I'm trying to have my code loop if the user clicks no after entering their input.
import java.awt.event.WindowAdapter;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
public class Sizer extends WindowAdapter
{
public static void main (String[]args){
JFrame m = new JFrame();
JOptionPane.showMessageDialog(m,"Ok To set the window size you are going to type in the number for each value REMEMBER THE SIZE IS IN PIXELS");
String input1= JOptionPane.showInputDialog("Height (suggested under 1080 and above 300)");
int Height= Integer.parseInt( input1);
After this input I have to confirm if this user entered it in correctly if they click yes it keeps going if they click no it exits I want it to have the user type it in again how would I do this?
int a1 = JOptionPane.showConfirmDialog(m,"Are you sure that this is the correct Height"+ Height);
if (a1==JOptionPane.YES_OPTION){
if (a1==JOptionPane.NO_OPTION){
}
String input2= JOptionPane.showInputDialog("Width (suggested under 1920 and above 300)");
int Width = Integer.parseInt( input2);
JFrame frame = new JFrame();
Slop comp = new Slop();
frame.add(comp);
frame.setSize(Height,Width);
frame.setTitle("Slop of a Line");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
}
`
Use a do...while loop, and clear the height if the user clicks "no"
public class Sizer extends WindowAdapter
{
public static void main (String[]args){
JFrame m = new JFrame();
int height = 0;
JOptionPane.showMessageDialog(m,"Ok To set the window size you are going to type in the number for each value REMEMBER THE SIZE IS IN PIXELS");
do {
String input1= JOptionPane.showInputDialog("Height (suggested under 1080 and above 300)");
height= Integer.parseInt(input1);
int a1 = JOptionPane.showConfirmDialog(m,"Are you sure that this is the correct Height "+ height);
if (a1==JOptionPane.NO_OPTION){
height = 0;
}
} while (height==0)
}
}
This assumes height must be > 0. If height can be 0, use -1 as the initial and reset values instead.
EDIT:
#Nicholas K's answer shows you don't actually need that if statement, instead just finish the while loop like so:
a1 = JOptionPane.showConfirmDialog(m,"Are you sure that this is the correct Height "+ height);
} while (a1==JOptionPane.NO_OPTION)
To do so though, you need to initialize a1 at the beginning of the method.
You can use
int a1 = 0;
do {
// Read input till user says 'yes
a1 = JOptionPane.showConfirmDialog(m, "Are you sure that this is the correct Height "+ Height);
} while (a1 == JOptionPane.NO_OPTION);
So the loop continues to run until the user enters the value JOptionPane.NO_OPTION
I am trying to print characters one by one on the animated banner, but i can't get the desired result.
I am getting the result with my code but not the one I am looking for. I am getting the banner and result of characters also.
But those characters are overlapping one another.
Please check below code
import java.awt.*;
import java.io.*;
//Banner class
class Banner extends Frame implements Runnable
{
boolean stop=false;
String str="Sreedhar Practice seassion";
//constructor
public Banner()
{
setLayout(null);
setBackground(Color.cyan);
setForeground(Color.blue);
}//end of constructor
//image paint settings methosd
public void paint(Graphics g)
{
Font f=new Font("Courier",Font.BOLD,40);
g.setFont(f);
for (int i=0;i<=str.length() ;i++ )
{
char ch=str.charAt(i);
String c=String.valueOf(ch);
g.drawString("\t"+c,10,100);
try
{
Thread.sleep(100);
}
catch (InterruptedException ie)
{
}
//char ch=str.carAt(0);
//str=str.substring(1,str.length());
//str=str+ch;
if (stop)
{
return;
}
}
}//image paint settings methosd end
//start of run method
public void run()
{
if (stop)
{
return;
}
}
}//end of run method
//main method starting
public static void main(String[] args)throws IOException
{
Banner b=new Banner();
b.setSize(400,400);
b.setTitle("Sreedhar Banner");
b.setVisible(true);
Thread t=new Thread(b);
t.start();
System.in.read();
b.stop=true;
}//end of main method
}//end of class Banner
This is my code, but am not getting the desired result what i want.
