How to repaint a JPanel in bouncing balls game?

I want to repaint the canvas panel in this bouncing balls game, but i do something wrong i don't know what, and the JPanel doesn't repaint?
The first class defines a BALL as a THREAD
If anyone knows how to correct the code please to write....
package fuck;
//THE FIRST CLASS
class CollideBall extends Thread{
    int width, height;
    public static final int diameter=15;
    //coordinates and value of increment
    double x, y, xinc, yinc, coll_x, coll_y;
    boolean collide;
    Color color;
    Rectangle r;
    bold BouncingBalls balls; //A REFERENCE TO SECOND CLASS
    //the constructor
    public CollideBall(int w, int h, int x, int y, double xinc, double yinc, Color c, BouncingBalls balls) {
        width=w;
        height=h;
        this.x=x;
        this.y=y;
        this.xinc=xinc;
        this.yinc=yinc;
        this.balls=balls;
        color=c;
        r=new Rectangle(150,80,130,90);
    public double getCenterX() {return x+diameter/2;}
    public double getCenterY() {return y+diameter/2;}
    public void move() {
        if (collide) {
        x+=xinc;
        y+=yinc;
        //when the ball bumps against a boundary, it bounces off
        //bounce off the obstacle
    public void hit(CollideBall b) {
        if(!collide) {
            coll_x=b.getCenterX();
            coll_y=b.getCenterY();
            collide=true;
    public void paint(Graphics gr) {
        Graphics g = gr;
        g.setColor(color);
        //the coordinates in fillOval have to be int, so we cast
        //explicitly from double to int
        g.fillOval((int)x,(int)y,diameter,diameter);
        g.setColor(Color.white);
        g.drawArc((int)x,(int)y,diameter,diameter,45,180);
        g.setColor(Color.darkGray);
        g.drawArc((int)x,(int)y,diameter,diameter,225,180);
        g.dispose(); ////////
    ///// Here is the buggy code/////
    public void run() {
        while(true) {
            try {Thread.sleep(15);} catch (Exception e) { }
            synchronized(balls)
                move();
                balls.repairCollisions(this);
            paint(balls.gBuffer);
            balls.canvas.repaint();
//THE SECOND CLASS
public class BouncingBalls extends JFrame{
    public Graphics gBuffer;
    public BufferedImage buffer;
    private Obstacle o;
    private List<CollideBall> balls=new ArrayList();
    private static final int SPEED_MIN = 0;
    private static final int SPEED_MAX = 15;
    private static final int SPEED_INIT = 3;
    private static final int INIT_X = 30;
    private static final int INIT_Y = 30;
    private JSlider slider;
    private ChangeListener listener;
    private MouseListener mlistener;
    private int speedToSet = SPEED_INIT;
    public JPanel canvas;
    private JPanel p;
    public BouncingBalls() {
        super("fuck");
        setSize(800, 600);
        p = new JPanel();
        Container contentPane = getContentPane();
        final BouncingBalls xxxx=this;
        o=new Obstacle(150,80,130,90);
        buffer=new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_RGB);
        gBuffer=buffer.getGraphics();
        //JPanel canvas start
        final JPanel canvas = new JPanel() {
            final int w=getSize().width-5;
            final int h=getSize().height-5;
            @Override
            public void update(Graphics g)
               paintComponent(g);
            @Override
            public void paintComponent(Graphics g) {
                super.paintComponent(g);
                gBuffer.setColor(Color.ORANGE);
                gBuffer.fillRect(0,0,getSize().width,getSize().height);
                gBuffer.draw3DRect(5,5,getSize().width-10,getSize().height-10,false);
                //paint the obstacle rectangle
                o.paint(gBuffer);
                g.drawImage(buffer,0,0, null);
                //gBuffer.dispose();
        };//JPanel canvas end
        addWindowListener(new WindowAdapter() {
            @Override
            public void windowClosing(WindowEvent e) {
                System.exit(0);
        addButton(p, "Start", new ActionListener() {
            public void actionPerformed(ActionEvent evt) {
                CollideBall b = new CollideBall(canvas.getSize().width,canvas.getSize().height
                        ,INIT_X,INIT_Y,speedToSet,speedToSet,Color.BLUE,xxxx);
                balls.add(b);
                b.start();
        contentPane.add(canvas, "Center");
        contentPane.add(p, "South");
    public void addButton(Container c, String title, ActionListener a) {
        JButton b = new JButton(title);
        c.add(b);
        b.addActionListener(a);
    public boolean collide(CollideBall b1, CollideBall b2) {
        double wx=b1.getCenterX()-b2.getCenterX();
        double wy=b1.getCenterY()-b2.getCenterY();
        //we calculate the distance between the centers two
        //colliding balls (theorem of Pythagoras)
        double distance=Math.sqrt(wx*wx+wy*wy);
        if(distance<b1.diameter)
            return true;
        return false;
    synchronized void repairCollisions(CollideBall a) {
        for (CollideBall x:balls) if (x!=a && collide(x,a)) {
            x.hit(a);
            a.hit(x);
    public static void main(String[] args) {
        JFrame frame = new BouncingBalls();
        frame.setVisible(true);
}  And when i press start button:
Exception in thread "Thread-2" java.lang.NullPointerException
at fuck.CollideBall.run(CollideBall.java:153)
Exception in thread "Thread-3" java.lang.NullPointerException
at fuck.CollideBall.run(CollideBall.java:153)
Exception in thread "Thread-4" java.lang.NullPointerException
at fuck.CollideBall.run(CollideBall.java:153)
and line 153 is: balls.canvas.repaint(); in Method run() in First class.
Please help.

