I have a class which create a JFrame with an image but everytime I create the class and run the method to instantiate it, it doesn't appear. However, I have noticed that if I was to create the exact same class and run the same method in the main then the frame appears.
This is most of the code from the class with the JFrame that I am trying to create:
JFrame myFrame= new JFrame();
public void CreateFrame()
{
JLabel background=new JLabel(new ImageIcon("image.jpg"));
myFrame.add(background);
background.setLayout(new FlowLayout());
myFrame.setLayout(new GridLayout(1,1));
myFrame.setSize(360,250);
myFrame.setUndecorated(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
myFrame.setLocation((dim.width/2-170), dim.height/2-125);
myFrame.pack();
myFrame.setVisible(true);
}
If I run the code
MyClass mc = new MyClass();
mc.CreateFrame();
in a method in another class it doesn't come up. However, if I run the exact same code in a main method, it works.
For example, this doesn't work:
Example 1
public class otherClass extends JFrame
{
public void MethodA()
{
MyClass mc = new MyClass();
mc.CreateFrame();
}
public static void main(String[] args)
{
otherClass oc = new otherClass();
oc.MethodA();
}
}
but this does work
Example 2
public class otherClass extends JFrame
{
public void MethodA()
{
//CODE
}
public static void main(String[] args)
{
otherClass oc = new otherClass();
oc.MethodA();
MyClass mc = new MyClass();
mc.CreateFrame();
}
}
Can anyone see where I'm going wrong? Sorry if a stupid mistake, I'm still getting to grips with Java.
Thanks
EDIT
import javax.swing.ImageIcon;
import javax.swing.JWindow;
import javax.swing.JLabel;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.io.*;
import javax.imageio.ImageIO;
import java.util.Timer;
import java.util.Date;
import javax.swing.JFrame;
public class MyClass
{
JFrame homeFrame = new JFrame();
public void createFrame()
{
JLabel background=new JLabel(new ImageIcon("images.jpg"));
myFrame.add(background);
background.setLayout(new FlowLayout());
myFrame.setLayout(new GridLayout(1,1));
myFrame.setSize(360,250);
myFrame.setUndecorated(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
myFrame.setLocation((dim.width/2-170), dim.height/2-125);
myFrame.setAlwaysOnTop(true);
myFrame.pack();
myFrame.setVisible(true);
durationOfTime();
}
public void durationOfTime()
{
MainProgram mp = new MainProgram();
long startTime = System.currentTimeMillis();
long elapsedTime = 0L;
int count =0;
while (elapsedTime < 2*1000)
{
if(count==0)
{
mp.launchInitiation();
}
count+=1;
elapsedTime = (new Date()).getTime() - startTime;
}
myFrame.setVisible(false);
mp.homeFrame.setVisible(true);
}
public static void main(String[] args)
{
MyClass mc = new MyClass();
mc.createFrame();
}
}
Full code from class with JFrame trying to make. I am trying to use this JFrame as a splash screen but whatever class I call
MyClass mc = new MyClass();
mc.createFrame();
from, it just doesn't appear. Two seconds do pass by before my main GUI appears up but this method is supposed to be called in a login type frame. However, I have tested it with a blank JFrame / GUI to appear upon button click also and it still doesn't appear.
EDIT2
I also previously tried this SplashScreen example by # http://examples.oreilly.com/jswing2/code/ch08/SplashScreen.java but I couldn't get it to work (same problem, appears when called from main but not when called from action listener)
import java.awt.*;
import javax.swing.*;
public class SplashScreen extends JWindow {
private int duration;
public SplashScreen(int d) {
duration = d;
}
// A simple little method to show a title screen in the center
// of the screen for the amount of time given in the constructor
public void showSplash() {
JPanel content = (JPanel)getContentPane();
content.setBackground(Color.white);
// Set the window's bounds, centering the window
int width = 450;
int height =115;
Dimension screen = Toolkit.getDefaultToolkit().getScreenSize();
int x = (screen.width-width)/2;
int y = (screen.height-height)/2;
setBounds(x,y,width,height);
// Build the splash screen
JLabel label = new JLabel(new ImageIcon("oreilly.gif"));
JLabel copyrt = new JLabel
("Copyright 2002, O'Reilly & Associates", JLabel.CENTER);
copyrt.setFont(new Font("Sans-Serif", Font.BOLD, 12));
content.add(label, BorderLayout.CENTER);
content.add(copyrt, BorderLayout.SOUTH);
Color oraRed = new Color(156, 20, 20, 255);
content.setBorder(BorderFactory.createLineBorder(oraRed, 10));
// Display it
setVisible(true);
// Wait a little while, maybe while loading resources
ClassToLoad ctl = new ClassToLoad();
try {
Thread.sleep(duration);
ctl.initiate();
} catch (Exception e) {}
setVisible(false);
}
public void showSplashAndExit() {
showSplash();
System.exit(0);
}
public static void main(String[] args) {
// Throw a nice little title page up on the screen first
SplashScreen splash = new SplashScreen(10000);
// Normally, we'd call splash.showSplash() and get on with the program.
