Flash paint program saving

Hi, I need help with a saving function.
I have made a flash painting program, and need a "save function" that will save the image to my database.
Could someone help me write a script or already have a nice easy script for me to use?

check klingemann's bitmapexporter class.

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  • Paint program saving

    My paint program has the ability to draw rectangles, ovals, and lines. I want to be able to save my picture which is drawn on a DrawingPanel. Everything that I add to the picture is stored in private ArrayList<Shape> shapes = new ArrayList<Shape>(); This saves something because a file is created with the file name I specified, but when I open the file, my drawing panel remains blank. What do I do so that I am able to save the art I have created on my Drawing Panel?
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           private void open()
             if (jFileChooser1.showOpenDialog(this) ==
               JFileChooser.APPROVE_OPTION)
                    open(jFileChooser1.getSelectedFile());
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           private void open(File file)
             try
                    BufferedInputStream in = new BufferedInputStream(
                 new FileInputStream(file));
                    in.close();
                    JOptionPane.showMessageDialog(null, file.getName() + " Opened");
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                    JOptionPane.showMessageDialog(null, "Error opening " + file.getName());
           /** Save file */
           private void save()
             if (jFileChooser1.showSaveDialog(this) ==
               JFileChooser.APPROVE_OPTION)
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           /** Save file with specified File instance */
           private void save(File file)
             try
                  BufferedOutputStream out = new BufferedOutputStream(
                     new FileOutputStream(file));
                    out.close();
                    JOptionPane.showMessageDialog(null, file.getName()  + " Saved ");
             catch (IOException ex)
                  JOptionPane.showMessageDialog(null, "Error saving " + file.getName());
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    On save, you are creating the file and imediately closing it (which will create an empty file).
    On load, you are opening that file and imediately closing it (which will not read anything).
    I think, you are missing something here. Probably to do with serialization, ObjectOutputStream and ObjectInputStream.
    Google for a serialisation tutorial if you don't know how to do that.

  • Paint program with save function

    Anyone know a way to make a paint program in flash 8 with
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    The paint area should be quite large so the current jpg
    saving methods don't seem to work.
    Any solutions for this?

    You probably have to specify what exactly is the problem. Are
    you referring to the data size that has to be transfered to a
    server?

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  • I need ready code for a simple paint program today

    hi all I need ready code for a simple paint program today for me ics projct
    plz give me a halp on this give me what you have with you and it is so good if it look like this :
    Design a GUI based drawing Java application that works like a simple paint program
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    2-The shapes can be filled with different colors.
    3-There should be option of moving .
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    ii. Shape menu will serve the same purpose as of feature 2 described above. It will have menu items for drawing all the different shapes. For example, there will be menu item for rectangle; so user can draw a rectangle by selecting the menu item for rectangle.
    iii. Color menu will serve the same purpose as of feature 3 described above. It will have menu items for all the colors which are shown in color buttons. The user can select a color from this menu and then click inside a shape to fill it with the selected color.

    Read the Swing tutorial. There are sections on how to use menus and painting and all other kinds of stuff you need to do this homework assignment. Nobody here is going to write the code for you:
    http://java.sun.com/docs/books/tutorial/uiswing/TOC.html

  • Need help with algorithm for my paint program

    I was making a paint program with using a BufferedImage where the user draws to the BufferedImage and then I draw the BufferedImage onto the class I am extending JPanel with. I want the user to be able to use an undo feature via ctrl+z and I also want them to be able to update what kind of paper they're writing on live: a) blank paper b) graph paper c) lined paper. I cannot see how to do this by using BufferedImages. Is there something I'm missing or must I do it another way? I am trying to avoid the other way because it seems too demanding on the computer but if this is not do-able then I guess I must but I feel I should ask you guys if what I am doing is logical or monstrous.
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    What do you guys think?
    Any input would be greatly appreciated!
    Thanks in advance!

