Can't see canvas

Can't see canvas, although it's checked in Window.  Can't find it anywhere.  Can see viewer, browser and timeline but no canvas.

In FCP, go to the menu Window > Arrange > Standard,
or type Control - U.
If this does not work, post back.
MtD

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    Hi(Bonjour)!
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    Hi,
    I have been working on a small game, and have been able to make most of it run.
    However, every now and again when i try to start it, it loads the frame and graphics, but don't start the game loop.
    I think i have been starring at it too long, because i can't see WHY?
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    Sorry about the commentss being in danish, but its a quite simple program, so im sure it makes sense.
    public class EagleFlight extends Canvas {
         private static final long serialVersionUID = 1L;
         //Strategybuffer til page flipping, samt grafiske variable.
         private BufferStrategy strategy = null;
         //private BufferedImage backbuffer = null;     
         private ImageEntity background = null;     
         //private Graphics2D g;     
         //private BufferedImage expl;
         private BufferedImage[] explosion2;     
         private boolean gameRunning = true;
         //Lister over entiteter i spillet.
         private ArrayList<Entity> entities = new ArrayList<Entity>();
         private ArrayList<ShipEntity> shipAnimation = new ArrayList<ShipEntity>();
         //Lister over entiteter der evt skal fjernes i gameLoop.
         private ArrayList<Entity> removeList = new ArrayList<Entity>();
         private ArrayList<Entity> removeAsteroid = new ArrayList<Entity>();
         //Variable til spillerens skib.
         private ShipEntity ship, shipL, shipR, eagleM;
         private double moveSpeed = 300;
         private long lastFire = 0;
         private long firingInterval = 500;
         private String message = "";
         //Booleans til keyInput og spilkontrol.
         private boolean waitingForKeyPress = true;
         private boolean leftPressed = false;
         private boolean rightPressed = false;
         private boolean firePressed = false;
         private boolean isThrusting = false;
         private Boolean shipHit = false;
         private Boolean animation = false;
         //Klasser der bruges i spillet.
         private FXSound fxSound = null;
         private Music music;     
         int score =0;
         private int astroidCount = 0;
         //Variable til ekspoltionsanimation.
         private int v = 0, x = 0, y = 0, eksp = 0;
         //Opretter JFrame og tilf&#65533;jer JPanel.
         public EagleFlight(){
              JFrame container = new JFrame("Eagle Flight 1999");                    
              JPanel panel = (JPanel) container.getContentPane();
              panel.setPreferredSize(new Dimension(800,600));
              panel.setLayout(null);
              //Tilf&#65533;jer EagleFlight canvas til JPanel
              setBounds(0,0,800,600);
              panel.add(this);
              //S&#65533;ttes til true, s&#65533; for&#65533;get graphics har ansvaret.
              setIgnoreRepaint(true);
              //Pakker og synligg&#65533;r vinduet.
              container.pack();
              container.setResizable(false);
              container.setVisible(true);
              // Tilf&#65533;jer windows close funktion
              container.addWindowListener(new WindowAdapter() {
                   public void windowClosing(WindowEvent e) {
                        System.exit(0);
              // Tilf&#65533;jer keyListener og inputhandler.
              addKeyListener(new KeyInputHandler());
              //S&#65533;tter fokus til dette vindue-
              requestFocus();
              // Laver buffering strategy til accelerated graphics
              createBufferStrategy(2);
              strategy = getBufferStrategy();
              // Tilf&#65533;jer midlertidigt Entities, s&#65533; startsk&#65533;rmen ikke er tom.
              initEntities();
         }//End of EagleFlight().
         //Nulstiller variable og lister.
         private void startGame() {
              entities.clear();
              initEntities();          
              shipHit = false;          
              leftPressed = false;
              rightPressed = false;
              firePressed = false;
              gameRunning = true;
              music = new Music();
              music.start();
              waitingForKeyPress = false;
         }//end of startgame().
         private void initEntities() {
              //Laver 3 skibe til thrusteranimationen.
              ship = new sprite.ShipEntity(this,"eagle.png",370,430);
              shipL = new sprite.ShipEntity(this,"eagle1.png",370,430);
              shipR = new sprite.ShipEntity(this,"eagle2.png",370,430);
              shipAnimation.add(ship);
              shipAnimation.add(shipL);
              shipAnimation.add(shipR);
              //Opretter baggrundsbillede.
              new BufferedImage(800,600,BufferedImage.TYPE_INT_RGB);
              background = new ImageEntity("stars.png",0,0);
              //Klarg&#65533;r special effect lyd.
              fxSound = new FXSound();
              //Opretter eksplotionsanimation
              explosion2 = new ExplotionImages().explosion();
              //Laver en pokkers bunke asteroider og placerer dem "over" JPanel, s&#65533; de falder naturligt.
