Can I draw *.bmp, *.png in java.awt.canvas ?

In paint method of my program, I get image from Toolkit like this:
public class CanCanvas extends Canvas{
//In loadImage method
Toolkit.getDefaultToolkit().getImage(
                    getClass().getClassLoader().getResource(
                              resource.getString("bg.jpg")));
//.... In paint method
if (image != null && image.size() > 0) {
               for (int j = 0; j < image.size(); j++) {
                    Image image1 = (Image) image.elementAt(j);
                    Rectangle rectangle = (Rectangle) imgLocation.elementAt(j);
                    g.drawImage(image1, rectangle.x, offset + rectangle.y,
                              rectangle.width, rectangle.height, null);
                    i = i <= rectangle.y + rectangle.height + 7 ? rectangle.y
                              + rectangle.height + 7 : i;But there is something very strange, if my image is *.jpg or *.gif, it runs ok, otherwise -*.bmp, *.png-, it can't draw the image.
Would anyone tell me why ? Is the reason java.awt.canvas ?
Thanks in advance ^ ^

If you'd bother to read the documentation of the methods you're using, you'd know:
http://java.sun.com/j2se/1.4.2/docs/api/java/awt/Toolkit.html#getImage(java.lang.String)
Returns an image which gets pixel data from the specified file, whose format can be either GIF, JPEG or PNG.

