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Thread: What is the absolute easiest way to display an image in Swing?

  1. #41
    natdizzle's Avatar
    natdizzle is offline Nathan Nelson
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    Default Re: What is the absolute easiest way to display an image in Swing?

    try this and make sure your image is in your package in your workspace

    Java Code:
    import java.awt.Dimension;
    import java.awt.Graphics;
    import java.awt.Graphics2D;
    import java.awt.geom.AffineTransform;
    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 ImageExample extends JPanel{
    /**
    	 * 
    	 */
    	private static final long serialVersionUID = 1L;
    JFrame jframe;
    BufferedImage imagevariable;
    Graphics2D g2d;
    public ImageExample() throws IOException{
    jframe = new JFrame("Display image");
    jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    jframe.setSize(new Dimension(600, 400));
    jframe.setVisible(true);
    jframe.add(this);
    imagevariable = ImageIO.read(new File("thefileinthepackageinmyworkspace.png"));
    }
    public static void Main(String args[]) throws IOException{
    new ImageExample();
    }
    @Override
    public void paint(Graphics g){
    super.paintComponent(g);
    g2d = (Graphics2D) g;
    g2d.drawImage(imagevariable, new AffineTransform(), this);
    }
    }
    Last edited by natdizzle; 01-19-2014 at 05:44 AM. Reason: fixes

  2. #42
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Daryn your code worked very well! Now the only question is; how could I add the image you gave me to my game class?
    Nathan, for now I am alright. Thank you though!

  3. #43
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    I tried doing
    Image class:
    Java Code:
    import java.awt.Graphics;
    
    import javax.swing.*;
    
    class ImageDisplayer extends myGame {
    	ImageIcon petergriffin = new ImageIcon(
    			"/Users/MW/Downloads/petergriffin2.png");
    	JLabel petergriffinImg = new JLabel(petergriffin);
    
    public void addImage(){
    	f.add(petergriffinImg);
    
         }
    	
    }
    and for the game class
    Java Code:
     import java.awt.BorderLayout;
    import java.awt.Graphics;
    import java.awt.Graphics2D;
    import java.awt.Image;
    import javax.imageio.ImageIO;
    import javax.swing.ImageIcon;
    import javax.swing.JPanel;
    import java.awt.Color;
    import java.awt.Component;
    import java.awt.Graphics;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.awt.image.BufferedImage;
    import java.io.File;
    import java.io.IOException;
    import java.util.Timer;
    import javax.swing.JComponent;
    import javax.swing.JFrame;
    import javax.swing.JLabel;
    import javax.swing.JPanel;
    import java.util.*;
    
    public class myGame extends JComponent {
    	Random ar = new Random();
    	public int x = ar.nextInt(400);
    	Random har = new Random();
    	public int y = har.nextInt(400);
    	Random r = new Random();
    	Random rand = new Random();
    	Random newx;
    	Random newy;
    	int resetTimes = 0;
    	int ex = r.nextInt(400);
    	int why = rand.nextInt(400);
    
    	public void ResetIt() {
    		if (x <= ex + 17.5 && y <= why + 17.5 && x >= ex - 17.5
    				&& y >= why - 17.5) {
    
    			newx = new Random();
    			newy = new Random();
    			int newex = newx.nextInt(450);
    			int newwhy = newy.nextInt(450);
    			x = newex;
    			y = newwhy;
    			resetTimes++;
    			repaint();
    		}
    	}
    
    	KeyListener kw = new KeyListener() {
    
    		@Override
    		public void keyTyped(KeyEvent e) {
    		}
    
    		@Override
    		public void keyPressed(KeyEvent e) {
    			int k = e.getKeyCode();
    			if (k == KeyEvent.VK_W) {
    				y = y - 10;
    				repaint();
    				ResetIt();
    			}
    			if (k == KeyEvent.VK_S) {
    				y = y + 10;
    				repaint();
    				ResetIt();
    			}
    			if (k == KeyEvent.VK_A) {
    				x = x - 10;
    				repaint();
    				ResetIt();
    			}
    
    			if (k == KeyEvent.VK_D) {
    				x = x + 10;
    				repaint();
    				ResetIt();
    			}
    
    			if (k == KeyEvent.VK_Q) {
    				x = x - 10;
    				y = y - 10;
    				repaint();
    				ResetIt();
    			}
    
    			if (k == KeyEvent.VK_E) {
    				x = x + 10;
    				y = y - 10;
    				repaint();
    				ResetIt();
    			}
    