public RepaintManager manager;
public BouncingBalls() {
        manager = new RepaintManager();
        manager.addDirtyRegion(canvas, 0, 0,canvas.getSize().width, canvas.getSize().height);
    public void run() {
        while(true) {
            try {Thread.sleep(15);} catch (Exception e) { }
            synchronized(balls)
                move();
                balls.repairCollisions(this);
            paint(balls.gBuffer);
            balls.manager.paintDirtyRegions(); //////// line 153
   but when push start:
Exception in thread "Thread-2" java.lang.IllegalMonitorStateException
at java.lang.Object.notifyAll(Native Method)
at fuck.CollideBall.run(CollideBall.java:153)
Exception in thread "Thread-3" java.lang.IllegalMonitorStateException
at java.lang.Object.notifyAll(Native Method)
at fuck.CollideBall.run(CollideBall.java:153)
i'm newbie with Concurrency and i cant handle this exceptons.
Is this the right way to do repaint?

Similar Messages

  • Balls don't move in bouncing balls game.Please Help !?

    I want to repaint the canvas panel in this bouncing balls game, but i do something wrong i don't know what, and the JPanel doesn't repaint?
    The first class defines a BALL as a THREAD
    If anyone knows how to correct the code please to write....
    package ****;
    //THE FIRST CLASS
    class CollideBall extends Thread{
        int width, height;
        public static final int diameter=15;
        //coordinates and value of increment
        double x, y, xinc, yinc, coll_x, coll_y;
        boolean collide;
        Color color;
        Rectangle r;
        bold BouncingBalls balls; //A REFERENCE TO SECOND CLASS
        //the constructor
        public CollideBall(int w, int h, int x, int y, double xinc, double yinc, Color c, BouncingBalls balls) {
            width=w;
            height=h;
            this.x=x;
            this.y=y;
            this.xinc=xinc;
            this.yinc=yinc;
            this.balls=balls;
            color=c;
            r=new Rectangle(150,80,130,90);
        public double getCenterX() {return x+diameter/2;}
        public double getCenterY() {return y+diameter/2;}
        public void move() {
            if (collide) {
            x+=xinc;
            y+=yinc;
            //when the ball bumps against a boundary, it bounces off
            //bounce off the obstacle
        public void hit(CollideBall b) {
            if(!collide) {
                coll_x=b.getCenterX();
                coll_y=b.getCenterY();
                collide=true;
        public void paint(Graphics gr) {
            Graphics g = gr;
            g.setColor(color);
            //the coordinates in fillOval have to be int, so we cast
            //explicitly from double to int
            g.fillOval((int)x,(int)y,diameter,diameter);
            g.setColor(Color.white);
            g.drawArc((int)x,(int)y,diameter,diameter,45,180);
            g.setColor(Color.darkGray);
            g.drawArc((int)x,(int)y,diameter,diameter,225,180);
            g.dispose(); ////////
        ///// Here is the buggy code/////
        public void run() {
            while(true) {
                try {Thread.sleep(15);} catch (Exception e) { }
                synchronized(balls)
                    move();
                    balls.repairCollisions(this);
                paint(balls.gBuffer);
                balls.canvas.repaint();
    //THE SECOND CLASS
    public class BouncingBalls extends JFrame{
        public Graphics gBuffer;
        public BufferedImage buffer;
        private Obstacle o;
        private List<CollideBall> balls=new ArrayList();
        private static final int SPEED_MIN = 0;
        private static final int SPEED_MAX = 15;
        private static final int SPEED_INIT = 3;
        private static final int INIT_X = 30;
        private static final int INIT_Y = 30;
        private JSlider slider;
        private ChangeListener listener;
        private MouseListener mlistener;
        private int speedToSet = SPEED_INIT;
        public JPanel canvas;
        private JPanel p;