    Look at the package javax.swing.undo package - UndoableEdit interface and UndoManager class.
    Just implement the interface. Store all necessary data to perform your action (colors, pixels, shapes etc.). Add all your UndoableEdits in an UndoManager instance and call undo() redo() when you need.

  • Help with Paint program.

    Hello. I am somewhat new to Java and I was recently assigned to do a simple paint program. I have had no trouble up until my class started getting into the graphical functions of Java. I need help with my program. I am supposed to start off with a program that draws lines and changes a minimum of 5 colors. I have the line function done but my color change boxes do not work and I am able to draw inside the box that is supposed to be reserved for color buttons. Here is my code so far:
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    // The Lab13 program assignment is open ended.
    // There is no provided student version for starting, nor are there
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    // Check the Lab assignment document for additional details.
    import java.applet.Applet;
    import java.awt.*;
    public class Lab13110 extends Applet
         int[] startX,startY,endX,endY;
         int currentStartX,currentStartY,currentEndX,currentEndY;
         int lineCount;
         Rectangle red, green, blue, yellow, black;
         int numColor;
         Image virtualMem;
         Graphics gBuffer;
         int rectheight,rectwidth;
         public void init()
              startX = new int[100];
              startY = new int[100];
              endX = new int[100];
              endY = new int[100];
              lineCount = 0;
              red = new Rectangle(50,100,25,25);
              green = new Rectangle(50,125,25,25);
              blue = new Rectangle(50,150,25,25);
              yellow = new Rectangle(25,112,25,25);
              black = new Rectangle(25,137,25,25);
              numColor = 0;
              virtualMem = createImage(100,600);
              gBuffer = virtualMem.getGraphics();
              gBuffer.drawRect(0,0,100,600);
         public void paint(Graphics g)
              for (int k = 0; k < lineCount; k++)
                   g.drawLine(startX[k],startY[k],endX[k],endY[k]);
              g.drawLine(currentStartX,currentStartY,currentEndX,currentEndY);
              g.setColor(Color.red);
              g.fillRect(50,100,25,25);
              g.setColor(Color.green);
              g.fillRect(50,125,25,25);
              g.setColor(Color.blue);
              g.fillRect(50,150,25,25);
              g.setColor(Color.yellow);
              g.fillRect(25,112,25,25);
              g.setColor(Color.black);
              g.fillRect(25,137,25,25);
              switch (numColor)
                   case 1:
                        g.setColor(Color.red);
                        break;
                   case 2:
                        g.setColor(Color.green);
                        break;
                   case 3:
                        g.setColor(Color.blue);
                        break;
                   case 4:
                        g.setColor(Color.yellow);
                        break;
                   case 5:
                        g.setColor(Color.black);
                        break;
                   case 6:
                        g.setColor(Color.black);
                        break;
              g.setColor(Color.black);
              g.drawRect(0,0,100,575);
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              currentStartX = x;
              currentStartY = y;
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                   numColor = 1;
              else if(green.inside(x,y))
                   numColor = 2;
              else if(blue.inside(x,y))
                   numColor = 3;
              else if(yellow.inside(x,y))
                   numColor = 4;
              else if(black.inside(x,y))
                   numColor = 5;
              else
                   numColor = 6;
              repaint();
              return true;
         public boolean mouseDrag(Event e, int x, int y)
              int Rectheight = 500;
              int Rectwidth = 900;
              currentEndX = x;
              currentEndY = y;
              Rectangle window = new Rectangle(0,0,900,500);
              //if (window.inside(Rectheight,Rectwidth))
                   repaint();
              return true;
         public boolean mouseUp(Event e, int x, int y)
              int Rectheight = 500;
              int Rectwidth = 900;
              startX[lineCount] = currentStartX;
              startY[lineCount] = currentStartY;
              endX[lineCount] = x;
              endY[lineCount] = y;
              lineCount++;
              Rectangle window = new Rectangle(0,0,900,500);
              if (window.inside(Rectheight,Rectwidth))
                   repaint();
              return true;
         public void Rectangle(Graphics g, int x, int y)
              g.setColor(Color.white);
              Rectangle screen = new Rectangle(100,0,900,600);
    }If anyone could point me in the right direction of how to go about getting my buttons to work and fixing the button box, I would be greatly appreciative. I just need to get a little bit of advice and I think I should be good after I get this going.
    Thanks.