    		};
    
    		@Override
    		public void keyReleased(KeyEvent e) {
    			// TODO Auto-generate
    
    		}
    
    	};
    
    	myGame() {
    		ImageDisplayer I = new ImageDisplayer();
    		JFrame f = new JFrame("Square Mover 1.0");
    		JPanel p = new JPanel();
    		p.setLayout(new BorderLayout());
    		f.add(I);
    		f.setSize(500, 500);
    		f.setVisible(true);
    		f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    		f.addKeyListener(kw);
    		p.setBackground(Color.blue);
    
    	}
    
    	public void paintComponent(Graphics g) {
    		g.setColor(Color.red);
    		g.fillRect(x, y, 50, 50);
    		g.setColor(Color.black);
    		g.drawRect(ex, why, 70, 70);
    		g.setColor(Color.red);
    		g.fillRect(x, y, 50, 50);
    		g.setColor(Color.white);
    		g.drawString("enter", ex + 5, why - 10);
    		g.setColor(Color.white);
    		g.drawString("Score:" + resetTimes, 20, 20);
    		g.drawString("Use WASD to move around", 150, 20);
    		g.drawString("Level " + resetTimes / 5, 20, 50);
    	}
    
    	public static void main(String[] args) {
            new ImageDisplayer();
    		myGame d = new myGame();
    		d.ResetIt();
    	}
    
    }
    but it says f cannot be resolved on the 11th line of the image class

  4. #44
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Or, Nathan would you maybe know how using ImageIO I could make my image appear on my program? It is appearing OVER the program, which is weird because it is transparent and it should not be blocking out my game class. Here are both classes (this is different from Daryn's imageIcon method)

    image class:
    Java Code:
    import java.awt.BorderLayout;
    import java.awt.Dimension;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.image.BufferedImage;
    import java.io.File;
    import java.io.IOException;
    import javax.imageio.ImageIO;
    import javax.swing.*;
    
    public class DisplayImage extends JPanel {
        private BufferedImage image;
        public DisplayImage(){
            try{
                image = ImageIO.read(new File("/Users/MW/Downloads/petergriffin2.png"));
            } catch(Exception e){System.out.println("Error");
            setPreferredSize(new Dimension(300,200));
        }
        }
        public void paintComponent(Graphics g){
            if (image != null) { // added to prevent null pointer exception
               super.paintComponent(g);
               g.drawImage(image,0,0,null);
            }
        }
    }
    Game class:

    Java Code:
    import java.awt.BorderLayout;
    import java.awt.Graphics;
    import java.awt.Graphics2D;
    import java.awt.Image;
    import javax.imageio.ImageIO;
    import javax.swing.ImageIcon;
    import javax.swing.JPanel;
    import java.awt.Color;
    import java.awt.Component;
    import java.awt.Graphics;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.awt.image.BufferedImage;
    import java.io.File;
    import java.io.IOException;
    import java.util.Timer;
    import javax.swing.JComponent;
    import javax.swing.JFrame;
    import javax.swing.JLabel;
    import javax.swing.JPanel;
    import java.util.*;
    
    public class myGame extends JComponent {
    	Random ar = new Random();
    	public int x = ar.nextInt(400);
    	Random har = new Random();
    	public int y = har.nextInt(400);
    	Random r = new Random();
    	Random rand = new Random();
    	Random newx;
    	Random newy;
    	int resetTimes = 0;
    	int ex = r.nextInt(400);
    	int why = rand.nextInt(400);
    
    	public void ResetIt() {
    		if (x <= ex + 17.5 && y <= why + 17.5 && x >= ex - 17.5
    				&& y >= why - 17.5) {
    
    			newx = new Random();
    			newy = new Random();
    			int newex = newx.nextInt(450);
    			int newwhy = newy.nextInt(450);
    			x = newex;
    			y = newwhy;
    			resetTimes++;
    			repaint();
    		}
    	}
    
