Cannot resolve symbol..Swing / MDI

I'm somewhat new to Java.
I have an MDI app that I am creating. The main routine is in DeskTop.java.
When DeskTop.class is run:
1)Main creates a generic UserID class from userID.java( has two private strings and 4 methods to get userid, passwd, and set userid, passwd).
This info will be used throughout the app to connect to various MySQL Dbs.
2)Main creates the main application JFrame and a JMenu.
One of the JMenuItems, named Logon creates a JInternalFrame (basically a login box with userid and password field and JButton called continue. An ActionPerformed is added to a continue JButton.
There are many other JInternalFrames on the menu that have various DB functions.
I need to have the action performed on the ActionEvent of the continue button access the UserID class and it's setUserID() and setPasswd() methods and set the (uid, pw) fields in the object. Yet anytime I try to access this object from the Logon object, I get a Cannot resolve symbol:
This is a summary of the action performed on the continue button:
uid = txt_userID.getText();
userid = new String(uid).trim();
pw = pw_password.getPassword();
password = new String(pw).trim();
UserID.setUserID(userid); /*UserID is the other object.Error is on*/
UserID.setPasswd(password); /*the decimal point.*/
All objects have a public constructor and the methods I am trying access are declared public.
Files consist of (all in same directory):
DeskTop.java (main JFRAME)
PasswordBox.java ( JInternalFrame)
UserIDPW.java (JInternalFrame)
AddCompany.java (JInternalFrame)
etc. ( other JInternalFrames)
etc. ( other classes)
Thanks for any input. If someone has a better method of making a MDI database app in Java, some info would be great.
There will be other classes outside the gui. I am trying to build the business logic and the gui as seperate as I can.

This may sound silly to ask, but without seeing all
the code in this case you can imagine it's difficult
to say - I presume that UserID is a class (ie a
template for an object) rather than an object itself
and that setUserID, setPasswd are static functions.
The files you list dont include a UserID.java, so this
means you haven't got a PUBLIC class called UserID
(you may have one with private or package / friendly
access) - hence you can't access it from outside. I am
new myself - but this looks a likely candidate. [ I
try to answer questions so that I can learn myself,
but now I am off to bed!]Thank for the reply.
The main function creates a public UserID object and it created the main gui JFrame DeskTop object. UserID has a public constructor and public methods.
main function:
public static void main(String args[]) {
userIDPW userID = new userIDPassword();
JFrame f = new DeskTop();
Dimension screensize = Toolkit.getDefaultToolkit().getScreenSize();
f.setSize(screensize);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
The DeskTop object has a JMenuitem in it called Login, it opens an InternalJFrame called PasswordBox.
PasswordBox takes a userid and pw and then it needs to send the userid and pw to the userID object with two of its methods:
Methods in userID object:
public void setUserID(String userid)
{ this.userid = userid; }
public void setPasswd(String passwd)
( this.passwd = passwd; }
How doed one access this object (userID)? I have tried (from the PasswordBox) with no success:
uid = txt_userID.getText();
userid = new String(uid).trim();
pw = pw_password.getPassword();
password = new String(pw).trim();
userID.setUserID(userid); --this fails, with Cannot resolve symbol
userID.setPasswd(password); --this fails, with Cannot resolve symbol

