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Thread: Problem with the below program
 05202009, 03:55 PM #1Member
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 Apr 2009
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Problem with the below program
Hi all
I have problem with the below program.I want to move a ball randomly within a rectangle.Though this is an applet i have problems executing it.Can anyone help me in this regard.
The program follows as below

import java.awt.*;
/*
* An object of type MovingBall holds data about a "ball" that has
* a color, radius, position, speed, and direction. The ball is restricted
* to moving around inside a rectangle in the xyplane. The ball can draw
* itself in a graphics context and will move when it is told to move.
* This class uses some trigonometry and vector math in its implementation.
*/
public class MovingBall {
// The horizontal limits on the ball's position.
private double xmin, xmax;
// The xcoordinate of the ball statisfies
// xmin <= x <= xmax.
// The vertical limits on the ball's position.
private double ymin, ymax;
// The ycoordinate of the ball statisfies
// ymin <= y <= ymax.
private double x,y; // Current position of the ball.
private double dx,dy; // The velocity (speed + direction) of the ball.
// When the travel() method is called, the
// ball moves dx pixesl horizontally and dy
// pixels vertically.
private Color color; // The color of the ball.
private double radius; // The radius of the ball.
/*
* Create a ball that moves within the specified limits,
* left <= x <= right and top <= y <= bottom. The ball is initially
* located in the middle of this range. It has a random speed
* between 4 and 12 and a random direction. Its radius is 5
* and its color is red.
*/
public MovingBall(double left, double right, double top, double bottom) {
xmin = left;
xmax = right;
ymin = top;
ymax = bottom;
x = (xmin + xmax) / 2;
y = (ymin + ymax) / 2;
radius = 5;
color = Color.red;
double angle = 2 * Math.PI * Math.random(); // Random direction.
double speed = 4 + 8*Math.random(); // Random speed.
dx = Math.cos(angle) * speed;
dy = Math.sin(angle) * speed;
}
/**
* Draw the ball in the graphics context g. Note: The drawing color
* in g is changed to the color of the ball.
*
*/
public void draw(Graphics g) {
g.setColor(color);
g.fillOval( (int)(xradius), (int)(yradius), (int)(2*radius),
(int)(2*radius) );
}
/*
* Move the ball by one time unit. The ball moves in its current
* direction for a number of pixels equal to its current speed.
* That is, speed is given in terms of pixels per time unit.
* Note: The ball won't move at all if the width or height
* of the rectangle is smaller than the ball's diameter.
*/
public void travel() {
travel(1.0);
}
/**
* Move the ball for the specified number of time units.
* The ball is restricted to the specified rectangle.
* Note: The ball won't move at all if the width or height
* of the rectangle is smaller than the ball's diameter.
*/
public void travel(double time) {
/* Don't do anything if the rectangle is too small. */
if (xmax  xmin < 2*radius  ymax  ymin < 2*radius)
return;
/* First, if the ball has gotten outside its rectangle, move it
back. (This will only happen if the rectagnle was changed
by calling the setLimits() method or if the position of
the ball was changed by calling the setLocation() method.)
*/
if (xradius < xmin)
x = xmin + radius;
else if (x+radius > xmax)
x = xmax  radius;
if (y  radius < ymin)
y = ymin + radius;
else if (y + radius > ymax)
y = ymax  radius;
/* Compute the new position, possibly outside the rectangle. */
double newx = x + dx*time;
double newy = y + dy*time;
/* If the new position lies beyond one of the sides of the rectangle,
"reflect" the new point through the side of the rectangle, so it
lies within the rectangle. */
if (newy < ymin + radius) {
newy = 2*(ymin+radius)  newy;
dy = Math.abs(dy);
}
else if (newy > ymax  radius) {
newy = 2*(ymaxradius)  newy;
dy = Math.abs(dy);
}
if (newx < xmin + radius) {
newx = 2*(xmin+radius)  newx;
dx = Math.abs(dx);
}
else if (newx > xmax  radius) {
newx = 2*(xmaxradius)  newx;
dx = Math.abs(dx);
}
/* We have the new values for x and y. */
x = newx;
y = newy;
} // end travel()
/**
* Set the color of the ball.
* @param c the color; if c is null, nothing is done.
*/
public void setColor(Color c) {
if (c != null)
color = c;
}
/**
* Set the radius of the ball. Adjust the radius, if necessary,
* so the diameter of the ball is at least one pixel.
*/
public void setRadius(int r) {
radius = r;
if (radius < 0.5)
radius = 0.5;
}
/**
* Set the horizontal and vertical limits on the motion of the ball.
*/
public void setLimits(double left, double right, double top, double bottom) {
xmin = left;
xmax = right;
ymin = top;
ymax = bottom;
}
/**
* Set the position of the ball.
*/
public void setLocation(double x, double y) {
this.x = x;
this.y = y;
}
/*
* Set the speed of the ball, if speed > 0. The speed is
* restricted to being strictly positive. (If you want the
* ball to stay still, don't call the travel() method!)
*/
public void setSpeed(double speed) {
if (speed > 0) {
double currentSpeed = Math.sqrt(dx*dx + dy*dy);
dx = dx * speed / currentSpeed;
dy = dy * speed / currentSpeed;
}
}
/**
* Adjust the direction of motion of the ball so that it is
* headed towards the point (a,b). If the ball happens to
* lie exactly at the point (a,b) already, this operation is
* undefined, so nothing is done.
*/
public void headTowards(int a, int b) {
double vx = a  x;
double vy = b  y;
double dist = Math.sqrt(vx*vx + vy*vy);
if (dist > 0) {
double speed = Math.sqrt(dx*dx + dy*dy);
dx = vx / dist * speed;
dy = vy / dist * speed;
}
}
/**
* Set the velocity of the ball. At least one of dx and
* dy must be nonzero, so that the speed will be positive.
*/
public void setVelocity(double dx, double dy) {
if (dx != 0  dy != 0) {
this.dx = dx;
this.dy = dy;
}
}
} // end class MovingBall
 05202009, 05:43 PM #2
I did not read through your code. Next time you post please use the code tags.
If your problem is simply being able to run an applet then you can check if your IDE has some sort of way to run it stand alone, or follow the guide here.
Mr. Beans
Note: This would probably be better in the applet forum
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