// But, since this is only a test...
splash.showSplashAndExit();
}
}
I added the code in the lines with ClassToLoad and this SplashScreen is called on an action listener, what happens is the program waits the 2 seconds that I tell it to, no frame appears, and then the main class that I wanted to load while the splash screen is visible loads. I tried this method first but this didn't work which lead to me using the code listed above this edit
EDIT 3
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class TestFrame extends JFrame implements ActionListener
{
JPanel thePanel = new JPanel(null); //layout
JButton button = new JButton();
public void startGUI()
{
this.setLayout(new GridLayout(1,1));
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
CREATEMYPANEL();
this.add(thePanel);
this.setTitle("NO_TITLE_SET");
this.setSize(400,400);
this.setVisible(true);
this.setResizable(true);
}
public void CREATEMYPANEL()
{
button.setLocation(242,151);
button.setSize(100,50);
button.addActionListener(this);
button.setText("button");
thePanel.add(button);
}
public void actionPerformed(ActionEvent e)
{
if(e.getSource()==button)
{
System.out.println("button has been pressed ");
SplashScreen splash = new SplashScreen(1000);
splash.showSplash();
}
}
public static void main(String[] args )
{
TestFrame tf = new TestFrame();
tf.startGUI();
}
}
An example of where I call splash screen from. Still doesn't work. Also, just a note that the image I am loading is a local image
Apologies for bad question formatting
Your code works for me except for some details I noticed:
You're calling setSize(...) and then calling pack(). Probably your image isn't being loaded and thus your JFrame has a size of 0, 0. (And thus it looks like it never appears). .pack() and .setSize(...) are mutually exclusive.
You're setting the JLabel's layout manager to FlowLayout but never adding anything to it. (You can safely remove it)
I see you're importing java.util.Timer if you want to dispose the JFrame after 2 seconds, then you should be using a javax.swing.Timer instead. Otherwise you could get problems related to threading.
Also don't forget to place your program on the Event Dispatch Thread (EDT) as Swing is not thread safe
Following above recommendations you can have this code:
import java.awt.Dimension;
import java.awt.GridLayout;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.net.MalformedURLException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.SwingUtilities;
import javax.swing.Timer;
public class SplashscreenSample {
private JFrame myFrame;
private JLabel background;
private Timer timer;
public void createFrame() {
timer = new Timer(2000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
myFrame.dispose();
#SuppressWarnings("serial")
JFrame frame = new JFrame(getClass().getSimpleName()) {
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
};
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
timer.stop();
}
});
myFrame = new JFrame(getClass().getSimpleName());
try {
background = new JLabel(new ImageIcon(new URL("http://cdn.bulbagarden.net/upload/thumb/6/6b/175Togepi.png/250px-175Togepi.png")));
} catch (MalformedURLException e) {
e.printStackTrace();
}
myFrame.add(background);
timer.setInitialDelay(2000);
timer.start();
myFrame.setLayout(new GridLayout(1, 1));
myFrame.setUndecorated(true);
myFrame.setAlwaysOnTop(true);
myFrame.pack();
Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
myFrame.setLocation((dim.width/2-170), dim.height/2-125);
myFrame.setVisible(true);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> new SplashscreenSample().createFrame());
}
}
Or you can use the Splashscreen class...