    	KeyListener kw = new KeyListener() {
    
    		@Override
    		public void keyTyped(KeyEvent e) {
    		}
    
    		@Override
    		public void keyPressed(KeyEvent e) {
    			int k = e.getKeyCode();
    			if (k == KeyEvent.VK_W) {
    				y = y - 10;
    				repaint();
    				ResetIt();
    			}
    			if (k == KeyEvent.VK_S) {
    				y = y + 10;
    				repaint();
    				ResetIt();
    			}
    			if (k == KeyEvent.VK_A) {
    				x = x - 10;
    				repaint();
    				ResetIt();
    			}
    
    			if (k == KeyEvent.VK_D) {
    				x = x + 10;
    				repaint();
    				ResetIt();
    			}
    
    			if (k == KeyEvent.VK_Q) {
    				x = x - 10;
    				y = y - 10;
    				repaint();
    				ResetIt();
    			}
    
    			if (k == KeyEvent.VK_E) {
    				x = x + 10;
    				y = y - 10;
    				repaint();
    				ResetIt();
    			}
    
    		};
    
    		@Override
    		public void keyReleased(KeyEvent e) {
    			// TODO Auto-generate
    
    		}
    
    	};
    
    	myGame() {
    		DisplayImage I = new DisplayImage();
    		JFrame f = new JFrame("Square Mover 1.0");
    		JPanel p = new JPanel();
    		p.setLayout(new BorderLayout());
    		f.add(I);
    		f.setSize(500, 500);
    		f.setVisible(true);
    		f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    		f.addKeyListener(kw);
    		p.setBackground(Color.blue);
    
    	}
    
    	public void paintComponent(Graphics g) {
    		g.setColor(Color.red);
    		g.fillRect(x, y, 50, 50);
    		g.setColor(Color.black);
    		g.drawRect(ex, why, 70, 70);
    		g.setColor(Color.red);
    		g.fillRect(x, y, 50, 50);
    		g.setColor(Color.white);
    		g.drawString("enter", ex + 5, why - 10);
    		g.setColor(Color.white);
    		g.drawString("Score:" + resetTimes, 20, 20);
    		g.drawString("Use WASD to move around", 150, 20);
    		g.drawString("Level " + resetTimes / 5, 20, 50);
    	}
    
    	public static void main(String[] args) {
            new DisplayImage();
    		myGame d = new myGame();
    		d.ResetIt();
    	}
    
    }
    It reads the image and displays it but it does not show the game at ALL. I want to make the image, and display it ON the game, so that I can use wasd to move around :)

    Thanks!

  5. #45
    Daryn is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    The reason that it says f cannot be resovled is because f is only in the mygame class. What I would suggest is 1 make it all one class or 2 make a class that runs your game (Has the reset methods image stuff and keyListener). This class would extend a JPanel and another one that holds your jframe or 3 download the package that is being posted to my website in about 30 minutes and make your life easier
    With the right know how, anything is possible

  6. #46
    JosAH's Avatar
    JosAH is online now Moderator
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Quote Originally Posted by MW130 View Post
    I tried doing
    Image class:
    Java Code:
    import java.awt.Graphics;
    
    import javax.swing.*;
    
    class ImageDisplayer extends myGame {
    	ImageIcon petergriffin = new ImageIcon(
    			"/Users/MW/Downloads/petergriffin2.png");
    	JLabel petergriffinImg = new JLabel(petergriffin);
    
    public void addImage(){
    	f.add(petergriffinImg);
    
         }
    	
    }
    but it says f cannot be resolved on the 11th line of the image class
    I'm with the compiler here because I can't find a definition of 'f' either ...

    kind regards,

    Jos
    cenosillicaphobia: the fear for an empty beer glass

  7. #47
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Quote Originally Posted by JosAH View Post
    I'm with the compiler here because I can't find a definition of 'f' either ...

    kind regards,

    Jos
    Sorry JosAH; I saw my error

    but on the bright side, I got it working!!!!