few bugs over here
first:
}//end of run method
one curly brace is redundant
second:
for (int i=0;i<=str.length() ;i++ )
should be:
for (int i=0; i < str.length(); i++)
third:
g.drawString("\t" + c, 10 + PRINT_FACTOR * i, 100);
where PRINT_FACTOR should be counted or choosed by expirement
It seems like in your call to g.drawString("\t"+c,10,100); the coordinates remain the same. Looks like it should somehow move along x axis depending on letter number. Try this:
int xLetterDifference = 6;
g.drawString("\t"+c, 10 + xLetterDifference * i ,100);
And alter value of xLetterDifference to adjust distance between letters
I am supposed to make my finch follow a light source, with the following requirements:
-make the finch move towards the light source
- set led colour to blue when light source is detected
if no light source, finch doesn't move.
sets led colour to red.
But I'm getting a syntax error on the last bit.
myf.quit(); (unreachable code is the error)
And my code also doesn't do the required tasks it seems. Where would the issues be?
My code:
import edu.cmu.ri.createlab.terk.robot.finch.Finch;
public class Myfinchtask {
public static void main(String[] args) {
Finch myf = new Finch();
int[] lightsensors = myf.getLightSensors();
int meetsthreshold = 300;
int lightsensorsaverage = 0;
while(true){
lightsensors = myf.getLightSensors();
lightsensorsaverage = (lightsensors[0]+lightsensors[1])/2;
if (lightsensorsaverage < meetsthreshold)
{
myf.stopWheels();
myf.setLED(100, 0, 0);
while (lightsensorsaverage < meetsthreshold){
lightsensors = myf.getLightSensors();
lightsensorsaverage = (lightsensors[0]+lightsensors[1])/2;
if (lightsensorsaverage > meetsthreshold){
myf.setLED(0, 0, 100);
myf.setWheelVelocities(100, 100);
}
}
}
}
myf.quit();
System.exit(0);
}
}
This code looks through hundreds of names and finds the popularity and meaning of them. I have two questions. what I am trying to accomplish where the error is, is to print text of the meaning of the name on to the top of my graph.
1. How can I fix this error:
BabyNames.java:82: error: cannot find symbol
String meanings = findingStatistics(console,meaningsFile);
2. By the time findingStatistics runs through twice, variable statistics is only holding the information for the meaning of the name. How can I access the popularity of the name to use my graph? Right now I have the whole method equal to the statistics, which is just the meaning.
Here is my code:
import java.util.*;
import java.io.*;
import java.awt.*;
public class BabyNames{ //ADD COMMENTS
public static final int STARTINGYEAR = 1890;
public static final int WIDTH = 60;
public static final int HEIGHT = 30;
private static String nameFinal;
public static void main(String[] args) throws FileNotFoundException{
Scanner console = new Scanner(System.in);
DrawingPanel panel = new DrawingPanel(780,560);
Graphics g = panel.getGraphics();
Scanner nameFile = new Scanner(new File("names.txt"));
Scanner meaningsFile = new Scanner(new File("meanings.txt"));
Scanner nameFile2 = new Scanner(new File("names2.txt"));
intro();
fixedGraph(g);
nameFinal = nameToLowerCase(console);
if(STARTINGYEAR == 1890){
findingStatistics(console,nameFile);;
changingGraph(console,g);
}
else{
findingStatistics(console, nameFile2);
changingGraph(console,g);
}
findingStatistics(console,meaningsFile);
}
public static void intro(){
System.out.println("This program allows you to search through the");
System.out.println("data from the Social Security Administration");
System.out.println("to see how popular a particular name has been");