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              if(ev.getSource()==current)
              {     //If Show Current Level Button Clicked
                   try
                        current();                    //Run current() method
                   catch(Exception e){}
              if(ev.getSource()==delete)
              {          //If Show Delete Button Clicked
                   try
                        delete();                    //Run delete() method
                   catch(Exception e){}
              if(ev.getSource()==order)          //If Show Order Button Clicked
                   try
                        order();                    //Run order() method
                   catch(Exception e){}
              if(ev.getSource()==all)          //If Show Show All Button Clicked
                   try
                        all();                         //Run all() method
                   catch(Exception e){}
              if(ev.getSource()==exit)          //If Show Exit Button Clicked
                   try{
                        exit();                         //Run exit() method
                   catch(Exception e){}
         public void add() throws Exception           //add a new stock item
              stockCode = textStockCode.getText();
              stockDesc = textStockDesc.getText();
              currentLevel = textCurrentLevel.getText();
              reorderLevel = textReorderLevel.getText();
              price = textPrice.getText();
              if(stockCode.equals(""))
                   JOptionPane.showMessageDialog(null,"Ensure Stock Code is filled out");
              if(stockDesc.equals(""))
                             JOptionPane.showMessageDialog(null,"Ensure Description is filled out");
              if(price.equals(""))
                   JOptionPane.showMessageDialog(null,"Ensure price is filled out");
              if(currentLevel.equals(""))
                   JOptionPane.showMessageDialog(null,"Ensure Current Level is filled out");
              if(reorderLevel.equals(""))
                   JOptionPane.showMessageDialog(null,"Ensure Re-Order Level is filled out");
              else
                   //Add item to database with variables set from text fields
                   db_statement.executeUpdate("INSERT INTO stock VALUES
    ('"+stockCode+"','"+stockDesc+"','"+currentLevel+"','"+reorderLevel+"','"+price+"')");
         public void current() throws Exception      //check a current stock level
              if(textStockCode.getText().equals(""))//if no stockcode has been entered
                   JOptionPane.showMessageDialog(null,"Enter a Stock Code.");
              else
                   ResultSet resultcurrent = db_statement.executeQuery("SELECT * FROM stock WHERE StockCode = '"+textStockCode.getText()+"'");
                   textarea.setText("");
                   if(resultcurrent.next())
                        do
                             textarea.setText("Stock Code: "+resultcurrent.getString("StockCode")+"\nDescription:
    "+resultcurrent.getString("StockDescription")+"\nCurrent Level: "+resultcurrent.getInt("CurrentLevel")+"\nRe-Order Level:
    "+resultcurrent.getInt("ReorderLevel")+"\nPrice: "+resultcurrent.getFloat("Price"));
                        while(resultcurrent.next());
                   else
                        //Display Current Stock Item (selected from StockCode Text field in the scrollable text area
                        JOptionPane.showMessageDialog(null,"Not a valid Stock Code");
         public void delete() throws Exception          //delete a current stock item
              if(textStockCode.getText().equals(""))          //Check there is a stock code entered
                   JOptionPane.showMessageDialog(null,"Enter a Stock Code.");
              else
                   //Delete Item from database where Stock Code is what is in Stock Code Text Field
                   db_statement.executeUpdate("DELETE * FROM stock WHERE StockCode='"+textStockCode.getText()+"'");
         public void order() throws Exception           //check price for an order
              if(textStockCode.getText().equals(""))          //Check there is a stock code entered
                   JOptionPane.showMessageDialog(null,"Enter a Stock Code.");
              else
                   //Set some variables to aid ordering
                   float price = 0;
                   int currentlevel = 0;
                   int newlevel = 0;
                   int reorder = 0;
                   String StockCode = textStockCode.getText();
                   //Post a message asking how many to order
                   String str_quantity = JOptionPane.showInputDialog(null,"Enter Quantity: ","Adder",JOptionPane.PLAIN_MESSAGE);
                   int quantity = Integer.parseInt(str_quantity);
                   //Get details from database for current item
                   ResultSet resultorder = db_statement.executeQuery("SELECT * FROM stock WHERE StockCode='"+StockCode+"'");
                   //Set variables from database to aid ordering
                   while (resultorder.next())
                        price = resultorder.getFloat("Price");
                        currentlevel = (resultorder.getInt("CurrentLevel"));
                        reorder = (resultorder.getInt("ReorderLevel"));
                   //Set the new level to update the database
                   newlevel = currentlevel - quantity;
                   //calculate the total price of the order
                   float total = price * quantity;
                   //If the stock quantity is 0
                   if(quantity == 0)
                        //Display a message saying there are none left in stock
                        JOptionPane.showMessageDialog(null,"No Stock left for this item");
                   //Otherwise check that the quantity ordered is more than what is lewft in stock
                   else if(quantity > currentlevel)
                        //If ordered too many display a message saying so
                        JOptionPane.showMessageDialog(null,"Not enough in stock, order less");
                   else
                        //Otherwise Display the total in a message box
                        JOptionPane.showMessageDialog(null,"Total is: "+total);
                        //then update the database with new values
                        db_statement.executeUpdate("UPDATE Stock SET CurrentLevel="+newlevel+" WHERE StockCode='"+StockCode+"'");
                        //Check if the new level is 0
                        if(newlevel == 0)
                             //If new level IS 0, send a message to screen saying so
                             JOptionPane.showMessageDialog(null,"There is now no Stock left.");
                        else
                             //otherwise if the newlevel of stock is the same as the reorder level
                             if(newlevel == reorder)
                                  // display a message to say so
                                  JOptionPane.showMessageDialog(null,"You are now at the re-order level, Get some more of this item in
    stock.");
                             //Otherwise if the new level is lower than the reorder level,
                             if(newlevel < reorder)
                                  //Display a message saying new level is below reorder level so get some more stock
                                  JOptionPane.showMessageDialog(null,"You are now below the reorder level. Get some more of this item in
    stock.");
         public void all() throws Exception                //show all stock items and details
              //Get everthing from the database
              ResultSet resultall = db_statement.executeQuery("SELECT * FROM Stock");
              textarea.setText("");
              while (resultall.next())
                   //Display all items of stock in the Text Area one after the other
                   textarea.setText(textarea.getText()+"Stock Code: "+resultall.getString("StockCode")+"\nDescription:
    "+resultall.getString("StockDescription")+"\nCurrent Level: "+resultall.getInt("CurrentLevel")+"\nRe-Order Level:
    "+resultall.getInt("ReorderLevel")+"\nPrice: "+resultall.getFloat("Price")+"\n\n");
         public void exit() throws Exception           //exit
              //Cause the system to close the window, exiting.
              db_connection.commit();
              db_connection.close();
              System.exit(0);
         public static void main(String args[])
              //Initialise a frame
              JDBCFrame win=new JDBCFrame();
              //Set the size to 800 pixels wide and 350 pixels high
              win.setSize(900,350);
              //Set the window as visible
              win.setVisible(true);
              win.addWindowListener(new WindowAdapter()
                   public void windowClosing(WindowEvent e)
                        System.exit(0);
         //Mouse Listener Commands
         public void mousePressed(MouseEvent evt)
              if (evt.getSource()==textStockCode)
                   //Clear the Stock Code text field on clickin on it
                   textStockCode.setText("");
              else if (evt.getSource()==textStockDesc)
                   //Clear the Stock Description text field on clickin on it
                   textStockDesc.setText("");
              else if (evt.getSource()==textCurrentLevel)
                   textCurrentLevel.setText("");
                   //Clear the Current Level text field on clickin on it
              else if (evt.getSource()==textReorderLevel)
                   textReorderLevel.setText("");
                   //Clear the Re-Order Level text field on clickin on it
              else if (evt.getSource()==textPrice)
                   textPrice.setText("");
                   //Clear the Price text field on clickin on it
         public void mouseReleased(MouseEvent evt){}
         public void mouseClicked(MouseEvent evt){}
         public void mouseEntered(MouseEvent evt){}
         public void mouseExited(MouseEvent evt){}
    }And this is the error that i get when compiling:
    Phase1.java:355: cannot resolve symbol
    symbol  : class JDBCFrame
    location: class Phase1
                    JDBCFrame win=new JDBCFrame();
                    ^
    Phase1.java:355: cannot resolve symbol
    symbol  : class JDBCFrame
    location: class Phase1
                    JDBCFrame win=new JDBCFrame();Thanks for any help you can give me

    The error is very clear here
    Phase1.java:355: cannot resolve symbolsymbol : class JDBCFramelocation: class Phase1 JDBCFrame win=new JDBCFrame();
    Where is this class JDBCFrame()?
    Import that package or class