    The image is on. The only problem now I am having is that TWO windows open: one has the game itself, and the other has the game AND peter griffin. Does anyone know how to get rid of the one that has JUST the game and not peter?
    Code:
    Image:
    Java Code:
    import java.awt.BorderLayout;
    import java.awt.Dimension;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.image.BufferedImage;
    import java.io.File;
    import java.io.IOException;
    import javax.imageio.ImageIO;
    import javax.swing.*;
     
    public class DisplayImage extends GameM {
        private BufferedImage image;
        public DisplayImage(){
            try{
                image = ImageIO.read(new File("/Users/MWaldman/Downloads/petergriffin2.png"));
            } catch(Exception e){System.out.println("Error");
            setPreferredSize(new Dimension(300,200));
        }
        }
        public void paintComponent(Graphics g){
            if (image != null) { // added to prevent null pointer exception
               super.paintComponent(g);
               g.drawImage(image,0,0,null);
            }
        }
    }
    Game class:

    Java Code:
    import java.awt.BorderLayout;
    import java.awt.Graphics;
    import java.awt.Graphics2D;
    import java.awt.Image;
    import javax.imageio.ImageIO;
    import javax.swing.ImageIcon;
    import javax.swing.JPanel;
    import java.awt.Color;
    import java.awt.Component;
    import java.awt.Graphics;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.awt.image.BufferedImage;
    import java.io.File;
    import java.io.IOException;
    import java.util.Timer;
    import javax.swing.JComponent;
    import javax.swing.JFrame;
    import javax.swing.JLabel;
    import javax.swing.JPanel;
    import java.util.*;
     
        public class GameM extends JComponent {
        Random ar = new Random();
        public int x = ar.nextInt(400);
        Random har = new Random();
        public int y = har.nextInt(400);
        Random r = new Random();
        Random rand = new Random();
        Random newx;
        Random newy;
        int resetTimes = 0;
        int ex = r.nextInt(400);
        int why = rand.nextInt(400);
    
        
        
        public void ResetIt(){
        	if(x <= ex+17.5 && y <= why+17.5 && x >= ex-17.5 && y >= why-17.5){
        	    
        		newx = new Random();
        		newy = new Random();
        		int newex = newx.nextInt(450);
        	    int newwhy = newy.nextInt(450);
        		x = newex;
        		y = newwhy;
        		resetTimes++;
        		repaint();
        		
        	}
        }
        KeyListener kw = new KeyListener(){
    
    		@Override
    		public void keyTyped(KeyEvent e) {
    			// TODO Auto-generated method stub
    			
    		}
    
    		@Override
    		public void keyPressed(KeyEvent e) {
            int k = e.getKeyCode();
            if (k == KeyEvent.VK_W){
    	    y=y-10;
    	    repaint();
    	    ResetIt();
    
            }
            if (k == KeyEvent.VK_S){
            	y = y+10;
            	repaint();
        	    ResetIt();
    
            }
            if(k == KeyEvent.VK_A){
        	    x=x-10;
        	    repaint();
        	    ResetIt();
    
            }
        	if(k == KeyEvent.VK_D) {
        	    x=x+10;
        	    repaint();
        	    ResetIt();
        	            }
        	if(k == KeyEvent.VK_Q) {
        	    x=x-10;
        	    y=y-10;
        	    repaint();
        	    ResetIt();
        	            }
        	if(k == KeyEvent.VK_E) {
        	    x=x+10;
        	    y=y-10;
        	    repaint();
        	    ResetIt();
        	            }
        };
            
    		
    
    		@Override
    		public void keyReleased(KeyEvent e) {
    			// TODO Auto-generated method stub
    			
    		}
        	
        
        };
        GameM() {
            JFrame f = new JFrame("Square Mover 1.0");
            JPanel p = new JPanel();
            p.setLayout(new BorderLayout());
            p.add(this);
            f.add(p);
            f.setSize(500, 500);
            f.setVisible(true);
            f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            f.addKeyListener(kw);
            p.setBackground(Color.blue);
            
        }
     
        public void paintComponent(Graphics g) {
        	g.setColor(Color.red);
            g.fillRect(x, y, 50, 50);
        	g.setColor(Color.black);
            g.drawRect(ex, why,70,70);
            g.setColor(Color.red);
            g.fillRect(x, y, 50, 50);
            g.setColor(Color.white);
            g.drawString("enter",ex+5,why-10);
            g.setColor(Color.white);
            g.drawString("Score:"+resetTimes,20,20);
            g.drawString("Use WASD to move around", 150, 20);
    		g.drawString("Level "+resetTimes/5, 20, 50);
    		