System.out.println("since 1890" );
System.out.println();
System.out.print("Name: ");
}
public static String nameToLowerCase(Scanner console){
String originalName = console.next();
String name = "" ;
int lengthOfName = originalName.length();
String beginingOfName = originalName.substring(0,1).toUpperCase();
String endOfName = originalName.substring(1,lengthOfName).toLowerCase();
name = beginingOfName + endOfName;
return name;
}
public static String findingStatistics(Scanner console, Scanner data){
// String nameFinal = nameToLowerCase(console);
boolean goesThroughOnce = false; //
String statistics = "";
String currWord = "";
String currLine = "";
while (data.hasNext() && goesThroughOnce == false){
currLine = data.nextLine();
Scanner lineBeingRead = new Scanner(currLine); //make other scanners?? for each file
currWord = lineBeingRead.next(); //
if (currWord.equals(nameFinal) || currWord.equals(nameFinal.toUpperCase())){ //
statistics = currLine;
goesThroughOnce = true;
System.out.println(statistics);
}
else{
}
}
return statistics;
}
public static void fixedGraph(Graphics g){ //Draws fixed things such as gray blocks and black lines
g.setColor(Color.LIGHT_GRAY);
g.fillRect(0,0,780,HEIGHT);
g.fillRect(0,560-HEIGHT,780,HEIGHT);
g.setColor(Color.BLACK);
g.drawLine(0,HEIGHT,780,HEIGHT);
g.drawLine(0,560-HEIGHT,780,560-HEIGHT);
}
public static void changingGraph(Scanner console, Graphics g){
String meanings = findingStatistics(console,meaningsFile);
g.drawString("" + meanings,0,16); //draws meaning text
int startingYear = STARTINGYEAR;
int amountOfDecades = 0;
if(startingYear == 1890){
amountOfDecades = 13;
}
else{
amountOfDecades = 8;
}
g.drawString("" + startingYear,0,552); //fencepost
for(int i=0; i<=amountOfDecades;i++){
int year = startingYear + (10 * i);
g.drawString("" + year,(WIDTH*i),552); //draws decade numbers
}
}
}
If I add a // on what the error was and not include that, just so one can understand the code better, for the name "Aaron" it should print out:
Name: AARON
Aaron f 0 0 0 0 0 0 0 0 0 883 0 0 0
AARON m English, Biblical From the Hebrew name ??????? ('Aharon) which is most likely of unknown Egyptian origin.
Shortly, I'm trying to make it print text on the graph, and making two variables for the meaning and popularity (I have them both under statistics).
Your changingGraph method is only using console in order to work out meanings, for which of course, it also needs meaningsFile. It would make far more sense to remove the call to findingStatistics from changingGraph, especially since you are calling it from main anyway.
So change the signature of changingGraph so that it takes meanings as a parameter, as well as removing the first line of the method body. It will then look like this.
public static void changingGraph(String meanings, Graphics g){
g.drawString("" + meanings,0,16); //draws meaning text
// ... and so on.
Then, when you call it, pass the value that was returned from the previous call to findingStatistics. So in your main method, you'll have this.
if(STARTINGYEAR == 1890){
findingStatistics(console,nameFile);
}
else{
findingStatistics(console, nameFile2);
}
String meanings = findingStatistics(console, meaningsFile);
changingGraph(meanings, g);
Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 8 years ago.
Improve this question
So I am making a simple tic tac toe game and ran into a problem at the last minute
I am trying to draw a line at the win location but on the final win location(index), the line gets hidden behind the JButton not entirly sure why it is doing this.
