.
Once this is all done make sure it is running on the Event Dispatch Thread by making your main method like this (the one piece of code I will give you)
public static void main(String[] args)
{
SwingUtilities.invokeLater(new Runnable()
{
#Override
public void run()
{
Module5 mod5 = new Module5();
mod5.setVisible(true);
}
});
}
I'm trying to add a JPanel to another JPanel from another class. The program does not longer throw an error and all methods have been run, but the new panel just has a black screen. A basic version of the program looks as follows:
package ninjadragon;
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class NinjaDragon extends JFrame implements ActionListener{
public JPanel panelMain;
public JPanel panelTurnBase;
public static void main(String[] args) {
NinjaDragon();
}
public static void NinjaDragon() {
NinjaDragon frame;
frame = new NinjaDragon();
frame.CreateMenuScreen();
JFrame.setDefaultLookAndFeelDecorated(true);
frame.setSize(750, 750);
frame.show();
frame.setResizable(false);
frame.pack();
}
private void CreateMenuScreen() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Container window = getContentPane();
panelMain =new JPanel();
panelMain.setPreferredSize(new Dimension(750,750));
panelMain.setBackground(Color.BLACK);
panelMain.setLayout (new FlowLayout());
window.add(panelMain);
PanelTop();
PanelButtons();
PanelIcon();
}
#Override
public void actionPerformed(ActionEvent event) {
Object eventSource = event.getSource();
if (eventSource == buttonStart) {
panelMain.removeAll();
TurnBase TB = new TurnBase();
TB.CreateTurnBase();
}
}
The other class looks something like this:
public void CreateTurnBase() {
panelMain=new JPanel();
panelTurnBase =new JPanel();
setLayout(new FlowLayout());
setPreferredSize(new Dimension(750,750));
setBackground(Color.BLUE);
panelTurnBase.setLayout (new FlowLayout());
panelMain.add(panelTurnBase);
System.out.println("1");
PanelTurnBaseTop();
PanelGameScreen();
PanelTurnBaseBottom();
repaint();
revalidate();
buttonAttack = new JButton("Attack");
buttonAttack.addActionListener(this);
panelTurnBase.add(buttonAttack);
System.out.println("2");
}
The reason the panel has "just a black screen" is because you dont add anything to it, and you tell it to have a black screen.
i.e
panel.setBackground(Color.BLACK);
You never actually do anything to that first panel inside of any of those methods, which I can assume based on your representation of your second "class" (it's a method). Hence why it stays black.
You say:
panelMain=new JPanel();
panelTurnBase =new JPanel();
You're creating new JPanels every time and just call them panelMain and they just sit inside of that method, never leaving. You either need to return a JPanel or give it a JPanel as an argument.
The program is doing exactly what you tell it to do.
Also, do not compare Objects like this:
eventSource == buttonStart
You should use:
eventSource.equals(buttonStart);
Right now I'm working on some practice problems for a Computer science test and I've run into one that is giving me nothing but trouble. I understand swing for the most part but I don't understand how to create and move a shape across a Panel. This is what I have so far:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class SwingStarting extends JFrame {
public JPanel innerPanel; // panel containing moving shape
public JButton pauseResumeButton;
public static final int LEFT = 0;
public static final int RIGHT = 1;
public int direction = LEFT;
// The dimensions of the inner panel. To simplify this problem,
// assume the panel will always have these dimensions.
public static final int PANEL_WIDTH = 600;
public static final int PANEL_HEIGHT = 400;
public Timer movementTimer = new Timer(10,new TimerListener());
public SwingStarting() {
innerPanel = new ShapePanel();
innerPanel.setPreferredSize(
new Dimension(PANEL_WIDTH,PANEL_HEIGHT));
innerPanel.setBorder(
BorderFactory.createLineBorder(Color.BLACK, 2));
pauseResumeButton = new JButton("pause");
add(innerPanel, BorderLayout.CENTER);
JPanel buttonPanel = new JPanel(new FlowLayout());
buttonPanel.add(pauseResumeButton);
add(buttonPanel, BorderLayout.SOUTH);
setDefaultCloseOperation(EXIT_ON_CLOSE);
pack();
setVisible(true);
movementTimer.start();
} // end constructor
public class ShapePanel extends JPanel {
public void paint(Graphics gc) {
super.paintComponent(gc);
int circleX = 0;
int circleY = 100;
gc.setColor(Color.RED);
gc.fillOval(circleX,circleY,20,20);
}
} // end inner class
public class TimerListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
} // end actionPerformed
} // end inner class
public static void main(String args[]) {
new SwingStarting();
} // end main
}// end class
So far I've created a small red circle. But how do I make it cross the screen horizontally? Any help is greatly appreciated.
In your panel class why not make a timer with an Action listener?
// Make the shape here or earlier whenever you want.
// By the way, I would change ShapePanel's paint method to paintComponent because it extends JPanel not JFrame
// Create the object by giving ShapePanel a constructor
ShapePanel s = new ShapePanel();
ActionListener listener = new ActionListener()
{
public void actionPerformed(ActionEvent event)
{
// IN HERE YOU MOVE THE SHAPE
s.moveRight();
// Use any methods for movement as well.
repaint();
}
};
Timer timer = new Timer(5, listener);
timer.start();
Also, because you are using swing you want to make sure you do all your motions and things on one EDT.
Try using this in your main method instead of making a new SwingStarting
public static void main(String[] args)
{
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run()
{
createAndShowGUI();
}
});
}