For example:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Toolkit;
import java.net.MalformedURLException;
import java.net.URL;
import javax.swing.BorderFactory;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JWindow;
public class SplashScreen extends JWindow {
private int duration;
public SplashScreen(int d) {
duration = d;
}
// A simple little method to show a title screen in the center
// of the screen for the amount of time given in the constructor
public void showSplash() {
ImageIcon icon = null;
try {
icon = new ImageIcon(new URL("http://www.cqsisu.com/data/wallpapers/5/718448.gif"));
} catch (MalformedURLException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
JPanel content = (JPanel) getContentPane();
content.setBackground(Color.white);
// Set the window's bounds, centering the window
int width = icon.getIconWidth();
int height = icon.getIconHeight();
Dimension screen = Toolkit.getDefaultToolkit().getScreenSize();
int x = (screen.width - width) / 2;
int y = (screen.height - height) / 2;
setBounds(x, y, width, height);
// Build the splash screen
JLabel label = new JLabel(icon);
JLabel copyrt = new JLabel("Copyright 2002, O'Reilly & Associates", JLabel.CENTER);
copyrt.setFont(new Font("Sans-Serif", Font.BOLD, 12));
content.add(label, BorderLayout.CENTER);
content.add(copyrt, BorderLayout.SOUTH);
Color oraRed = new Color(156, 20, 20, 255);
content.setBorder(BorderFactory.createLineBorder(oraRed, 10));
// Display it
setVisible(true);
// Wait a little while, maybe while loading resources
loadResources();
setVisible(false);
}
public void loadResources() {
TestFrame tf = new TestFrame();
try {
Thread.sleep(duration);
tf.startGUI();
} catch (Exception e) {
}
}
public static void main(String[] args) {
SplashScreen splash = new SplashScreen(10000);
splash.showSplash();
}
}
Try creating and setting the frame visible in a constructor of the class.
Could it be that while your program is counting
while (elapsedTime < 2*1000)
{
if(count==0)
{
mp.launchInitiation();
}
count+=1;
elapsedTime = (new Date()).getTime() - startTime;
}
it is blocking for said 2 seconds and waiting for this method to finish, return back to the create method and then just finish that one?
it seems this could be a better comment, but i need 50 rep for some reason to comment.
Related
I'm trying to make a simple stickman game where the stickman runs. I've added 2 pictures; 1 where he's standing and 1 where he's running. Have made a JFrame and have tried to switch between the pictures in it by adding the first pic then remove it and add the another.
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class Spil extends JFrame {
private static String path_for_image = "index.jpeg";
private static String path2_for_image = "run.jpeg";
#SuppressWarnings("deprecation")
public void run(){
JFrame frame = new JFrame("STICKMAN");
frame.setVisible(true);
frame.setSize(300, 300);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ImageIcon image = new ImageIcon(path_for_image);
JLabel label = new JLabel(image);
ImageIcon image2 = new ImageIcon(path2_for_image);
JLabel label2 = new JLabel(image2);
while(true){
add(label);
label.move(10, 0);
if(label.isEnabled()){
remove(label);
add(label2);
} else {
remove(label2);
add(label);
}
}
}
}
^^Here I make the JFrame and the code below is my main class:
EDIT:
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class Spil extends JFrame {
private static String path_for_image = "index.jpeg";
private static String path2_for_image = "run.jpeg";
#SuppressWarnings("deprecation")
public void run(){
JFrame frame = new JFrame("STICKMAN");
frame.setVisible(true);
frame.setSize(300, 300);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ImageIcon image = new ImageIcon(path_for_image);
JLabel label = new JLabel(image);
ImageIcon image2 = new ImageIcon(path2_for_image);
JLabel label2 = new JLabel(image2);
while(true){
frame.add(label);
label.move(10, 0);
if(label.isEnabled()){
frame.remove(label);
frame.add(label2);
} else {
frame.remove(label2);
frame.add(label);
}
}
}
}
public class Main {
public static void main(String[] args){
Spil run = new Spil();
run.run();
}
}
The problem is that the JFrame appears but without the pictures
use swing timer
there are bunch of problems in your code
1) add(label); should be frame.add(label); you have extends your class with frame .but you have created frame local varible and used it.so add will add to your class/jframe instead of frame.so your frame don't have a lable.
either you can remove extends keyword or you can use your Spil class as a jframe then you don't need to create a another frame variable.
JFrame frame = new JFrame("STICKMAN");) .see example 2 how to do using extends jframe
2) label.isEnabled() always true so you never execute else block.to isEnable be false it should be disabled.
3) removing and adding jlables is really inefficient you can easily change image icon.
