[java] Simple Java Graphics Problem...
This may seem stupid but for the entire day today I've been trying to draw a small image to an application using Java and I can't get it to work. The examples I have been learning from are all for applets and I'm wanting this for an application.
If someone could please tell me how to draw a .gif to an application or better yet show an example I would be most thankful.
Edited by - Punx on February 23, 2002 11:35:01 PM
to load an image:
and then to draw it
public Image loadImage(String fileName) { Image loadedImage = null; try { InputStream in = this.getClass().getResourceAsStream(fileName); ByteArrayOutputStream imageByteStream = new ByteArrayOutputStream(); byte[] currentBytes = new byte[2048]; int bytesRead = 0; while ((bytesRead = in.read(currentBytes)) != -1) { imageByteStream.write(currentBytes,0,bytesRead); } loadedImage = Toolkit.getDefaultToolkit().createImage(imageByteStream.toByteArray()); } catch (Exception e) { System.out.println("Exception attempting to load image: "+fileName); System.exit(0); } return loadedImage;}
and then to draw it
public void paint(Graphics g) { g.drawImage(theImage, x, y, null);}public void update(Graphics g) { paint(g);}// note: you should use double buffering or else it''ll flicker alot
Is there any advantage to doing it that way as opposed to:
Image i = Toolkit.getDefaultToolkit().createImage(String filename)?
(Also, I don''t know whether you meant you need a Canvas as in java.awt.Canvas, or as in something to draw on but just to point out that you can draw on a JPanel and possibly on any subclass of Component, though I haven''t checked that).
Enigma
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...uncaring Father. ...
Image i = Toolkit.getDefaultToolkit().createImage(String filename)?
(Also, I don''t know whether you meant you need a Canvas as in java.awt.Canvas, or as in something to draw on but just to point out that you can draw on a JPanel and possibly on any subclass of Component, though I haven''t checked that).
Enigma
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...uncaring Father. ...
quote:Original post by Enigma
(Also, I don''t know whether you meant you need a Canvas as in java.awt.Canvas, or as in something to draw on but just to point out that you can draw on a JPanel and possibly on any subclass of Component, though I haven''t checked that).
Yeah, that''s right.
- Kaijin
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