  • Cannot resolve symbol-- data access problem

    hi, everyone, i am new to java... thx for helping me.
    i have two files
    1) dls.java
    2) SliderDemo.java
    in the dls.java i have the following coding:
    JPanel slider = new SliderDemo(this);
    slider.framesPerSecond(0);
    and in the SliderDemo.java i have following coding:
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import javax.swing.event.*;
    public class SliderDemo extends JPanel implements ActionListener {
    //This label uses ImageIcon to show the doggy pictures.
    JLabel picture;
    dls mydls;
    JSlider framesPerSecond;
    int i;
    public SliderDemo(dls mydls) {
    this.mydls = mydls;
    framesPerSecond = new JSlider(JSlider.HORIZONTAL, -10, 10, 0);
    framesPerSecond.addChangeListener(new SliderListener());
    //Turn on labels at major tick marks.
    framesPerSecond.setMajorTickSpacing(10);
    framesPerSecond.setMinorTickSpacing(1);
    framesPerSecond.setPaintTicks(true);
    framesPerSecond.setPaintLabels(true);
    framesPerSecond.setBorder( BorderFactory.createEmptyBorder(0,0,10,0));
    .....etc
    when i compile the dls.java
    it told me cannot resolve symbol , framePerSecond...
    help!!!why i can't resolve the symbol?
    thx all experts.
    yours,
    Terry

    cannot resolve symbol , framePerSecondPerhaps because you declared a variable whose name is "framesPerSecond" and then you tried to use "framePerSecond" instead of that?

  • Newbie problem: "cannot resolve symbol"

    I'm working through some tutorials but I get errors even if i get the code CORRECT or I should say identical to the source code displayed on the web. For instance i get this:
    E:\Java\New>javac SwingUI.java
    SwingUI.java:41: not a statement
              WindowListener 1 = new WindowAdapter() {
    ^
    SwingUI.java:41: ';' expected
              WindowListener 1 = new WindowAdapter() {
    ^
    SwingUI.java:4: cannot resolve symbol
    symbol : class ActionListener
    location: class SwingUI
    class SwingUI extends JFrame implements ActionListener {
    ^
    SwingUI.java:25: cannot resolve symbol
    symbol : class ActionEvent
    location: class SwingUI
         public void actionPerformed(ActionEvent event){
    ^
    SwingUI.java:15: addActionListener(java.awt.event.ActionListener) in javax.swing.AbstractButton cannot be applied to (SwingUI)
              button.addActionListener(this);
    ^
    SwingUI.java:18: cannot resolve symbol
    symbol : class Borderlayout
    location: class SwingUI
              panel.setLayout(new Borderlayout());
    ^
    SwingUI.java:46: addWindowListener(java.awt.event.WindowListener) in java.awt.Window cannot be applied to (int)
              frame.addWindowListener(1);
    ^
    SwingUI.java:48: cannot resolve symbol
    symbol : variable set
    location: class SwingUI
              frame.set.Visible(true);
    ^
    8 errors
    The beginning of the code is:
    import java.awt.Color;
    import java.awt.BorderLayout;
    import java.awt.event.*;
    import javax.swing.*;
    class SwingUI extends JFrame implements ActionListener {
         JLabel text, clicked;
         JButton button, clickButton;
         JPanel panel;
         private boolean _clickMeMode = true;
         SwingUI(){
              text=new JLabel("I'm a simple program");
              button= new JButton("Click here!");
              button.addActionListener(this);
              panel =new JPanel();
              panel.setLayout(new Borderlayout());
              panel.setBackground(Color.white);
              getContentPane().add(panel);
              panel.add(BorderLayout.CENTER, text);
              panel.add(BorderLayout.SOUTH, button);
    To me it seems as if there is a problem with my environmental settings and/or with the "import" files, but wouldn't that yield different error messages?
    I'm running j2sdk1.4.0_01 on windows2000 professional
    I should say that simple programs compile without errors.
    thx
    /Hans

    The letter 'l' is very similar to the number 1 in certain fonts unfortunately.
    /Hans

  • Cannot Resolve Symbol Frustrations

    Here is the code:
    private void populateTabbedPane()
    tabbedPane.addTab("Welcome", null, new HTBegin(),
    "Welcome to Hot Tub");
    tabbedPane.addTab("Start", null, new HTStartup(),
    "Start up Tub");
    Here is the error:
    C:\Java\Steve>javac -d . Hottub.java
    Hottub.java:44: cannot resolve symbol
    symbol : method addTab (java.lang.String,<null>,hottub.HTStartup,java.lang.String)
    location: class javax.swing.JTabbedPane
    tabbedPane.addTab("Start", null, new HTStartup(),
    ...............^
    1 error
    Notice it is on the second addTab and NOT the first. HTBegin and HTStartup classes exist and are found when the -verbose is added to the compile. Yet this error occurs on all of the addTab functions below the first.
    As an addition, If I comment out the first addTab line and just run with the second line, the same error occurs. I have deleted and re-typed the line many times.
    I'm just learning this language but this seems nuts!
    My path is PATH=C:\BITWARE\;C:\WINDOWS;C:\WINDOWS\COMMAND;C:\READIBMW;C:\JAVA\STEVE;C:\JAVA\BIN
    Any suggestions?

    I think I have solved the issue with the following. As requested, HTStartup is displayed as it was when I originally posted the question. There is not much to it so I figured that wasn't the issue. Especially when the error appears to be the addTab statement from the main line class.
    package hottub;
    import javax.swing.*;
    import java.awt.*;
    public class HTStartup
    {  // Open Class
    } // Close Class
    This is what I changed it to:
    package hottub;
    import javax.swing.*;
    import java.awt.*;
    public class HTStartup extends JPanel
    {  // Open Class
    } // Close Class
    The compile is clean with the addition of extends JPanel. The mainline class compiles.
    Thanks for the help!