4) infinite loop will block the Edt and freez your gui.swing timer will handle this without blocking EDT
5) animation need a time gap if you do very fast it really doesn't look nice.in this example i have set time gap to 10 millisecond. you can change speed of your animation by changing value 10.
swing timer is easy to use and perfect for your requirement.
example 1 without extends JFrame
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.Timer;
public class Spil {
private static final ImageIcon img1 = new ImageIcon("index.jpeg");
private static final ImageIcon img2 = new ImageIcon("run.jpeg");
boolean bool = false;
public void run() {
JFrame frame = new JFrame("STICKMAN");
frame.setVisible(true);
frame.setSize(300, 300);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JLabel label = new JLabel(img1);
frame.add(label);
Timer t = new Timer(10, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (bool) {
label.setIcon(img1);
} else {
label.setIcon(img2);
}
bool=!bool;
}
});
t.start();
}
public static void main(String[] args) {
Spil run = new Spil();
run.run();
}
}
example 2 / extends Jframe
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.Timer;
public class Spil extends JFrame {
private static final ImageIcon img1 = new ImageIcon("index.jpeg");
private static final ImageIcon img2 = new ImageIcon("run.jpeg");
boolean bool = false;
public void run() {
super.setTitle("STICKMAN");
JLabel label = new JLabel(img1);
add(label);
Timer t = new Timer(10, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
if (bool) {
label.setIcon(img1);
} else {
label.setIcon(img2);
}
bool = !bool;
}
});
t.start();
}
public static void main(String[] args) {
Spil run = new Spil();
run.setSize(400,300);
run.setVisible(true);
run.run();
}
}
I made a GIF using photoshop, here is the result:
It works fine
I am having issues when i load it to my java program. The red lines are bugged (I dont know what it's called), when it goes through the arrow. Here is the screenshot:
Here is the code if it helps in any way
IDLE_DEFAULT_GIF.setIcon(new ImageIcon("IDLE-GIF.gif"));
IDLE_DEFAULT_GIF.setBounds(x+128-130,15,204,172); //I set my panel's layout to null
FSM_PANEL.add(IDLE_DEFAULT_GIF);
MCVE
package vendingmachine;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class MainFrame extends JFrame{
//WIDTH & HEIGHT//
int WIDTH = 300;
int HEIGHT = 350;
//PANEL//
JPanel FSM_PANEL = new JPanel();
//GIF LABELS
JLabel IDLE_DEFAULT_GIF = new JLabel();
public MainFrame(){
setLayout( null );
//JFRAME
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setSize(WIDTH,HEIGHT);
setVisible(true);
setLocationRelativeTo(null);
INIT_FSM_PANEL();
repaint();
}
public void INIT_FSM_PANEL(){
FSM_PANEL.setBounds(10, 8, WIDTH, HEIGHT);
FSM_PANEL.setLayout(null);
//The gif that caused the issue
IDLE_DEFAULT_GIF.setIcon(new ImageIcon("IDLE-GIF.gif"));
IDLE_DEFAULT_GIF.setBounds(10,10,204,172);
FSM_PANEL.add(IDLE_DEFAULT_GIF);
add(FSM_PANEL);
}
public static void main(String[] args) {
SwingUtilities.invokeLater( new Runnable(){
#Override
public void run() {
MainFrame frame = new MainFrame();
}
});
}
}
In an attempt to make a very simple bullet-hell game to learn about java, I ran into a roadblock: repaint() wasn't calling paintComponent().
Here is the entire program, which for now simply draws an image I created 50 times per second onto a JPanel, which rests on a JFrame.
/*
* Bullet hell, by Nematodes
*/
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class bulletHell extends JFrame
{
private static final long serialVersionUID = 0L;
JPanel gamePanel = new JPanel();
int gameTimerDelay = 20;
int x, y = 0;
BufferedImage lightOrb;
javax.swing.Timer gameTimer;
public static void main(String[] args)
{
bulletHell createFrame = new bulletHell();
createFrame.frameConstructor();
}
public void frameConstructor()
{
// Construct frame and frame components
setTitle("Bullet hell");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
getContentPane().setLayout(new GridBagLayout());
setVisible(true);
GridBagConstraints gridConstraints;
gridConstraints = new GridBagConstraints();
gridConstraints.gridx = 0;
gridConstraints.gridy = 0;
gamePanel.setBackground(Color.BLACK);
gamePanel.setPreferredSize(new Dimension(700, 700));
getContentPane().add(gamePanel, gridConstraints);
pack();
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
setBounds((int) (0.5 * (screenSize.width - getWidth())),
(int) (0.5 * (screenSize.height - getHeight())), getWidth(), getHeight());
try
{
lightOrb = ImageIO.read(new File("C:/Users/Owner/Downloads/orb.bmp"));
}
catch(IOException e)
{
System.out.println("An issue occurred while trying to read orb.bmp");
}
// Start timer that draws game objects 50 times per second (50 FPS)
gameTimer = new javax.swing.Timer(gameTimerDelay, gameTimerAction);
gameTimer.setInitialDelay(0);
gameTimer.start();
}
ActionListener gameTimerAction = new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
repaint();
}
};
class GraphicsPanel extends JPanel
{
public GraphicsPanel()
{
}
// Draw all of the components
#Override
public void paintComponent(Graphics g)
{
Graphics2D g2D = (Graphics2D) g;
super.paintComponent(g2D);
g2D.drawImage(lightOrb, x, y, this);
g2D.dispose();
}
}
}
After some debugging with breakpoints and println methods, I can confirm that the correct image is being read, the timer in gameTimerAction is being called 50 times per second, and repaint() is not invoking paintComponent() at all.