I know alot of people say do not use getGraphics(), and I am wondering if that is the source of my issues they say to override the paintComponent method but that is not working for me either
I have attached a pic of what the result is looking like and code snips of how I am trying to perform these actions
PS I am using a JFrame, if any more code is needed I will be glad to show it
if(win[i] == 264){ // if one of the the combinations equal 'X','X','X' which equals 264, then there is a winner
System.out.println("X is the winner!!!");
System.out.println("Game Over!");
number = i;
draw(); }// call draw method
private void draw(){ // drawing a line at winning location
Graphics2D g1 = (Graphics2D) GUI.getFrame().getGraphics(); // declaring graphics on our Jframe
Stroke stroke3 = new BasicStroke(12f, BasicStroke.CAP_ROUND, BasicStroke.JOIN_MITER); // make our strokes cap off round
if(number == 0){ // statements will determine the win location, so at win0, XXX,
g1.setStroke(stroke3); // we will add stroke to our line
g1.drawLine(0,104,500,104); // draw the line starting at the 0,104 and end it at coordinates 500,104
}
here is a more runnable code, it is alot though
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.GridLayout;
import java.awt.Stroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ButtonModel;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.border.Border;
import javax.swing.border.LineBorder;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class tic implements Runnable {
final static int row = 3; // our rows
final static int col = 3; // our col
final static int sizeOfBoard = row * col;
// the size of our board is not going to change so we make it final
static JButton[] clickButton;
char[] templateOfBoard; // our board, TicTacToe field, static
char userTurn; // users turn , only one letter, tracks whether it is a X or O
int count; // keeps track of user moves
static JFrame frame; // our JFrame
int number;
public tic(JFrame frame) {
tic.frame = new JFrame("TicTacToe GAME");
clickButton = new JButton[9];
count = 0; // number of turns starts at 0;
number = 0;
setUserTurn('X'); // first turn will always be X
setTemplateOfBoard(new char[sizeOfBoard]); // size of the board we are going to make it
try{
for(int spaces=0; spaces<sizeOfBoard; spaces++){ // size of Board is in the GUI class
getTemplateOfBoard()[spaces] = ' '; // the board is being created, looping through all rows and col
//every index of the board not has a char value equal to a space
//determine if everything came out correctly
//should equal of a total of 9
// 3x3
}
System.out.println("Board template created"); // means the board now has all spaces
}
catch(Exception e){
System.out.println("Could not initalize the board to empty char");
e.printStackTrace();
}
}
public static void main(String[] args){
try{
SwingUtilities.invokeLater(new tic(frame)); // run
}
catch(Exception e){ // wanted to test to ensure that Runnable could be invoked
System.out.println("Could not excute Runnable application");
e.printStackTrace();
}
}
public void run() {
setup(); // going to run out setup method, what our game is made out of
}
public void setup() {
// setting up the Board
// board is composed of JButton
// and a 3x3 frame
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // when the user closes the window JFrame will exit
//going to design the board now
//the dimensations of the board = sizeOfBoard
getFrame().setLayout(new GridLayout(row, col)); // this is the outline rows * col
// sizes out row * col based on what we define those numbers as
//i.e 3x3
getFrame().setBounds(0,0,500,500); // location at 0,0, size 500 x 500
Border border = new LineBorder(Color.DARK_GRAY, 2); // color of JButton border
System.out.println("Your board game is being created!");
try{
getFrame().setVisible(true); // shows the board,
// this is going to display everything to the screen
System.out.println("Board is now visable");
}
catch(Exception e){
System.out.println("Board was not displayed");
}
// 9 different buttons, for every index there will be a button
for(int i =0; i<sizeOfBoard;i++){ // going to fill the board with clickableButtons by looping through every index and placing a button there
final int move = i;
clickButton[i] = new JButton(); // at a certain index there is a new button
clickButton[i].setSize(250,250); // size of each button
clickButton[i].setBackground(Color.WHITE); // color of the JButton
getFrame().add(clickButton[i]); // we are going to add the actual the button at that index on the frame
clickButton[i].setFont(new Font("Arial", Font.BOLD, 70)); // size of the text
clickButton[i].setBorder(border); // adding border