        public BouncingBalls() {
            super("****");
            setSize(800, 600);
            p = new JPanel();
            Container contentPane = getContentPane();
            final BouncingBalls xxxx=this;
            o=new Obstacle(150,80,130,90);
            buffer=new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_RGB);
            gBuffer=buffer.getGraphics();
            //JPanel canvas start
            canvas = new JPanel() {
                final int w=getSize().width-5;
                final int h=getSize().height-5;
                @Override
                public void update(Graphics g)
                   paintComponent(g);
                @Override
                public void paintComponent(Graphics g) {
                    super.paintComponent(g);
                    gBuffer.setColor(Color.ORANGE);
                    gBuffer.fillRect(0,0,getSize().width,getSize().height);
                    gBuffer.draw3DRect(5,5,getSize().width-10,getSize().height-10,false);
                    //paint the obstacle rectangle
                    o.paint(gBuffer);
                    g.drawImage(buffer,0,0, null);
                    //gBuffer.dispose();
            };//JPanel canvas end
            addWindowListener(new WindowAdapter() {
                @Override
                public void windowClosing(WindowEvent e) {
                    System.exit(0);
            addButton(p, "Start", new ActionListener() {
                public void actionPerformed(ActionEvent evt) {
                    CollideBall b = new CollideBall(canvas.getSize().width,canvas.getSize().height
                            ,INIT_X,INIT_Y,speedToSet,speedToSet,Color.BLUE,xxxx);
                    balls.add(b);
                    b.start();
            contentPane.add(canvas, "Center");
            contentPane.add(p, "South");
        public void addButton(Container c, String title, ActionListener a) {
            JButton b = new JButton(title);
            c.add(b);
            b.addActionListener(a);
        public boolean collide(CollideBall b1, CollideBall b2) {
            double wx=b1.getCenterX()-b2.getCenterX();
            double wy=b1.getCenterY()-b2.getCenterY();
            //we calculate the distance between the centers two
            //colliding balls (theorem of Pythagoras)
            double distance=Math.sqrt(wx*wx+wy*wy);
            if(distance<b1.diameter)
                return true;
            return false;
        synchronized void repairCollisions(CollideBall a) {
            for (CollideBall x:balls) if (x!=a && collide(x,a)) {
                x.hit(a);
                a.hit(x);
        public static void main(String[] args) {
            JFrame frame = new BouncingBalls();
            frame.setVisible(true);
    }  This code draws only the first position of the ball:
    http://img267.imageshack.us/my.php?image=51649094by6.jpg

    I'm trying to draw everything first to a buffer:
    buffer=new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_RGB);
    gBuffer=buffer.getGraphics();
    The buffer is for one JPanel and then i want to draw this buffer every time when balls change their possitions(collide or just move).
    The logic is something like this:
    startButton -> (ball.start() and add ball to List<balls>),
    ball.start() -> ball.run() -> (move allballs, paint to buffer and show buffer)
    In the first class:
    BouncingBalls balls; //A REFERENCE TO SECOND CLASS
    In the second class:
    private List<CollideBall> balls=new ArrayList();
    the tames are the same but this isn't an error.
    Edited by: vigour on Feb 14, 2008 7:57 AM

  • How to repaint a JPanel.

    Hi
    I am building a GUI in which i have a fixed panel.........in this panel there is a jpanel....i want to change its contents at run time............like at first there are buttons when someone presses these buttons.....the panel changes to a textbox for instance...........any ideas

    Maybe CardLayout and public void remove(Component comp) will help ...

  • Java Bouncing Balls Threads problem?