        }
     
    
        public static void main(String[] args) {
        	DisplayImage I = new DisplayImage();
        	new DisplayImage();
        	GameM d = new GameM();
            d.ResetIt();
        }
     
    }

  8. #48
    Daryn is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    If you want use my package I wrote the website for it is Daryns site - Home
    You would need to make a background picture too even if its just a blue square,make a target Image, Create your JFrame,add characterMover to it, set your backgrounds,sprite, and screen. Then when the key is hit use the moveLeft,moveRight,moveUp,or moveDown function then to check to see if it hits your target just use the function targetHit. This function will return true if it hit and false if it didn't. You won't find the targetHit or setTarget functions on the website becuase I will make different versions later on with them. I just added this in particularly so you could make you game easier the Two functions that arn't listed are
    Java Code:
     targetHit();//can be put in a if else statement. Returns true or false.
    public void setTargetObject(String url,int x,int y, int width,int height)//must be placed after you set background and sprite
    With the right know how, anything is possible

  9. #49
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Hey Daryn, I appreciate it. For now, I am alright.
    Do you know why in the code above two windows appear; one with the images, and the other without the images, and how I can get rid of the one that appears and doesn't have images? It is my only worry that is left :(

  10. #50
    Daryn is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Im not sure but on line 143 of the Game M class I dont understand the point of
    Java Code:
     new DisplayImage()
    when you had already created a instance of it the line before and Also my only guess to fix the two windows is make DisplayImages not extend gameM just try it with the either the name class DisplayImage or public class DisplayImage
    With the right know how, anything is possible

  11. #51
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Oh yes, it seems that IS the extends Game M.
    But the problem is that I need to extend Game M. I can't do it any other way... how could I not extend GameM? When I tried doing extend JPanel, the images won't appear :(
    As for line 143, I am not quite sure. When it is not there, the images do not display.
    Anyway,
    what can I do? If I take away extends Game M, then the images won't work but I will only have one frame. If I leave it, I will have two frames but my images load.
    Does anyone know?

  12. #52
    Daryn is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    What exactly Happened when you took away extends GameM and did you make it extend nothing. I have a theory but I wanna find out a fewe things first
    Last edited by Daryn; 01-19-2014 at 08:53 AM.
    With the right know how, anything is possible

  13. #53
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Quote Originally Posted by Daryn View Post
    What exactly Happened when you took away extends GameM and did you make it extend nothing. I have a theory but I wanna find out a fewe things first
    A whole bunch of errors. It couldn't find my variables, couldn't resolve any types, and most importantly it didn't display any images.

  14. #54
    Daryn is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Quote Originally Posted by MW130 View Post
    A whole bunch of errors. It couldn't find my variables, couldn't resolve any types, and most importantly it didn't display any images.
    Ya I see how I was definitly wrong there. But also when you test are you running GameM or DisplayImage
    With the right know how, anything is possible

  15. #55
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    What do you mean when I test?
    All the code I use is above

  16. #56
    Daryn is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Of course you use both but you can only start it from one point. For example if you were using the command prompt it would be java gameM or if you are using Eclipse you would Run Game M OR Do you have them both on One File.
    With the right know how, anything is possible

  17. #57
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Oh! Uh, it didn't really matter which one I ran happened the same way.

  18. #58
    Daryn is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Dang it this is the second time I have to type this I just accidently deleted it all but okay let me try to explain, oh and by the way when i run it i get 3 windows. When you run GameM the constructer creates a JFrame . Then on line 142 to create DisplayImages but because DisplayImages is a GameM it runs the GameM constructer creating another JFrame and then on line 143 you create Another DisplayImages So it creates another JFrame. The reason that the image is only on one JFrame is because one Frame is from the DisplayImage and the other from GameM. So what I did was deleted lines 142 and 143. along with changing public class GameM to just class GameM. I am working on making the image display right now Ill post when i get it working
    With the right know how, anything is possible

  19. #59
    MW130 is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Daryn, you are simply the best. I will wait for your post. If you can, could you post like the completely new code so i can compare? If not it is totally fine. Thank you!

  20. #60
    Daryn is offline Senior Member
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    Default Re: What is the absolute easiest way to display an image in Swing?

    Think ill be able to finish soon just had to restart my computer. you got luck I put p.add(new DisplayImage()) in the constructor and it created a infinite loop
    With the right know how, anything is possible

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