  • Cannot resolve symbol: method getCodeBase ()

    I`m creating a dice game that makes a sound when player wins or looses. Instaed I`m getting the following error message: Cannot resolve symbol: method getCodeBase (). I think this depends on the fact that I have a separate applet launcher but cannot figure out how to solve this, please help!!
    This is the applet launcher
    import javax.swing.*;
    import java.awt.*;
    // [MC] Public class DiceApplet
    public class DiceApplet extends JApplet
         // [MC] Constructor.
         public DiceApplet()
              // [MC] Sets the contentPane property. This method is called by the constructor.
              this.setContentPane(new DicePanel());
    This is the die class
    import java.awt.*;
    import javax.swing.*;
    // [MC] Public class Die
    public class Die extends JPanel
        // ======================================================================
        // [MC] Instance variable.
        private int myFaceValue;     // [MC] Value that shows on face of die.
        // [MC] End instance variable.
        // ======================================================================
        // [MC] Constructor.
        // [MC] Initialises die to blue background and initial roll.
        public Die()
              // [MC] Sets the background colour of the die to blue.
              setBackground(Color.blue);
              // [MC] Sets the foreground colour of the die to gray.
              setForeground(Color.gray);
              // [MC] Sets the border colour of the die to white.
              setBorder(BorderFactory.createMatteBorder(4, 4, 4, 4, Color.white));
              // [MC] Sets to random initial value.
              roll();
         }     // [MC] End constructor.
        // ======================================================================
        // [MC] Method roll.
        // [MC] Produces random roll in the range of 1 to 6.
        public int roll()
            int val = (int)(6*Math.random() + 1);   // [MC] Range from 1 to 6.
            setValue(val);
            return val;     // [MC] Returns a value from 1 to 6.
        }     // [MC] End method roll.
        // [MC] Method setValue
        // [MC] Sets the value of the die. Causes repaint.
        public void setValue(int dots)
            myFaceValue = dots;
            repaint();    // [MC] Value has changed, must repaint.
        } // [MC] End method setValue.
        // ======================================================================
        // [MC] Method getValue.
        // [MC] Returns result of last roll.
        public int getValue()
            return myFaceValue;
        } // [MC] End method getValue.
        // ======================================================================
        // [MC] Method paintComponent.
        // [MC] Draws dots of die face.
        public void paintComponent(Graphics g)
              // [MC] Call superclass's paint method.
            super.paintComponent(g);
              // [MC] Sets panel width.
            int w = getWidth();
            // [MC] Sets panel height.
            int h = getHeight();
              // [MC] Draws border.
            g.drawRect(0, 0, w-1, h-1);
            // Switch
            switch (myFaceValue)
                case 1: drawDot(g, w/2, h/2);
                        break;
                case 3: drawDot(g, w/2, h/2);
                case 2: drawDot(g, w/4, h/4);
                        drawDot(g, 3*w/4, 3*h/4);
                        break;
                case 5: drawDot(g, w/2, h/2);
                case 4: drawDot(g, w/4, h/4);
                        drawDot(g, 3*w/4, 3*h/4);
                        drawDot(g, 3*w/4, h/4);
                        drawDot(g, w/4, 3*h/4);
                        break;
                case 6: drawDot(g, w/4, h/4);
                        drawDot(g, 3*w/4, 3*h/4);
                        drawDot(g, 3*w/4, h/4);
                        drawDot(g, w/4, 3*h/4);
                        drawDot(g, w/4, h/2);
                        drawDot(g, 3*w/4, h/2);
                        break;
            } // [MC] End switch.
        }     // [MC] End method paintComponent.
        // [MC] Method drawDot.
        /** Utility method used by paintComponent(). */
        private void drawDot(Graphics g, int x, int y)
            // [MC] Gets panel width.
              int w = getWidth();
              // [MC] Gets panel height.
              int h = getHeight();
              // [MC] Local variable.
            int d;
            // [MC] Sets diameter of dot proportional to panel size.
            d = (w + h)/10;
              // [MC] Sets colour for dot to white.
              Color myDotColor = new Color(255, 255, 255);
              g.setColor(myDotColor);
             // [MC] Draws dot.
             g.fillOval(x-d/2, y-d/2, d, d);
        } // [MC] End method drawDot.
    This is the class giving the error message
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import javax.swing.event.*;
    import javax.swing.border.*;
    import java.applet.AudioClip;
    import java.applet.Applet;
    import java.net.*;
    // [MC] Public class DicePanel
    public class DicePanel extends JPanel
        // ======================================================================
        // [MC] Instance variables.
        // [MC] Creates new instances of the component for the die.
        private Die myLeftDie;     // [MC] Component for left die.
        private Die myRightDie;     // [MC] Component for right die.
         // [MC] Creates the button (rollButton) to roll the dice.
         private     JButton rollButton = new JButton("Roll Dice");
         // [MC] Creates the text fields. Creates new instance of JTextField.
         // [MC] Creates the text field (rollNumberTextField) to display number of rolls.
         private JTextField rollNumberTextField = new JTextField(20);
         // [MC] Creates the text field (rollResultTextField) to display result of roll.
         private JTextField rollResultTextField = new JTextField(20);
         // [MC] Creates the text field (rollPointsTextField) to display the player`s points.
         private JTextField rollPointsTextField = new JTextField(20);
         // [MC] Creates the text field (gameFinalResultTextField) to display the final game result.
         private JTextField gameFinalResultTextField = new JTextField(20);
        // [MC] Initialises instance variables declared in the inner listeners.
        private int result = 0, resultLeft = 0, resultRight = 0;
         private int rolls = 0;
         private int finalResult = 0;
         private int points = 0;
         private boolean first = true;
         private AudioClip winClip = null;
         private AudioClip looseClip = null;
        // ======================================================================
        // [MC] Constructor. Creates border layout panel.
        DicePanel()
            // [MC] Creates the dice
            myLeftDie  = new Die();
            myRightDie = new Die();
        // ======================================================================
              // [MC] Creates the buttons.
              // [MC] Creates the button (newGameButton) to start new game.
            JButton newGameButton = new JButton("New Game");
              // *[MC] Creates the button (rollButton) to roll the dice.
            // *JButton rollButton = new JButton("Roll Dice");
            // [MC] Sets the font of the buttons.
            // [MC[ Sets the font of the button newGameButton.
            newGameButton.setFont(new Font("Batang", Font.BOLD, 20));
            // [MC[ Sets the font of the button rollButton.
            rollButton.setFont(new Font("Batang", Font.BOLD, 20));
                // [MC] Sets the button border format.
              // [MC] Sets the button with compound borders.
            Border compound;
              // [MC] Border format local variables.
            Border blackline, raisedetched, loweredetched, raisedbevel, loweredbevel, empty;
              // [MC] Initialises border formats.
              //blackline = BorderFactory.createLineBorder(Color.gray);
              raisedetched = BorderFactory.createEtchedBorder(EtchedBorder.RAISED);
              loweredetched = BorderFactory.createEtchedBorder(EtchedBorder.LOWERED);