    Hello,
    I am working on a homework assignment to represent a java applet with some bouncing balls inside. So far so good. The balls bounce and behave as they are supposed. The only thing is that I want to make 2 buttons, Start and Stop (this is not part of the assignment, but my free will to provide some extra stuff :) ) . I am implementing Runnable for the animation and ActionListener for the buttons. I did research on threading, but somehow I am still not getting quite the result I want. The applet is not displaying my buttons (I guess I am not implementing them correctly) and I dont know whether I have synchronized the threads correctly as well. So, I am asking for some guidance how can I do this? Thanks in advance!
    As a remark, I am new to Java, as I am just starting to learn it and this is my first assignment.
    import java.awt.BorderLayout;
    import java.awt.Color;
    import java.awt.FlowLayout;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.event.ActionEvent;
    import java.awt.event.ActionListener;
    import javax.swing.JApplet;
    import javax.swing.JButton;
    import javax.swing.JPanel;
    public class Balls extends JApplet implements Runnable, ActionListener
         Thread runner = null;     
         Image img;
        Graphics gr;          
        BallCollision ball[];
        Balls can;
        JButton stopButton;
        JButton startButton;
        JPanel controls;
        boolean stop,start;
        //field for 10 balls
        static final int MAX=10;
         public void init()
              setSize(800,600);
              img = createImage(size().width,size().height);
              gr = img.getGraphics();     
              startButton = new JButton("Start");
              stopButton = new JButton("Stop");
              stopButton.addActionListener(this);
              startButton.addActionListener(this);
              controls = new JPanel();
              controls.setLayout(new FlowLayout());
              controls.add(startButton);
              controls.add(stopButton);
              //new Thread(this).start();
              ball = new BallCollision[MAX];
              int w=size().width;
              int h=size().height;          
              //creation of balls, which have different coordinates,
              //speed, direction and colors
              ball[0] = new BallCollision(w,h,50,20,1.5,7.5,Color.orange);
            ball[1] = new BallCollision(w,h,60,210,2.0,-3.0,Color.red);
            ball[2] = new BallCollision(w,h,15,70,-2.0,-2.5,Color.pink);
            ball[3] = new BallCollision(w,h,150,30,-2.7,-1.0,Color.cyan);
            ball[4] = new BallCollision(w,h,210,30,2.2,-12.5,Color.magenta);
              ball[5] = new BallCollision(w,h,360,170,2.2,-1.5,Color.yellow);
              ball[6] = new BallCollision(w,h,210,180,-1.2,-2.5,Color.blue);
              ball[7] = new BallCollision(w,h,330,30,-2.2,-1.8,Color.green);
              ball[8] = new BallCollision(w,h,180,220,-2.2,-1.8,Color.white);
              ball[9] = new BallCollision(w,h,330,130,-2.2,9.0,Color.gray);     
         public void actionPerformed(ActionEvent e)
              if(e.getSource() == startButton) start = true;
                   can.start();
              if(e.getSource() == stopButton) start = false;
                   can.stop();
         public void start()
              if (runner == null)
                   runner = new Thread (this);
                   runner.start();
         public void stop()
              if (runner != null)
                  runner.stop();
                    runner = null;
         public void run()
              while(true)
                   try {Thread.sleep(15);}
                     catch (Exception e) { }               
                   //move our balls around
                   for(int i=0;i<MAX;i++)
                        ball.move();
                   handleCollision();
                   repaint();     
         boolean collide(BallCollision b1, BallCollision b2)
              double wx=b1.getCenterX()-b2.getCenterX();
              double wy=b1.getCenterY()-b2.getCenterY();
              //the distance between 2 colling balls' centres is
              //calculated by the theorem of Pythagoras
              double distance=Math.sqrt(wx*wx+wy*wy);
              if(distance<b1.diameter)
                   return true;          
                   return false;     
         private void handleCollision()
              //ecah ball is checked for possible collisions
              for(int i=0;i<MAX;i++)
                   for(int j=0;j<MAX;j++)
                             if(i!=j)
                                  if(collide(ball[i], ball[j]))
                                       ball[i].hit(ball[j]);
                                       ball[j].hit(ball[i]);
         public void update(Graphics g)
              paint(g);
         public void paint(Graphics g)
              gr.setColor(Color.black);
              gr.fillRect(0,0,size().width,size().height);          
              //paint the balls
              for(int i=0;i<MAX;i++)
                        ball[i].paint(gr);          
              g.drawImage (img,0,0, this);                    
    class BallCollision
         int width, height;
         int diameter=30;
         //balls' coordinates and values to be incremented for directions
         double x, y, xIncremented, yIncremented, coll_x, coll_y;
         boolean collide;
         Color color;
         Graphics g;
         //constructor
         public BallCollision(int w, int h, int x, int y, double xInc, double yInc, Color c)
              width=w;
              height=h;
              this.x=x;
              this.y=y;
              this.xIncremented=xInc;
              this.yIncremented=yInc;          
              color=c;          
         public double getCenterX() {return x+diameter/2;}
         public double getCenterY() {return y+diameter/2;}
         public void move()
              if (collide)
                   double xvect=coll_x-getCenterX();
                   double yvect=coll_y-getCenterY();
                   if((xIncremented>0 && xvect>0) || (xIncremented<0 && xvect<0))
                        xIncremented=-xIncremented;
                   if((yIncremented>0 && yvect>0) || (yIncremented<0 && yvect<0))
                        yIncremented=-yIncremented;
                   collide=false;
              x+=xIncremented;
         y+=yIncremented;
              //if the ball reaches a wall, it bounces to the opposite direction
         if(x<1 || x>width-diameter)
              xIncremented=-xIncremented;
                   x+=xIncremented;
              if(y<1 || y>height-diameter)
                   yIncremented=-yIncremented;
                   y+=yIncremented;
         public void hit(BallCollision b)
              if(!collide)
                   coll_x=b.getCenterX();
                   coll_y=b.getCenterY();
                   collide=true;
         public void paint(Graphics graphics)
              g=graphics;
              g.setColor(color);
              //the coordinates in fillOval have to be int, so we cast
              //explicitly from double to int
              g.fillOval((int)x,(int)y,diameter,diameter);