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          * component automatically.</p>
          * @param Index The index of the hex grid element to become the selected one.
          * @throws IllegalArgumentException If the index refers to a non-existing hex
          * grid element.
         public synchronized void setSelected(Point Index) throws IllegalArgumentException {
              // Check that the index is valid
              if ((Index.x < 0) || (Index.y < 0) || (Index.x > m_Model.getXElements()) || (Index.y > m_Model.getYElements())) { throw new IllegalArgumentException("There is no hex grid element with such index."); }
              m_CurrentSelected = Index;
              // If the element is on screen and should be highlighted, then repaint
              if (m_ShowSelected && isElementOnScreen(m_CurrentSelected)) { repaint(); }
         /** <p>Moves the visible elements to the left by the number of pixels.</p>
          * <p>To move the visible elements to the left by one hex grid element, pass
          * {@link #CONST_Width3fourth} as the parameter. The component will
          * automatically {@link #repaint()}.</p>
          * @param Pixels The number of pixels to move to the left.
          * @return The number of pixels moved to the left. This is always between 0
          * and {@code abs(Pixels)}.
         public synchronized int moveLeft(int Pixels) {
              int delta = m_ScrollPosition.x - Math.max(0, m_ScrollPosition.x - Math.max(0, Pixels));
              if (delta != 0) {
                   m_ScrollPosition.x -= delta;
                   repaint();
              return delta;
         /** <p>Moves the visible elements up by the number of pixels.</p>
          * <p>To move the visible elements up by one hex grid element, pass {@link
          * #CONST_Height} as the parameter. The component will automatically {@link
          * #repaint()}.</p>
          * @param Pixels The number of pixels to move up.
          * @return The number of pixels moved up. This is always between 0 and {@code
          * abs(Pixels)}.
         public synchronized int moveUp(int Pixels) {
              int delta = m_ScrollPosition.y - Math.max(0, m_ScrollPosition.y - Math.max(0, Pixels));
              if (delta != 0) {
                   m_ScrollPosition.y -= delta;
                   repaint();
              return delta;
         /** <p>Moves the visible elements to the right by the number of pixels.</p>
          * <p>To move the visible elements to the right by one hex grid element, pass
          * {@link #CONST_Width3fourth} as the parameter. The component will
          * automatically {@link #repaint()}.</p>
          * @param Pixels The number of pixels to move to the right.
          * @return The number of pixels moved to the right. This is always between 0
          * and {@code abs(Pixels)}.
         public synchronized int moveRight(int Pixels) {
              int delta = Math.min(m_Model.getXElements() * CONST_Width3fourth + CONST_Width1fourth - getSize().width, m_ScrollPosition.x + Math.max(0, Pixels)) - m_ScrollPosition.x;
              if (delta != 0) {
                   m_ScrollPosition.x += delta;
                   repaint();
              return delta;
         /** <p>Moves the visible elements down by the number of pixels.</p>
          * <p>To move the visible elements down by one hex grid element, pass {@link
          * #CONST_Height} as the parameter. The component will automatically {@link
          * #repaint()}.</p>
          * @param Pixels The number of pixels to move down.
          * @return The number of pixels moved down. This is always between 0 and
          * {@code abs(Pixels)}.
         public synchronized int moveDown(int Pixels) {
              int delta = Math.min(m_Model.getYElements() * CONST_Height + CONST_Heighthalf - getSize().height, m_ScrollPosition.y + Math.max(0, Pixels)) - m_ScrollPosition.y;
              if (delta != 0) {
                   m_ScrollPosition.y += delta;
                   repaint();
              return delta;
         /** <p>Checks if the hex grid element of the given index is currently
          * displayed on the screen (even just one pixel).</p>
          * <p>The intention of this method is to check if a {@link #repaint()} is
          * necessary or not.</p>
          * @param ElementIndex The index of the element to check.
          * @return {@code true} if the hex grid element of the given index is
          * displayed on the screen, {@code false} if not.
         public synchronized boolean isElementOnScreen(Point ElementIndex) { return isElementInScope(ElementIndex, m_CurrentOffset, new Point(m_CurrentOffset.x + m_MaxColumn, m_CurrentOffset.y + m_MaxRow)); }
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          * indexes.</p>
          * <p>The intention of this method is to check if a {@link #repaint()} is
          * necessary or not.</p>
          * @param ElementIndex The index of the element to check.
          * @param ReferenceIndexLeftTop The left top index of the area to check.
          * @param ReferenceIndexRightBottom The right bottom index of the area to check.
          * @return {@code true} if the hex grid element of the given index is within
          * the given area, {@code false} if not.
         public synchronized boolean isElementInScope(Point ElementIndex, Point ReferenceIndexLeftTop, Point ReferenceIndexRightBottom) { if ((ElementIndex.x >= ReferenceIndexLeftTop.x) && (ElementIndex.x <= ReferenceIndexRightBottom.x) && (ElementIndex.y >= ReferenceIndexLeftTop.y) && (ElementIndex.y <= (ReferenceIndexRightBottom.y))) { return true; } else { return false; } }
         /** <p>Return the {@link IHexGridElement hex grid element} shown at the given
          * pixel on the screen.</p>
          * <p><b>Remark: There seems to be a bug in retrieving the proper element,
          * propably caused by rounding errors and unprecise pixel calculations.</p>
          * @param P The pixel on the screen.
          * @return The {@link IHexGridElement hex grid element} shown at the pixel.
         public synchronized IHexGridElement getElementAtPixel(Point P) {
              // @FIXME Here seems to be some bugs remaining
              int dummy = 0; // Variable for warning to indicate that there is something to do :)
              // Calculate the pixel on the image, not on the screen
              int px = P.x + m_PixelOffset.x;
              int py = P.y + m_PixelOffset.y;
              // Determine the x-index of the column (is maybe decreased by one)
              int x = px / CONST_Width3fourth + m_CurrentOffset.x;
              // If the column is odd, then shift the y-pixel by half element height
              if ((x % 2) == 1) { py -= CONST_Heighthalf; }
              // Determine the y-index of the row (is maybe decreased by one)
              int y = py / CONST_Height + m_CurrentOffset.y;
              // Normative coordinates to a single element
              px -= (x - m_CurrentOffset.x) * CONST_Width3fourth;
              py -= (y - m_CurrentOffset.y) * CONST_Height;
              // Check if the normative pixel is in the first quarter of a column
              if (px < CONST_Width1fourth) {
                   // Adjustments to the index may be necessary
                   if (py < CONST_Heighthalf) {
                        // We are in the upper half of a hex-element
                        double ty = CONST_Heighthalf - CONST_Steepness * px;
                        if (py < ty) { x--; }
                   } else {
                        // We are in the lower half of a hex-element
                        double ty = CONST_Heighthalf + CONST_Steepness * px;
                        if (py > ty) {
                             x--;
                             y++;
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    }Ah, just to give you some idea: I use this component to visualize a hex grid map with more than 1 million grid elements. And it works, really fast, and requires less than 10 MByte of memory.