              raisedbevel = BorderFactory.createRaisedBevelBorder();
              //loweredbevel = BorderFactory.createLoweredBevelBorder();
              // [MC] Sets compound border format.
            compound = BorderFactory.createCompoundBorder(raisedetched, raisedbevel);
            // [MC] Sets the button (newGameButton) with compound border format.
            newGameButton.setBorder(compound);
            // [MC] Sets the button (rollButton) with compound border format.
              rollButton.setBorder(compound);
            // [MC] Adds listener.
            // [MC] Adds listener to rollButton.
            rollButton.addActionListener(new RollListener());
            // [MC] Adds listener to newGameButton.
            newGameButton.addActionListener(new NewGameListener());
        // ======================================================================
              // [MC] Creates the labels. Creates new instance of JLabel.
              // [MC] Creates the label (rollNumberLabel) for the number of rolls.
              JLabel rollNumberLabel = new JLabel("Roll Number");
              // [MC] Creates the label (rollResultLabel) for the result of roll.
              JLabel rollResultLabel = new JLabel("Roll Result");
              // [MC] Creates the label (rollPointsLabel) for the player`s points.
              JLabel rollPointsLabel = new JLabel("Player Points");
              // [MC] Creates the label (gameFinalResult) for the final game result.
              JLabel gameFinalResultLabel = new JLabel("Final Result");
              // [MC] Sets the label font.
              rollNumberLabel.setFont(new Font("Sansserif", Font.PLAIN, 10));
              rollResultLabel.setFont(new Font("Sansserif", Font.PLAIN, 10));
              rollPointsLabel.setFont(new Font("Sansserif", Font.PLAIN, 10));
              gameFinalResultLabel.setFont(new Font("Sansserif", Font.PLAIN, 10));
              // [MC] Sets the label title alignment.
              rollNumberLabel.setHorizontalAlignment(JLabel.CENTER);
              rollResultLabel.setHorizontalAlignment(JLabel.CENTER);
              rollPointsLabel.setHorizontalAlignment(JLabel.CENTER);
              gameFinalResultLabel.setHorizontalAlignment(JLabel.CENTER);
              // [MC] Sets the label border format.
              //rollNumberLabel.setBorder(loweredetched);
              //rollResultLabel.setBorder(loweredetched);
              //rollPointsLabel.setBorder(loweredetched);
              //gameFinalResultLabel.setBorder(loweredetched);
        // ======================================================================
              // [MC] Sets the text field font.
              rollNumberTextField.setFont(new Font("Sansserif", Font.PLAIN, 16));
              rollResultTextField.setFont(new Font("Sansserif", Font.PLAIN, 16));
              rollPointsTextField.setFont(new Font("Sansserif", Font.PLAIN, 16));
              gameFinalResultTextField.setFont(new Font("Sansserif", Font.BOLD, 16));
              // [MC] Sets the text field text alignment.
              rollNumberTextField.setHorizontalAlignment(JTextField.CENTER);
              rollResultTextField.setHorizontalAlignment(JTextField.CENTER);
              rollPointsTextField.setHorizontalAlignment(JTextField.CENTER);
              gameFinalResultTextField.setHorizontalAlignment(JTextField.CENTER);
              // [MC] Sets the text field text colour.
              gameFinalResultTextField.setForeground(Color.blue);
              // [MC] Sets the text field to not editable.
              rollNumberTextField.setEditable(false);
              rollResultTextField.setEditable(false);
              rollPointsTextField.setEditable(false);
              gameFinalResultTextField.setEditable(false);
        // ======================================================================
              // [MC] Gets sounds.
              winClip =  getAudioClip(getCodeBase(), "bunny1.au");
              looseClip =  getAudioClip(getCodeBase(), "bunny1.au");
        // ======================================================================
              // [MC] Sets the layout manager (GridBagLayout) for this container.
              this.setLayout(new GridBagLayout());
              // [MC] Creates new instance of GridBagConstraints.
              GridBagConstraints c = new GridBagConstraints();
              // [MC] Makes the component fill its display area entirely.
              c.fill = GridBagConstraints.BOTH;
              // [MC] Layouts components.
              // [MC] Adds the component newGameButton to this container.
              c.gridx = 0;     // [MC] Makes this component the leftmost column (column 1).
              c.gridy = 0;     // [MC] Makes this component the uppermost row (row 1).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 2;     // [MC] Specifies the number of columns the component uses (2 columns).
              this.add(newGameButton, c);     // [MC] Adds the button newGameButton.
              // [MC] Adds the component rollButton to this container.
              c.gridx = 2;     // [MC] Makes this component the third column from left (column 3).
              c.gridy = 0;     // [MC] Make this component the uppermost row (row 1).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 rows).
              c.gridwidth = 2;     // [MC] Specifies the number of columns the component uses (2 columns).
              this.add(rollButton, c);     // [MC] Adds the button rollButton.
              // [MC] Adds the component rollNumberLabel to this container.
              c.gridx = 0;     // [MC] Makes this component the leftmost column (column 1).
              c.gridy = 3;     // [MC] Makes this component the third row from top (row 3).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 1;     // [MC] Specifies the number of columns the component uses (1 column).
              c.weightx = 0.1;     // [MC] Requests any extra vertical (column) space.
              this.add(rollNumberLabel, c);     // [MC] Adds the label rollNumberLabel.
              // [MC] Adds the component rollResultLabel to this container.
              c.gridx = 1;     // [MC] Makes this component the second column from left (column 2).
              c.gridy = 3;     // [MC] Makes this component the third row from top (row 3).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 1;     // [MC] Specifies the number of columns the component uses (1 column).
              this.add(rollResultLabel, c);     // [MC] Adds the label rollResultLabel.
              // [MC] Adds the component rollPointsLabel to this container.
              c.gridx = 2;     // [MC] Makes this component the third column from left (column 3).
              c.gridy = 3;     // [MC] Makes this component the third row from top (row 3).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 1;     // [MC] Specifies the number of columns the component uses (1 column).
              this.add(rollPointsLabel, c);     // [MC] Adds the label rollPointsLabel.
              // [MC] Adds the component gameFinalResultLabel to this container.
              c.gridx = 3;     // [MC] Makes this component the fourth column from left (column 4).
              c.gridy = 3;     // [MC] Makes this component the third row from top (row 3).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 1;     // [MC] Specifies the number of columns the component uses (1 column).
              this.add(gameFinalResultLabel, c);     // [MC] Adds the label gameFinalResultLabel.
              // [MC] Adds the component rollNumberTextField to this container.
              c.gridx = 0;     // [MC] Makes this component the leftmost column (column 1).
              c.gridy = 4;     // [MC] Makes this component the fourth row from top (row 4).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 1;     // [MC] Specifies the number of columns the component uses (1 column).
              c.weightx = 0.1;     // [MC] Requests any extra vertical (column) space.
              this.add(rollNumberTextField, c);     // [MC] Adds the text field rollNumberTextField.
              // [MC] Adds the component rollResultTextField to this container.
              c.gridx = 1;     // [MC] Makes this component the second column from left (column 2).
