Graphics refuses to draw Images

I was attempting to make an applet today, but for some reason, I can't draw Images. I had a little program going, but I decided to make this basic test applet to see if Images would draw at all.
import java.awt.*;
import java.applet.*;
public class TestApplet extends Applet
     Image im;
     public void init()
          setSize(300, 400);
          im = getImage(getDocumentBase(), "Picture.GIF");
     public void start()
          repaint();
     public void paint(Graphics g)
          g.drawImage(im, 10, 10, this);
          g.drawString("I can draw a string", 10, 10);
     public void stop()
     public void destroy()
}The string gets drawn fine, but the image just refuses to show up. Any idea why?
Message was edited by:
Guest42

//  <applet code="TestApplet" width="300" height="400"></applet>
import java.awt.*;
import java.applet.*;
public class TestApplet extends Applet
     Image im;
    public void init()
        setSize(300, 400);
        im = getImage(getDocumentBase(), "Picture.GIF");
        loadImage();
    private void loadImage()
        MediaTracker tracker = new MediaTracker(this);
        tracker.addImage(im, 0);
        try
            tracker.waitForID(0);
        catch(InterruptedException ie)
            System.err.println("interrupt: " + ie.getMessage());
        int status = tracker.statusID(0, false);
        String results = "";
        if((status & MediaTracker.COMPLETE) == MediaTracker.COMPLETE)
            results += "COMPLETE";
        if((status & MediaTracker.ABORTED) == MediaTracker.ABORTED)
            results += "ABORTED";
        if((status & MediaTracker.ERRORED) == MediaTracker.ERRORED)
            results += "ERRORED";
        System.out.println("results = " + results);
    public void start()
//        repaint();
    public void paint(Graphics g)
        g.drawImage(im, 10, 10, this);
        g.drawString("I can draw a string", 10, 10);
    public void stop()
    public void destroy()
}

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    Hi Subham! Here's an excerpt from the docs for java.awt.Label.
    "A Label object is a component for placing text in a container. A label displays a single line of read-only text. The text can be changed by the application, but a user cannot edit it directly."
    Ergo, you cannot use an image in lieu of text for a Label object. What you can do, though, is to write your own label class, subclassing from java.awt.Component, exactly as the java.awt.Label does and add the capability of using an image rather than just text.
    Hope this helps!
    Cheers!

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