I am somewhat new to Java programming, and might just be missing something simple.
Edit: Problem has been solved by changing gamePanel to a GraphicsPanel object. Unfortunately, this also means that my much larger pong project (which this project's flawed drawing logic was essentially copied from) only worked by a miracle, and might be unstable with certain code additions.
I can immediately see several problems:
Most Important: You never instantiate a GraphicsPanel object, nor do you add it to anything. The paintComponent(...) method will never be called on a JPanel that is neither rendered nor created. Why not make your gamePanel variable a GraphicsPanel object and not a JPanel object?
You never change x and y in your Timer, and so without change, no animation will occur.
Also you're calling dispose on a Graphics object given to you by the JVM, something you should never do. This breaks the Swing painting chain making the graphics of your GUI unstable.
So keep at it, you'll get there.
For example:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class BulletExample extends JPanel {
public static final String IMG_PATH = "http://www.i2clipart.com/cliparts/f/0/5/8/clipart-blue-circle-f058.png";
private static final int PREF_W = 700;
private static final int PREF_H = PREF_W;
private static final int TIMER_DELAY = 20;
private BufferedImage bullet;
private int bulletX;
private int bulletY;
public BulletExample() throws IOException {
URL imgUrl = new URL(IMG_PATH);
bullet = ImageIO.read(imgUrl);
new Timer(TIMER_DELAY, new BulletListener()).start();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (bullet != null) {
g.drawImage(bullet, bulletX, bulletY, this);
}
}
#Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private class BulletListener implements ActionListener {
#Override
public void actionPerformed(ActionEvent e) {
bulletX++;
bulletY++;
repaint();
}
}
private static void createAndShowGui() throws IOException {
// create the drawing JPanel
BulletExample mainPanel = new BulletExample();
JFrame frame = new JFrame("BulletExample");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// add it to the JFrame
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
try {
createAndShowGui();
} catch (IOException e) {
e.printStackTrace();
}
}
});
}
}
I want to show a changing image on my frame. The imagepath is always the same, but the image will be getting overwritten every 10 seconds from another program.
The problem is that the image is not changing when I overwrite it with another image with the same name. So in my understanding: Compiler looks every look in the path and gets the image -> when the image changed it will be changed on the frame!
I hope you understand my problem and somebody could help me.