              c.gridy = 4;     // [MC] Makes this component the fourth row from top (row 4).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 1;     // [MC] Specifies the number of columns the component uses (1 column).
              this.add(rollResultTextField, c);     // [MC] Adds the text field rollResultTextField.
              // [MC] Adds the component rollPointsTextField to this container.
              c.gridx = 2;     // [MC] Makes this component the third column from left (column 3).
              c.gridy = 4;     // [MC] Makes this component the fourth row from top (row 4).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 1;     // [MC] Specifies the number of columns the component uses (1 column).
              this.add(rollPointsTextField, c);     // [MC] Adds the text field rollPointsTextField.
              // [MC] Adds the component gameFinalResultTextField to this container.
              c.gridx = 3;     // [MC] Makes this component the fourth column from left (column 4).
              c.gridy = 4;     // [MC] Makes this component the fourth row from top (row 4).
              c.gridheight = 1;     // [MC] Specifies the number of rows the component uses (1 row).
              c.gridwidth = 1;     // [MC] Specifies the number of columns the component uses (1 column).
              this.add(gameFinalResultTextField, c);     // [MC] Adds the text field gameFinalResultTextField.
              // [MC] Adds the component myLeftDie to this container.
              c.gridx = 0;     // [MC] Makes this component the leftmost column (column 1).
              c.gridy = 1;     // [MC] Makes this component the second row from top (row 2).
              c.gridheight = 2;     // [MC] Specifies the number of rows the component uses (2 rows).
              c.gridwidth = 2;     // [MC] Specifies the number of columns the component uses (2 columns).
              c.weightx = 1.0;     // [MC] Requests any extra vertical (column) space.
              c.weighty = 1.0;     // [MC] Requests any extra horizontal (row) space.
              this.add(myLeftDie, c);     // [MC] Adds the component myLeftDie.
              // [MC] Adds the component myRightDie to this container.
              c.gridx = 2;     // [MC] Makes this component the third column from left (column 3).
              c.gridy = 1;     // [MC] Makes this component the second row from top (row 2).
              c.gridheight = 2;     // [MC] Specifies the number of rows the component uses (2 rows).
              c.gridwidth = 2;     // [MC] Specifies the number of columns the component uses (2 column).
              c.weightx = 1.0;     // [MC] Requests any extra column (vertical) space.
              c.weighty = 1.0;     // [MC] Requests any extra horizontal (row) space.
              this.add(myRightDie, c);     // [MC] Adds the component myRightDie.
        }     // [MC] end constructor
        // ======================================================================
        // [MC] Private class RollListener
        // [MC] Inner listener class for rollButton.
        private class RollListener implements ActionListener
            public void actionPerformed(ActionEvent e)
                // [MC] Rolls the dice.
                myLeftDie.roll();     // [MC] Rolls left die.
                myRightDie.roll();     // [MC] Rolls right die.
                   finalResult = 0; // [MC] If result = 0 then game is not over.
                   rolls++;     // [MC] Increments the number of rolls.
                  // [MC] Displays the roll number.
                    rollNumberTextField.setText(" " + rolls + " ");
                   // [MC] Returns the result (number of dots) of last roll.
                   resultLeft = myLeftDie.getValue();     // [MC] Returns the result of the left die.
                   resultRight = myRightDie.getValue();     // [MC] Returns the result of the right die.
                   result = resultLeft + resultRight;     // [MC] Returns the total result of dice.
                   // [MC] Displays the result of last roll.
                   rollResultTextField.setText(" " + result + " ");
                   // [MC] Sets the rules for the game.
                   // [MC] Sets the rules for the first roll of dice.
                   if (first)
                       // [MC] If the result is 2, 3 or 12 on the first throw, the player loses.
                       if (result == 2 || result == 3 || result == 12)
                             finalResult = 2; // [MC] If result = 2 then the player loses and the game is over.
                             gameFinalResultTextField.setText("LOOSE");
                             Toolkit.getDefaultToolkit().beep();
                           rollButton.setEnabled(false);     // [MC] Disable rollButton.
                             first = true; // [MC] Game over after first roll.
                       // [MC] If the result is 7 or 11 on the first throw, the player wins.
                        else if (result == 7 || result == 11)
                             finalResult = 1; // [MC] If result = 1 then the player wins and the game is over.
                             gameFinalResultTextField.setText("WIN");
                             //Toolkit.getDefaultToolkit().beep();
                           rollButton.setEnabled(false);     // [MC] Disable rollButton.
                             first = true;     // [MC] Game over after first roll.
                        // [MC] If the player didn`t win or lose then the results 4, 5, 6, 8, 9 or 10 become the player`s point.
                        else if (result == 4 || result == 5 || result == 6 || result == 8 || result == 9 || result == 10);
                             // [MC] Returns the player`s points.
                             points = result;     // [MC] Returns the player`s points.
                             // [MC] Displays the player`s points.
                             rollPointsTextField.setText(" " + points + " ");
                             first = false;     // [MC] Game is not over after first roll.
                   // [MC] Sets the rules for the next rolls (from second roll onwards) of the dice.
                   // [MC] If the result is 7, then the player loses.
                   else if (result == 7)
                        finalResult = 2;     // [MC] If result = 2 then the player loses and the game is over.
                        gameFinalResultTextField.setText("LOOSE");
                        Toolkit.getDefaultToolkit().beep();
                      rollButton.setEnabled(false);     // [MC] Disable rollButton.
                   // [MC] If the result is equal to the player`s point, then the player wins.
                   else if (result == points)
                        finalResult = 1;     // [MC] If result = 1 then the player wins and the game is over.
                        gameFinalResultTextField.setText("WIN");
                        winClip.play();
                        //Toolkit.getDefaultToolkit().beep();
                      rollButton.setEnabled(false);     // [MC] Disable rollButton.
              }     // [MC] End public void actionPerformed(ActionEvent e).
         }     // [MC] End private class RollListener.
        // ======================================================================
        // [MC] Private class NewGameListener
        // [MC] Inner listener class for newGameButton.
        private class NewGameListener implements ActionListener
              public void actionPerformed(ActionEvent e)
                   // [MC] Initialises instance variables.
                   first = true;     // [MC] Initialise dice roll to first roll.
                   rolls = 0;     // [MC] Initialises number of rolls to 0.
                   // [MC] Initialises text fields.
                   rollResultTextField.setText("");
                   rollNumberTextField.setText("");
                   rollPointsTextField.setText("");
                   gameFinalResultTextField.setText("");
                   rollButton.setEnabled(true);     // [MC] Enable rollButton.
            } // [MC] End public void actionPerformed(ActionEvent e).
         }// [MC] End private class NewGameListener implements ActionListener.
    } // [MC] End public class DicePanel extends JPanel.