clickButton[i].getModel().addChangeListener(new ChangeListener() { //going to overRide what happens when we rollover and press a Butotn
public void stateChanged(ChangeEvent e) {
ButtonModel button = (ButtonModel) e.getSource(); // manages the state of the button, i.e lets me control what happens to the button
if(clickButton[move] != null){ // if we do not include this argument
// the buttons are not made yet on the new game, meaning clickButton[i] = null
//so boolean(!button.isRollover()) will return true, since on the new game you can not have your mouse hovered over
// but when it returns true, it will return a null value, giving a null pointer exception
// so best thing to do, is to only run these cases below when the buttons are not null
if (button.isRollover()) { // when the mouse hovers over the index
clickButton[move].setBackground(Color.BLACK); // color will equal black
}
else if(!button.isRollover()){ // when the button is not hovered over
clickButton[move].setBackground(Color.WHITE); // color will be whte, just like our background
}
}
}
});
clickButton[i].addActionListener(new ActionListener() {
//our click events, going to override to let it know what we want to happen
//once we click on the button
public void actionPerformed(ActionEvent e) {
clickButton[move].setEnabled(false); //going to disable the button after it is clicked
//ORDER: button gets clicked first, then the test is added
mouseListener(e, move); // our mouseListenerEvent in game class
//
}
});
}
}
public static void playAgain() {
try{
System.out.println("NEW GAME");
SwingUtilities.invokeLater(new tic(frame)); // run the run(class) again
}
catch(Exception e){ // wanted to test to ensure that Runnable could be invoked
System.out.println("Could not excute Runnable application");
e.printStackTrace();
}
}
public static JFrame getFrame() {
return frame;
}
public tic userMove(int moveMade){
getTemplateOfBoard()[moveMade] = getUserTurn();
// index of the board, or in simpler terms, where the user
// inserts there turn i.e X or O, 0-8
//System.out.println(userMove);
//boolean statement to determine the turns
// So user X starts first
//if the turn is X, the nextTurn is now O,
if(getUserTurn() == 'X'){
setUserTurn('O');
}
else {
setUserTurn('X');
}
count++;
return this; // going to return the userTurn
// issue actually entering the userTurn is not giving right value, but using 'this' does
}
// for some odd reason the toString is causing some issues, keep getting #hash code
//saw online to override it like this
// will make the board out of emepty strings
// going to return a string representation of an object
public String toString(){
return new String(getTemplateOfBoard());
}
public void mouseListener(ActionEvent e, int moveMade){
// mouse click events
// what happens after a button is clicked
if(getTemplateOfBoard()[moveMade] == ' '){ // the user can only space a click, so an letter on the field if it is empty
((JButton)e.getSource()).setText(Character.toString(getUserTurn())); // when the button is clicked, we want an X placed there
if (getUserTurn() == 'X'){
UIManager.getDefaults().put("Button.disabledText",Color.RED); // when the but gets disabled the test will turn red
}
else{
UIManager.getDefaults().put("Button.disabledText",Color.BLUE);
}
//calling the method userTurn to determine who goes next
//problem is that is expects a String
//going to override the toString method
userMove(moveMade); // calling userMove in moveMade, moveMade is the index at which the user put either an X or a O
winner(); // we want to check each time to ensure there was/was not a winner
}
}
public tic winner() { // determines who is the winner
//list below defines all the possible win combinations
// the index of where a X or O can be place
// placed the locations to a int value
int win1 = templateOfBoard[0] + templateOfBoard[1] + templateOfBoard[2];
int win2 = templateOfBoard[3] + templateOfBoard[4] + templateOfBoard[5];
int win3 = templateOfBoard[6] + templateOfBoard[7] + templateOfBoard[8];
int win4 = templateOfBoard[0] + templateOfBoard[3] + templateOfBoard[6];
int win5 = templateOfBoard[1] + templateOfBoard[4] + templateOfBoard[7];
int win6 = templateOfBoard[2] + templateOfBoard[5] + templateOfBoard[8];
int win7 = templateOfBoard[0] + templateOfBoard[4] + templateOfBoard[8];
int win8 = templateOfBoard[2] + templateOfBoard[4] + templateOfBoard[6];
int[] win = new int[]{win1,win2,win3,win4,win5,win6,win7,win8};
// making a array to go through all the possibile wins
//possible total of wins is 8
for(int i = 0;i<win.length;i++){
// looping through the win possibilities