  • Problem with saving AWT Canvas to file

    import java.applet.Applet;
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    import java.awt.Canvas;
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    import java.awt.Image;
    import java.awt.Point;
    import java.awt.Rectangle;
    import java.awt.event.ActionEvent;
    import java.awt.event.ActionListener;
    import java.awt.event.MouseEvent;
    import java.awt.event.MouseListener;
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    import java.io.IOException;
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              addMouseMotionListener(this);
              addMouseListener(this);
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        public void mouseEntered(MouseEvent e) {}
        public void mouseExited(MouseEvent e) {}
         public void mousePressed(MouseEvent e){}
         public void mouseReleased(MouseEvent e) {
              spotold = null;
              spot = null;
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         public void mouseDragged(MouseEvent e) {
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        public void actionPerformed(ActionEvent e) {
             imageOpslaan();
         public void paint(Graphics g) {
              if (spotold !=null){}
              else{spotold = spot;}
              if (spot !=null) {
              g.drawLine(spotold.x,spotold.y,spot.x,spot.y);
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         public void imageOpslaan(){
              File handteking = new File("C:\\handtekening.JPEG");
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              System.out.print(r.height);
              image = picture.createImage(r.width,r.height);
             Graphics g = image.getGraphics();
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              try{
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           return bi;
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    Anyone any ideas what I'm doing wrong and how to fix it?
    Nevermind I used a robot to make a screenshot of the applet
    Message was edited by:
    JongeFrank

    Hello Lorne.V.
    Does it give you any error message or display any information when it stops writing files?
    Also, have you seen our text-based examples? They are installed with NI-DAQmx. In National Instruments/NI-DAQmx/Text-based Code Support.  Maybe there are examples that could help you verify what is missing. 
    Regards
    Ernesto

  • Swing component for awt.canvas

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    JPanel is the Swing-equivalent of java.awt.Canvas, but if you are just displaying images, you can use the JLabel class, which supports use of images as icons (see also ImageIcon class).
    Mitch Goldstein
    Author, Hardcore JFC (Cambridge Univ Press)
    [email protected]

  • Can I build a GUI application with SWING only without [import java.awt.*;]

    I have seen several threads (in forums), books and tutorials about SWING and I see that they all mix SWING with AWT (I mean they import both Swing and AWT in their code).
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    Thank you in advance,
    JMelsi

    Since swing is a layer on top of awt, AWT will exist for as long as swing does.
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    You can do custom drawing on swing components but you can't on AWT.
    If your using a desktop PC system it's probably best to use swing just in case you wish to do some custom drawing.
    awt uses less memory than swing and is faster but swing can be extended. awt comes only as standard.
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  • How can I create a java.awt.Image from ...

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  • How can i display multiple Pictures in a java.awt.Container best?

    hi,
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    thanks shirasuresh

    This might give you some ideas:
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        private int height;
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    Any if you want to get fancy, you could load images in another thread, at low priority, so when the user is just sitting there, your code is preparing the panel for scrolling ;-)
    Message was edited by:
    BigDaddyLoveHandles

  • Java.awt.Container.add(Container.java:345) how can i handle this

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    import java.awt.event.*;
    import java.net.*;
    import java.io.*;
    import javax.swing.*;
    import java.awt.*;
    import java.awt.event.*;
    import java.net.*;
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    txtusername.reshape(insets().left+75,insets().top+10,60,20);
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    at java.awt.Container.add(Container.java:345)
    at outer.main(outer.java:75)
    Press any key to continue...
    i know erroe in this line
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    You can't add a frame to a frame.
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