    make a backup copy before these changes
    it now compiles, but I haven't run/tested it
    changed constructor to init(), extending Applet, not JApplet
    // [MC] Public class DiceApplet
    public class DiceApplet extends Applet
      // [MC] Constructor.
      public void init()
        // [MC] Sets the contentPane property. This method is called by the constructor.
        add(new DicePanel());
    }then the 'error lines' become
        winClip =  ((Applet)getParent()).getAudioClip(((Applet)getParent()).getCodeBase(), "bunny1.au");
        looseClip =  ((Applet)getParent()).getAudioClip(((Applet)getParent()).getCodeBase(), "bunny1.au");there might be additional problems when you run/test it, but this might get you started

  • Please?!? Cannot Resolve Symbol Error Message

    //Elizabeth Skelton Section 001 Homework Set 3
    import javax.swing.JOptionPane;
    public class skeltonMaxofThree
         public static void main (String[] args)
              //ask user for numbers
              String stringnum1= JOptionPane.showInputDialog(null, "Please enter first number", "Input", JOptionPane.QUESTION_MESSAGE);
              String stringnum2=JOptionPane.showInputDialog(null, "Please enter second number", "Input", JOptionPane.QUESTION_MESSAGE);
              String stringnum3=JOptionPane.showInputDialog(null, "Please enter third number", "Input", JOptionPane.QUESTION_MESSAGE);
              //convert to numerical
              double num1=Double.parseDouble(stringnum1);
              double num2=Double.parseDouble(stringnum2);
              double num3=Double.parseDouble(stringnum3);
              //call max method
              double biggest=maximum(num1,num2,num3);
              //display answer
              String output = "The biggest is " + biggest;
              JOptionPane.showMessageDialog(null, output, "Result", JOptionPane.INFORMATION_MESSAGE);
              System.exit(0);
         public static double maximum(double num1, double num2, double num3)
              //determine biggest
              double biggest=Math.max(num1,num2,num3);
              return biggest;
    Returns error:
    :\My Documents\BD120\skeltonMaxofThree.java:36: cannot resolve symbol
    symbol : method max (double,double,double)
    location: class java.lang.Math
              double biggest=Math.max(num1,num2,num3);
    ^
    1 error
    Tool completed with exit code 1

    the max method of the Math class requires 2 parameters not 3...to find the maximum of 3 numbers u can do something like this...
    double biggest = Math.max(num1, Math.max(num2, num3));

  • 3 graphic errors- Cannot resolve Symbols

    I am looking for help to resolve 3 errors that I don't understand and I am hoping someone can take the time to point me in the right directions.
    The errors occur while setting the forground color, trying to repaint and trying to draw a rectangle.
    Here are the errors from the compiler:
    Worm.java [42:1] cannot resolve symbol
    symbol : method setForeground (java.awt.Color)
    location: class Worm
    setForeground(Color.RED);
    ^
    Worm.java [49:1] cannot resolve symbol
    symbol : method repaint ()
    location: class Worm
    repaint();
    ^
    Worm.java [56:1] cannot resolve symbol
    symbol : method drawRectangle (int,java.awt.Rectangle,int,int)
    location: class java.awt.Graphics
    g.drawRectangle(rec.x, rec[i], rec[i].height, rec[i].width );
    ^
    3 errors
    Errors compiling Worm.java.
    The code follows:
    Thanks for any assistance inadvance
    WBR
    import java.awt.*;
    import java.awt.Graphics.*;
    import java.awt.Color;
    import java.awt.event.*;
    import javax.swing.*;
    import java.awt.Rectangle.*;
    import java.io.*;
    import java.util.*;
    class WormFrame extends JFrame{   
        public WormFrame(){
            setTitle("CenteredFrame");
            addWindowListener(new WindowAdapter(){
                public void windowClosing(WindowEvent e){
                    System.exit(0);
            Toolkit tk = Toolkit.getDefaultToolkit();
            Dimension d = tk.getScreenSize();
            int screenHeight = d.height;
            int screenWidth = d.width;
            setSize(screenWidth / 2, screenHeight / 2);
            setLocation(screenWidth / 4, screenHeight / 4);
    public class Worm{
        Rectangle rec[];
        private Worm(){
            Rectangle rec[] = new Rectangle [25];
            int x = 25;
            int y = 25;
            for(int i = 0; i < rec.length; i++ ){
                rec.x = x++;
    rec[i].y = y++;
    rec[i].height = 1;
    rec[i].width = 1;
    private void wormDraw( ){
    setForeground(Color.RED); // Error 1
    for(int a = 1; a < 20; a++){
    for(int i = 1; i < rec.length; i++ ){
    rec[i].x += 1;
    rec[i].y += 1;
    repaint(); // Error 2
    public void paint(Graphics g) {
    System.out.println("paint : " + new Date( ) );
    // Draw dots
    for(int i = 0; i < rec.length; i++ ){
    g.drawRectangle(rec[i].x, rec[i], rec[i].height, rec[i].width ); // Error 3
    public static void main(String[] args){
    JFrame frame = new WormFrame();
    frame.show();
    Worm w = new Worm();
    w.wormDraw();