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid1.png",20+(x*120),(-2800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid4.png",20+(x*120),(-3800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid2.png",20+(x*120),(-4800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid3.png",20+(x*120),(-5800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
         }//end of initEntities()
         //Fjerner de entities der ikke bruges mere.
         //@param entiteten der skal fjernes.
         public void removeEntity(Entity entity)
              removeList.add(entity);               
         }//end of removeEntity().
         //Tilf&#65533;jer ramte asteroider til remove listen.
         //@param entiteten der skal tilf&#65533;jes.
         public void removeAsteroid(Entity doomed){
              removeAsteroid.add(doomed);
         }//End of removeAsteroid().
         //Udf&#65533;res n&#65533;r spilleren d&#65533;r.
         public void notifyDeath() {
              message = "All your base are belong to us!";
              shipHit = true;
              removeAsteroid.add(eagleM);
              shipAnimation.clear();          
         }//End of notifyDeath().
         //Fors&#65533;ger at affyre v&#65533;ben, hvis reload er ok og skibet ikke er ramt.
         public void tryToFire() {
              // check that we have waiting long enough to fire
              if (System.currentTimeMillis() - lastFire < firingInterval) {
                   return;
              if (!shipHit){
                   lastFire = System.currentTimeMillis();
                   ShotEntity shot = new sprite.ShotEntity(this,"shot.gif",ship.getX()+23,ship.getY()-15);
                   entities.add(shot);
                   fxSound.fxSound1();
         }//End of tryToFire().
         //Metode til at vinde spillet.
         public void notifyAlienKilled() {
              astroidCount--;
              score++;
              fxSound.fxSound3();
              if (astroidCount == 0) {
         }//End of notifyAlienKilled()
         public void gameLoop() {
              long lastLoopTime = System.currentTimeMillis();
              long timeInGame = 0;
              // I dette loop udf&#65533;res spillets grafik og logik.
              while (gameRunning) {
                   // Beregner tid for hvor meget de enkelte grafiske enheder skal flyttes
                   long delta = System.currentTimeMillis() - lastLoopTime;
                   lastLoopTime = System.currentTimeMillis();
                   timeInGame = (timeInGame + System.currentTimeMillis()/100000);
                   // Skaffer den grafiske acceleration.
                   // Tegner baggrunden.
                   Graphics2D g = (Graphics2D) strategy.getDrawGraphics();
                   background.draw(g);
                   //Cykler rundt mellem asteroider og flytter dem.
                   if (!waitingForKeyPress) {
                        for (int i=0;i<entities.size();i++) {
                             Entity entity = (Entity) entities.get(i);
                             entity.move(delta);
                        //Bev&#65533;ger de 3 skibe i sync.
                        for (int e=0;e<shipAnimation.size();e++) {
                             ShipEntity fakeeaglemove = (ShipEntity) shipAnimation.get(e);
                             fakeeaglemove.move(delta);
                   // Cykler rundt mellem entities og tegner dem.          
                   for (int i=0;i<entities.size();i++) {
                        Entity entity = (Entity) entities.get(i);
                        entity.draw(g);
                   //Tegner det skib der er i brug.
                   for (int e=0;e<shipAnimation.size();e++)
                        eagleM = (ShipEntity) shipAnimation.get(e);
                        if (leftPressed)
                        {eagleM = shipL;
                        if (rightPressed)
                        {eagleM = shipR;
                        else if ((!leftPressed) && (!rightPressed))
                        {eagleM = ship;
                        eagleM.draw(g);
                   //Brute force detection p&#65533; skibet og asteroider.               
                   try {
                        for (int c = 0; c < entities.size(); c++) {
                             for (int m = 0; m < shipAnimation.size(); m++) {
                                  Entity me = (Entity) shipAnimation.get(m);
                                  Entity him = (Entity) entities.get(c);
                                  if (me.collidesWith(him)) {
                                       //removeAlien.add(him);
                                       me.collidedWith(him);
                                       him.collidedWith(me);
                   } catch (Exception e) {
                   //Brute force detection p&#65533; skud og asteroider.
                   try {
                        for (int p = 0; p < entities.size(); p++) {
                             for (int s = p + 1; s < entities.size(); s++) {
                                  Entity me = (Entity) entities.get(p);
                                  Entity him = (Entity) entities.get(s);
                                  if (me.collidesWith(him)) {
                                       me.collidedWith(him);
                                       him.collidedWith(me);
                   } catch (Exception e) {
                   //Explotion animation.
                   for (int i=0;i<removeAsteroid.size();i++) {
                        Entity entity = (Entity) removeAsteroid.get(i);
                        explosion(entity);                                   
                   if (animation){
                        int sequence[] = { 0,1,2,3,4,5,5,4,3,2,1,0};                    
                        eksp = sequence[v];
                        g.drawImage(explosion2[eksp], x-100,y-100, null);
                   //Afslutter spillet hvis spillerens skib er ramt.
                   if (eksp == 0 || v == 12){     
                        if (shipHit){
                             animation = false;
                             waitingForKeyPress = true;
                             music.stop();                                        
                             if(isThrusting){
                                  fxSound.StopThruster();
                        animation = false;
                        v = 0;
                        eksp = 0;
                   v++;//Opdaterer image nummer for eksplotionsanimation til n&#65533;ste genneml&#65533;b.