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.io.File;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class GUI extends JFrame{
public ImageIcon imageBar;
public JLabel labelimage1;
private JLabel labelimage2;
private JLabel bar1 = new JLabel();
private JLabel bar2 = new JLabel();
private JLabel bar3 = new JLabel();
private JLabel bar4 = new JLabel();
private JLabel bar5 = new JLabel();
private JButton buttonBar1 = new JButton("1");
private JButton buttonBar2 = new JButton("2");
private JButton buttonBar3 = new JButton("3");
private JButton buttonBar4 = new JButton("4");
private JButton buttonBar5 = new JButton("5");
private JPanel panel1 = new JPanel();
private JPanel panel2 = new JPanel();
private JPanel panel3 = new JPanel();
private JFrame window = new JFrame("Interface");
public GUI(){
//set the layouts
panel1.setLayout(new GridLayout(1, 2));
panel2.setLayout(new GridLayout(2, 1));
panel3.setLayout(new GridLayout(2, 5));
//place Panel2 and Panel3 in the window
panel1.add(panel2);
panel1.add(panel3);
//----Panel2
//refreshImage();
//----Panel3
panel3.add(buttonBar1); //add the bars 1-5 on panel3
panel3.add(buttonBar2);
panel3.add(buttonBar3);
panel3.add(buttonBar4);
panel3.add(buttonBar5);
//configure the frame
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setVisible(true);
window.setSize(800, 400);
window.getContentPane().add(panel1);
}
public void refreshImage() {
panel2.removeAll(); //delete the old panel
//panel2.repaint();
//panel2.revalidate()
DrawImage pan = new DrawImage();
panel2.add(pan);
panel2.add(labelimage2);
}
}
import javax.swing.ImageIcon;
import javax.swing.JPanel;
public class DrawImage extends JPanel implements ActionListener{
private ImageIcon image;
public DrawImage(){
image = new ImageIcon("C:\\Users\\usuario\\Desktop\\image.png");
}
protected void paintComponent(Graphics g){
super.paintComponent(g);
image.paintIcon(this, g, 50, 50);
repaint();
}
#Override
public void actionPerformed(ActionEvent e) {
repaint();
}
}
import java.io.File;
public class Main {
public static void main(String[] args) {
GUI Interface = new GUI();
while(true)
{
Interface.refreshImage();
try {
Thread.sleep(5000); //wait for 5000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
Thank you very much!
The likely cause is Java is caching the image in memory, associated with the source name. So rather then trying to reload the image again, Java simply returns the cached version.
You could use ImageIcon#getImage#flush to force Java to reconstruct the image
Problems
You are calling refreshImage from a Thread other then the Event Dispatching Thread, this could cause issues with the updating of the components and cause rendering artifacts
You are forcefully removing the DrawImage pane and adding a new instance, rather the trying to reload the image
You're calling repaint within the paintComponent method, don't do this...
You should consider using a Swing Timer, which will allow you to schedule a regular update and be notified within the context of the Event Dispatching Thread.
You could provide a simple refresh method which flushes the current ImageIcon and schedule a repaint of the panel...or you could just use a JLabel and save your self the time
An example of Image#flush
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class SlideShow {
public ImageIcon imageBar;
public static void main(String[] args) {
new SlideShow();
}
public SlideShow() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new DrawImage());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class DrawImage extends JPanel {
private ImageIcon image;
public DrawImage() {
image = new ImageIcon("D:\\thumbs\\image.png");
Timer timer = new Timer(5000, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
refresh();
}
});
timer.start();
}
public void refresh() {
image.getImage().flush();
repaint();
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image.getImage(), 0, 0, this);
}
}
}
The problem with this, is because the image data is loaded in a background thread, it won't may no be available when the component is first repainted, which could make the component appear to flicker.
A better approach would be to use ImageIO.read, which will ensure that the image is fully loaded before the method returns, the draw back here is that could cause the application to "pause" momentary as the image is loaded, personally, I'd use the refresh method to stop the the Timer (or set the Timer to non-repeating), start a background Thread to load the image (using ImageIO.read) call repaint (which is thread safe) and restart the Timer...
Your while (true) loop risks typing up the Swing event thread locking your program. If it doesn't do that, then you risk unpredictable threading issues by making Swing calls off of the event Thread. These problems can be solved easily by your using a Swing Timer not a while true loop to do your swapping.
Rather than removing and adding components, why not simply display images as ImageIcons within a single non-swapped JLabel.
To swap images here, simply call setIcon(...) on the JLabel.
For an example of using a Swing Timer to swap images, please check out my answer to a similar question here.