    This isn't in any way a complete solution, but I'm posting code for a mouse drag outliner. This may be preferable to how you are doing rectangles right now
    you are welcome to use and modify this code but please do not change the package and make sure that you tell your teacher where you got it from
    MouseDragOutliner.java
    package tjacobs.ui;
    import java.awt.BasicStroke;
    import java.awt.Color;
    import java.awt.Component;
    import java.awt.Container;
    import java.awt.Graphics;
    import java.awt.Graphics2D;
    import java.awt.Point;
    import java.awt.Stroke;
    import java.awt.event.*;
    import java.util.ArrayList;
    import java.util.Iterator;
    import javax.swing.JFrame;
    import javax.swing.JPanel;
    import javax.swing.SwingUtilities;
    * See the public static method addAMouseDragOutliner
    public class MouseDragOutliner extends MouseAdapter implements MouseMotionListener {
         public static final BasicStroke DASH_STROKE = new BasicStroke(1.0f, BasicStroke.CAP_SQUARE, BasicStroke.JOIN_BEVEL, 10.0f, new float[] {8, 8}, 0);
         private boolean mUseMove = false;
         private Point mStart;
         private Point mEnd;
         private Component mComponent;
         private MyRunnable mRunner= new MyRunnable();
         private ArrayList mListeners = new ArrayList(1);
         public MouseDragOutliner() {
              super();
         public MouseDragOutliner(boolean useMove) {
              this();
              mUseMove = useMove;
         public void mouseDragged(MouseEvent me) {
              doMouseDragged(me);
         public void mousePressed(MouseEvent me) {
              mStart = me.getPoint();
         public void mouseEntered(MouseEvent me) {
              mStart = me.getPoint();
         public void mouseReleased(MouseEvent me) {
              Iterator i = mListeners.iterator();
              Point end = me.getPoint();
              while (i.hasNext()) {
                   ((OutlineListener)i.next()).mouseDragEnded(mStart, end);
              //mStart = null;
         public void mouseMoved(MouseEvent me) {
              if (mUseMove) {
                   doMouseDragged(me);
         public     void addOutlineListener(OutlineListener ol) {
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         public void removeOutlineListener(OutlineListener ol) {
              mListeners.remove(ol);
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              public void run() {
                   Graphics g = mComponent.getGraphics();
                   if (g == null) {
                        return;
                   Graphics2D g2 = (Graphics2D) g;
                   Stroke s = g2.getStroke();
                   g2.setStroke(DASH_STROKE);
                   int x = Math.min(mStart.x, mEnd.x);
                   int y = Math.min(mStart.y, mEnd.y);
                   int w = Math.abs(mEnd.x - mStart.x);
                   int h = Math.abs(mEnd.y - mStart.y);
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                   SwingUtilities.invokeLater(mRunner);
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              c.addMouseMotionListener(mdo);
              return mdo;
         public static interface OutlineListener {
              public void mouseDragEnded(Point start, Point finish);
         public static void main(String[] args) {
              JFrame f = new JFrame("MouseDragOutliner Test");
              Container c = f.getContentPane();
              JPanel p = new JPanel();
              //p.setBackground(Color.BLACK);
              c.add(p);
              addAMouseDragOutliner(p);
              f.setBounds(200, 200, 400, 400);
              f.addWindowListener(new WindowClosingActions.Exit());
              f.setVisible(true);
    }

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    Aborting...
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    src/lpi/lpi_imageformats.cpp:607: note: void* CBitmap::GetBits()
    src/lpi/lpi_imageformats.cpp:614: note: bool CBitmap::GetBits(void*, unsigned int&, unsigned int)
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