if(win[i] == 264){ // if one of the the combinations equal 'X','X','X' which equals 264, then there is a winner
System.out.println("X is the winner!!!");
System.out.println("Game Over!");
number = i;
draw(); // call draw method
return this; // if statement is true, it will return this(gameOver)
}
else if(win[i] == 237 ){ // if one of the the combinations equal 'O','O','O' which equals 234, then there is a winner
System.out.println("O is the winner!!!");
System.out.println("Game Over!");
number = i;
//draw(); // call draw method
return this;
}
if (count == 9) {
// if none of the statements above are true, it automatically comes done to here
//so if there is nine moves and no win, it is a draw
}
}
return this;
// going to return this method ;
}
private void draw(){ // drawing a line at winning location
Graphics2D g1 = (Graphics2D) getFrame().getGraphics(); // declaring graphics on our Jframe
Stroke stroke3 = new BasicStroke(12f, BasicStroke.CAP_ROUND, BasicStroke.JOIN_MITER); // make our strokes cap off round
if(number == 0){ // statements will determine the win location, so at win0, XXX,
g1.setStroke(stroke3); // we will add stroke to our line
g1.drawLine(0,104,500,104); // draw the line starting at the 0,104 and end it at coordinates 500,104
}
else if(number == 1){
g1.setStroke(stroke3);
g1.drawLine(0,257,500,257);
}
else if(number == 2){
g1.setStroke(stroke3);
g1.drawLine(0,411,500,411);
}
else if(number == 3){
g1.setStroke(stroke3);
g1.drawLine(88,0,88,500);
}
else if(number == 4){
g1.setStroke(stroke3);
g1.drawLine(250,0,250,500);
}
else if(number == 5){
g1.setStroke(stroke3);
g1.drawLine(411,0,411,500);
}
else if(number == 6){
g1.setStroke(stroke3);
g1.drawLine(-22,0,500,500);
}
else if(number == 7){
g1.setStroke(stroke3);
g1.drawLine(520,0,0,500);
}
}
// want to be able to access the private variables
//so we will make getter and setter methods for the ones that we need
public char getUserTurn() { // getter method for userTurn
return userTurn;
}
public void setUserTurn(char userTurn) { // setter method
this.userTurn = userTurn;
}
public char[] getTemplateOfBoard() { //getter method
return templateOfBoard;
}
public void setTemplateOfBoard(char[] templateOfBoard) { // setter method
this.templateOfBoard = templateOfBoard;
}
}
Painting over the top of components can be troublesome, you can't override the paintComponent method of the container which contains the components, because this paints in the background, you can't override the paint method of the container, as child components can be painted without the parent container been notified...
You could add a transparent component over the whole lot, but this just introduces more complexity, especially when a component already already exists ...
public class ConnectTheDots {
public static void main(String[] args) {
new ConnectTheDots();
}
public ConnectTheDots() {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception ex) {
}
PaintPane pp = new PaintPane();
JFrame frame = new JFrame("Test");
frame.setGlassPane(pp);
pp.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new DotsPane(pp));
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class PaintPane extends JPanel {
private List<JButton[]> connections;
private JButton lastSelected;
public PaintPane() {
setOpaque(false);
connections = new ArrayList<>(25);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
if (lastSelected != null) {
g2d.setColor(Color.RED);
int x = lastSelected.getX() + ((lastSelected.getWidth() - 8) / 2);
int y = lastSelected.getY() + ((lastSelected.getHeight() - 8) / 2);
g2d.fillOval(x, y, 8, 8);
}
for (JButton[] group : connections) {
g2d.setColor(Color.BLUE);
Point startPoint = group[0].getLocation();
Point endPoint = group[1].getLocation();
startPoint.x += (group[0].getWidth() / 2);
startPoint.y += (group[1].getHeight()/ 2);
endPoint.x += (group[0].getWidth() / 2);
endPoint.y += (group[1].getHeight()/ 2);
g2d.draw(new Line2D.Float(startPoint, endPoint));
}
g2d.dispose();
}
protected void buttonClicked(JButton btn) {
if (lastSelected == null) {
lastSelected = btn;
} else {
connections.add(new JButton[]{lastSelected, btn});
lastSelected = null;
}
revalidate();
repaint();
}
}
public class DotsPane extends JPanel {
private PaintPane paintPane;
public DotsPane(final PaintPane pp) {
paintPane = pp;
ActionListener al = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
JButton btn = (JButton) e.getSource();
paintPane.buttonClicked(btn);
}
};
setLayout(new GridLayout(6, 6));
for (int index = 0; index < 6 * 6; index++) {
JButton btn = new JButton(".");
add(btn);
btn.addActionListener(al);
}
}
#Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}
Take a look at How to Use Root Panes for more details