                   // Fjerner entities der ikke er med mere.
                   entities.removeAll(removeList);
                   entities.removeAll(removeAsteroid);
                   //Nulstiller removelisterne
                   removeList.clear();                              
                   removeAsteroid.clear();
                   // Mens der ventes p&#65533; keyinput vises dette.
                   if (waitingForKeyPress) {
                        g.setColor(Color.white);
                        g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250);
                        g.drawString("Insert coin",(800-g.getFontMetrics().stringWidth("Insert coin"))/2,300);
                        timeInGame = 0;
                   g.setColor(Color.white);               
                   g.drawString("Score: "+score,720,595);
                   g.drawString("Time in Flight: "+timeInGame/1000000000+" Secs",5,595);
                   // Graphics ryttes op og bufferen flippes.
                   g.dispose();
                   strategy.show();
                   // Nulstiller skibets bev&#65533;gelse.
                   ship.setHorizontalMovement(0);
                   shipL.setHorizontalMovement(0);
                   shipR.setHorizontalMovement(0);
                   //Tilpasser skibets horizontale bev&#65533;gelseshastighed til input.
                   if ((leftPressed) && (!rightPressed))
                        ship.setHorizontalMovement(-moveSpeed);
                        shipL.setHorizontalMovement(-moveSpeed);
                        shipR.setHorizontalMovement(-moveSpeed);
                   else if ((rightPressed) && (!leftPressed))
                        ship.setHorizontalMovement(moveSpeed);
                        shipL.setHorizontalMovement(moveSpeed);
                        shipR.setHorizontalMovement(moveSpeed);//animationtest ship changed to eagle
                   //Affyrings sekvens
                   if (firePressed)
                        tryToFire();
                   // Lille pause til andre ting.
                   try { Thread.sleep(10); } catch (Exception m) {}
         }//End of gameLoop
         //Metode til kontrol af thrusterlyden.
         private void thrusterSound(){
              if (!isThrusting){
                   fxSound.fxSound2();               
                   isThrusting = true;
         }//End of thrusterSound
         //Metode til at inds&#65533;tte eksplotion p&#65533; den rette plads.
         //@param den ramte entitet.
         private void explosion(Entity entity){
              x = entity.getX();
              y = entity.getY();
              animation = true;
         }//End of explosion
         //Inner class der klarer input fra keybard.
         private class KeyInputHandler extends KeyAdapter {
              //S&#65533;tter t&#65533;ller til 1, s&#65533; wait for input virker.
              private int pressCount = 1;
              //@param den trykkede tast.
              public void keyPressed(KeyEvent e) {
                   // Ser f&#65533;rst om der ventes p&#65533; input til start.
                   if (waitingForKeyPress) {
                        return;
                   //Er spillet igang udf&#65533;res input
                   if (e.getKeyCode() == KeyEvent.VK_LEFT) {
                        leftPressed = true;                         
                        thrusterSound();
                   if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
                        rightPressed = true;
                        thrusterSound();
                   if (e.getKeyCode() == KeyEvent.VK_SPACE) {
                        firePressed = true;
              } //End of keyPressed
              //Stopper handlingen fra input
              //@param den trykkede tast.
              public void keyReleased(KeyEvent e) {
                   // if we're waiting for an "any key" typed then we don't
                   // want to do anything with just a "released"
                   if (waitingForKeyPress) {
                        return;
                   if (e.getKeyCode() == KeyEvent.VK_LEFT) {
                        leftPressed = false;
                        fxSound.StopThruster();
                        isThrusting = false;
                   if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
                        rightPressed = false;
                        fxSound.StopThruster();
                        isThrusting = false;
                   if (e.getKeyCode() == KeyEvent.VK_SPACE) {
                        firePressed = false;
              }//End of keyReleased
              //Metode til at starte spillet med any key.
              //@param den trykkede tast.
              public void keyTyped(KeyEvent e) {
                   if (waitingForKeyPress) {
                        if (pressCount == 1) {
                             // Starter spillet.
                             waitingForKeyPress = false;
                             startGame();
                             //pressCount = 0;
                        } else {
                             pressCount++;
                   // Tilf&#65533;jer esc key til at afslutte spillet.
                   if (e.getKeyChar() == 27) {
                        System.exit(0);
         }//End of KeyTyped.
         public static void main(String args[])
              EagleFlight ef = new EagleFlight();          
              ef.gameLoop();
         }//End of main.
    }//End of class EagleFlight.

    Mondariz wrote:
    It was a copy/paste job from Eclipse, not suer why it formatted like this. You need to add code tags.
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