For example:
import java.awt.Component;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.*;
public class TimerImageSwapper {
public static final String[] IMAGE_URLS = {
"http://imaging.nikon.com/lineup/dslr/d7000/img/sample/img_01.png",
"http://imaging.nikon.com/lineup/dslr/d7000/img/sample/img_02.png",
"http://imaging.nikon.com/lineup/dslr/d7000/img/sample/img_04.png",
"http://imaging.nikon.com/lineup/dslr/d3200/img/sample/img_08.png",
"http://imaging.nikon.com/lineup/dslr/d3200/img/sample/img_05.png",
"http://imaging.nikon.com/lineup/dslr/d3200/img/sample/img_01.png",
"http://imaging.nikon.com/lineup/dslr/d3200/img/sample/img_06.png" };
private ImageIcon[] icons = new ImageIcon[IMAGE_URLS.length];
private JLabel mainLabel = new JLabel();
private int iconIndex = 0;;
public TimerImageSwapper(int timerDelay) throws IOException {
for (int i = 0; i < icons.length; i++) {
URL imgUrl = new URL(IMAGE_URLS[i]);
BufferedImage image = ImageIO.read(imgUrl);
icons[i] = new ImageIcon(image);
}
mainLabel.setIcon(icons[iconIndex]);
new Timer(timerDelay, new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
iconIndex++;
iconIndex %= IMAGE_URLS.length;
mainLabel.setIcon(icons[iconIndex]);
}
}).start();
}
public Component getMainComponent() {
return mainLabel;
}
private static void createAndShowGui() {
TimerImageSwapper timerImageSwapper;
try {
timerImageSwapper = new TimerImageSwapper(5 * 1000);
JFrame frame = new JFrame("Timer Image Swapper");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(timerImageSwapper.getMainComponent());
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
I am trying to get an internal frame to contain tabbed panes. However, my code does not seem to be loading the panes into the internal frame. I have my code in the java files, called InternalFrame.java and TabbedPaneSample.java. The code for both files is included below. Can anyone show me how to fix the code below so that it loads the tabbed panes when I run InternalFrame.java?
Here is my code:
The code for InternalFrame.java is:
package test;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Panel;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.JButton;
import javax.swing.JDesktopPane;
import javax.swing.JFrame;
import javax.swing.JInternalFrame;
import javax.swing.JLayeredPane;
public class InternalFrame extends JFrame {
JButton openButton;
JLayeredPane desktop;
JInternalFrame internalFrame;
TabbedPaneSample myTabbedPaneSample = new TabbedPaneSample();
public InternalFrame() {
super("Click button to open internal frame with two panels.");
setSize(500, 400);
openButton = new JButton("Open");
Panel p = new Panel();
p.add(openButton);
add(p, BorderLayout.SOUTH);
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
openButton.addActionListener(new OpenListener());
desktop = new JDesktopPane();
desktop.setOpaque(true);
add(desktop, BorderLayout.CENTER);
}
class OpenListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if ((internalFrame == null) || (internalFrame.isClosed())) {
internalFrame = new JInternalFrame("Internal Frame", true, true, true, true);
internalFrame.setBounds(50, 50, 200, 100);
internalFrame.add(myTabbedPaneSample, BorderLayout.CENTER);
internalFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
internalFrame.pack();
internalFrame.setMinimumSize(new Dimension(300, 300));
desktop.add(internalFrame, new Integer(1));
internalFrame.setVisible(true);
}
}
}
public static void main(String args[]) {
InternalFrame myInternalFrame = new InternalFrame();
myInternalFrame.setVisible(true);
}
}
And the code for TabbedPaneSample.java is:
package test;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JTabbedPane;
public class TabbedPaneSample extends JTabbedPane {
private JTabbedPane tabbedPane = new JTabbedPane();
private ImageIcon closeImage = new ImageIcon("C:/test/shipIcon.gif");
private Dimension closeButtonSize;
private int tabCounter = 0;
public TabbedPaneSample() {
closeButtonSize = new Dimension(closeImage.getIconWidth() + 2, closeImage.getIconHeight() + 2);
}
public void add() {
final JPanel content = new JPanel();
JPanel tab = new JPanel();
tab.setOpaque(false);
JLabel tabLabel = new JLabel("Tab " + (++tabCounter));
JButton tabCloseButton = new JButton(closeImage);
tabCloseButton.setPreferredSize(closeButtonSize);
tabCloseButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
int closeTabNumber = tabbedPane.indexOfComponent(content);
tabbedPane.removeTabAt(closeTabNumber);
}
});
tab.add(tabLabel, BorderLayout.WEST);
tab.add(tabCloseButton, BorderLayout.EAST);
this.addTab(null, content);
this.setTabComponentAt(this.getTabCount() - 1, tab);
}
public static void main(String[] args) {
TabbedPaneSample main = new TabbedPaneSample();
main.add();
main.add();
}
}
Here's one approach, shown below. A more flexible approach using Action is referenced here.