    Hello! This works...
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import java.io.*;
    import java.util.*;
    public class Worm extends JFrame
         Rectangle rec[];   
         public Worm()
               setTitle("CenteredFrame");       
            addWindowListener(new WindowAdapter(){
                 public void windowClosing(WindowEvent e){               
                     System.exit(0);           
            Toolkit tk = Toolkit.getDefaultToolkit();       
            Dimension d = tk.getScreenSize();       
            int screenHeight = d.height;       
            int screenWidth = d.width;       
            setSize(screenWidth / 2, screenHeight / 2);       
            setLocation(screenWidth / 4, screenHeight / 4);  
            setVisible(true);
              rec = new Rectangle [25];       
              int x = 25;       
              int y = 25;       
              for(int i = 0; i < rec.length; i++ )
                   System.out.println("Creating rec " + i);        
                   rec[i] = new Rectangle();
                   rec.x = x++;
                   rec[i].y = y++;
                   rec[i].height = 1;
                   rec[i].width = 1;
         public void wormDraw( )
              setForeground(Color.RED);
              for(int a = 1; a < 20; a++)
                   for(int i = 1; i < rec.length; i++ )
                        System.out.println("Drawing rec " + i);
                        rec[i].x += 1;
                        rec[i].y += 1;
              System.out.println("Calling paint");
              repaint();
              validate();
              System.out.println("Done");
         public void paint(Graphics g)
              System.out.println("paint : " + new Date( ) );
              for(int i = 0; i < rec.length; i++ )
                   g.fillRect(rec[i].x, rec[i].y, rec[i].height, rec[i].width);
         public static void main(String[] args)
              new Worm().wormDraw();           
    regards,
    Liam

  • "cannot resolve symbol" error when using super.paintComponent

    I am trying to override the paintComponent method in a class extending a JFrame, but when I call super.paintComponent(g) from inside the overridden method I get the error
    QubicGUI.java:63: cannot resolve symbol
    symbol : method paintComponent (java.awt.Graphics)
    location: class javax.swing.JFrame
    super.paintComponent(g);
    ^
    1 error
    I can't see where I am deviating from examples I know work. It is a very small program, so I have included it here:
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import javax.swing.event.*;
    import java.io.IOException;
    import javax.imageio.ImageIO;
    import java.net.URL;
    class QubicGUI extends JFrame
         private int width;
         private int height;
         private Image background;
         public int getWidth()
         {     return width;     }
         public int getHeight()
         {     return height;     }
         public boolean isOpaque()
    return true;
         public QubicGUI()
              super("Qubic"); //set title
              // The following gets the default screen device for the purpose of finding the
              // current settings of height and width of the screen
         GraphicsEnvironment environment = GraphicsEnvironment.getLocalGraphicsEnvironment();
              GraphicsDevice device = environment.getDefaultScreenDevice();
              DisplayMode display = device.getDisplayMode();
              width = display.getWidth();
              height = display.getHeight();
              // Here we set the window to cover the entire screen with a black background, and
              // remove the decorations. (This includes the title bar and close, minimize and
              // maximize buttons and the border)
              setUndecorated(false);
              setVisible(true);
              setSize(width,height);
              setResizable(false);
              setBackground(Color.black);
              // Initializes the background Image
              Image background = Toolkit.getDefaultToolkit().getImage("background.gif");
              // This is included for debugging with a decorated window.
              setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    } // end constructor
              public void paintComponent(Graphics g)
                   super.paintComponent(g);     
              } // end paintComponenet
    } // end QubicGUI

    Two things I want to know:
    1. I was trying to access a variable as JLabel
    myLabel; defined in the constructor of a class from
    the constructor of another class. I got this error
    message - "Cannot access non-static variable from a
    static context". Why(When both are non-static am I
    getting the message as static context)?Post some code. It's hard to pinpoint a syntax error like that without seeing the code.
    Also, there may be cleaner ways of doing what you want without having classes sharing labels.
    2. I am using a map to set the attributes of a font.
    One of the key-value pair of the map is
    TextAttributesHashMap.put(TextAttribute.FOREGROUND,Colo
    .BLUE);
    But when I using the statement g.drawString("First
    line of the address", 40, 200); the text being
    displayed is in black and not blue. Why?You need to use the drawString that takes an AttributedCharacterIterator:
    import java.awt.*;
    import java.awt.font.*;
    import java.text.*;
    import javax.swing.*;
    public class Example  extends JPanel {
        public static void main(String[] args)  {
            JFrame f = new JFrame("Example");
            f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            Container cp = f.getContentPane();
            cp.add(new Example());
            f.setSize(400,300);
            f.setLocationRelativeTo(null);
            f.setVisible(true);
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            String text = "Every good boy does fine always";
            AttributedString as = new AttributedString(text);
            as.addAttribute(TextAttribute.FAMILY, "Lucida Bright");
            as.addAttribute(TextAttribute.SIZE, new Float(16));
            as.addAttribute(TextAttribute.FOREGROUND, Color.BLUE, 0, 5);
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