Addendum: Reviewing your code, you should let the various layout managers and component preferred sizes do more of the work, as shown. In particular, this.setPreferredSize() is done for demonstration purposes. In a real application, you would restore user size and location preferences.
package overflow;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JDesktopPane;
import javax.swing.JFrame;
import javax.swing.JInternalFrame;
import javax.swing.JLabel;
import javax.swing.JLayeredPane;
import javax.swing.JPanel;
import javax.swing.JTabbedPane;
/** #see https://stackoverflow.com/posts/6514889 */
public class InternalFrame extends JFrame {
JButton openButton;
JLayeredPane desktop;
JInternalFrame internalFrame;
public InternalFrame() {
super("Click button to open internal frame with two tabs.");
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setPreferredSize(new Dimension(400, 400));
openButton = new JButton("Open");
JPanel p = new JPanel();
p.add(openButton);
this.add(p, BorderLayout.SOUTH);
openButton.addActionListener(new OpenListener());
desktop = new JDesktopPane();
this.add(desktop, BorderLayout.CENTER);
this.pack();
this.setLocationRelativeTo(null);
}
class OpenListener implements ActionListener {
private static final int DELTA = 40;
private int offset = DELTA;
public void actionPerformed(ActionEvent e) {
internalFrame = new JInternalFrame(
"Internal Frame", true, true, true, true);
internalFrame.setLocation(offset, offset);
offset += DELTA;
internalFrame.add(createTabbedPane());
desktop.add(internalFrame);
internalFrame.pack();
internalFrame.setVisible(true);
}
}
private JTabbedPane createTabbedPane() {
JTabbedPane jtp = new JTabbedPane();
createTab(jtp, "One");
createTab(jtp, "Two");
return jtp;
}
private void createTab(JTabbedPane jtp, String s) {
jtp.add(s, new JLabel("TabbedPane " + s, JLabel.CENTER));
}
public static void main(String args[]) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
InternalFrame myInternalFrame = new InternalFrame();
myInternalFrame.setVisible(true);
}
});
}
}
First of all, I think Finally, I think you shouldn't use desktop.add(internalFrame, new Integer(1)) but rather desktop.add(internalFrame) instead, the reason is that JDesktopPane uses its layers (it is a JLayeredPane subclass) internally, and I don't think you should play with layers yourself.
Then, following this problem I had once with JInternalFrame, I would advise you call pack() after adding the internal frame to the desktop pane.
Hence, you should try with your OpenListener class looking like this:
class OpenListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if ((internalFrame == null) || (internalFrame.isClosed())) {
internalFrame = new JInternalFrame("Internal Frame", true, true, true, true);
internalFrame.setBounds(50, 50, 200, 100);
internalFrame.add(myTabbedPaneSample, BorderLayout.CENTER);
internalFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// internalFrame.pack();
internalFrame.setMinimumSize(new Dimension(300, 300));
// desktop.add(internalFrame, new Integer(1));
desktop.add(internalFrame);
internalFrame.pack();
internalFrame.setVisible(true);
}
}
}
Besides, I also agree with trashgod comments on Action of course and the simplifying rework he has done on your snippet.
I preferred to create in my Main Frame class (which extends JFrame) the following function:
private void showIntFrame(Class intFrameClass) {
JInternalFrame targetFrame = null;
int xoff = 0, yoff = 0;
for(JInternalFrame jif : jdp.getAllFrames()) {
if(jif.getClass().equals(intFrameClass))
targetFrame = jif;
if(jif.getLocation().x > xoff)
xoff = jif.getLocation().x;
if(jif.getLocation().y > yoff)
yoff = jif.getLocation().y;
}
if(targetFrame == null) {
try {
Constructor<JInternalFrame> c = intFrameClass.getConstructor(MainFrame.class);
targetFrame = c.newInstance(MainFrame.this);
} catch (Exception ex) {
System.err.println("Exception in MainFrame.showIntFrame() while creating new JInternalFrame instance. " + ex.getLocalizedMessage());
ex.printStackTrace();
return;
}
jdp.add(targetFrame);
targetFrame.setLocation(xoff + 30, yoff + 30);
}
targetFrame.setVisible(true);
try {
targetFrame.setSelected(true);
} catch (PropertyVetoException ex) {
System.err.println("PropertyVetoException in MainFrame.showIntFrame() while activating JInternalFrame instance. " + ex.getLocalizedMessage());
}
}
Here jdp is instance of JDesktopPane, which previously was set as ContentPane of my main JFrame.
Because my programs often contain numbers of different classes, inherited from JInternalFrame, it is easier to call this function from event handlers to show new subclass of JInternalFrame.
Every subclass of JInternalFrame in my programs have one constructor with one parameter - MainFrame (main JFrame).