    well i didnt arrive at this point without reading tutorials and researching.... sometimes other people can spot your mistakes a lot easier than you can, that's why I asked for help. 10x anyway for the interest!

  • Bouncing Ball Just Suddenly Stops Mid Bounce

    I have a application where each time you click the add ball button a new randomly colored ball is added to the jpanel. It works fine except that the balls suddenly stop at the same spot. I want them to continue to bounce for a longer period of time instead of like 8 bounces. It was going around withoutstopping prior to my getting the add new ball part working. I cannot seem to figure out what I did wrong. Also curious if anyone new of a tip as to how to get the balls to disappear once a button is clicked or their cycle runs out. Below is my code:
    import java.awt.*;
    import java.awt.event.*;
    import java.awt.geom.*;
    import java.util.*;
    import javax.swing.*;
    public class BounceBall{
        public static void main(String[] args) {
            JFrame frame = new BounceFrame();
            frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOS  E);
            frame.setVisible(true);
    class BounceFrame extends JFrame {
        private BallCanvas canvas;
        public static final int WIDTH = 450;
        public static final int HEIGHT = 350;
        public BounceFrame() {
            setSize(WIDTH, HEIGHT);
            setTitle("BounceThread");
            Container contentPane = getContentPane();
            canvas = new BallCanvas();
            contentPane.add(canvas, BorderLayout.CENTER);
            JPanel buttonPanel = new JPanel();
            addButton(buttonPanel, "Add Ball",
                    new ActionListener() {
                public void actionPerformed(ActionEvent evt) {
                    addBall();
            addButton(buttonPanel, "Exit",
                    new ActionListener() {
                public void actionPerformed(ActionEvent evt) {
                    System.exit(0);
    class BallThread extends Thread {
        private BouncingBall b;
        public BallThread(BouncingBall aBall) { b = aBall; }
        public void run() {
            try {
                for (int i = 1; i <= 1000; i++) {
                    b.move();
                    sleep(5);
            } catch (InterruptedException exception) {
    class BallCanvas extends JPanel {
        private ArrayList balls = new ArrayList();
        public void add(BouncingBall b) {
            balls.add(b);
        public void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2 = (Graphics2D)g;
            for (int i = 0; i < balls.size(); i++) {
                BouncingBall b = (BouncingBall)balls.get(i);
                b.draw(g2);
    class BouncingBall {
        private Component canvas;
        private static final int XSIZE = 15;
        private static final int YSIZE = 15;
        private int x = 0;
        private int y = 0;
        private int dx = 2;
        private int dy = 2;
        public BouncingBall(Component c) { canvas = c; }
        Color color = getColor();
        public void draw(Graphics2D g2) {
            g2.setColor(color);
            g2.fillOval(x,y,30,30);   // adds color to circle
            g2.drawOval(x,y,30,30);   // draws circle
        public void move() {
            x += dx;
            y += dy;
            if (x < 0) {
                x = 0;
                dx = -dx;
            if (x + XSIZE >= canvas.getWidth()) {
                x = canvas.getWidth() - XSIZE;
                dx = -dx;
            if (y < 0) {
                y = 0;
                dy = -dy;
            if (y + YSIZE >= canvas.getHeight()) {
                y = canvas.getHeight() - YSIZE;
                dy = -dy;
            canvas.repaint();
        private Color getColor() {
            int rval = (int)Math.floor(Math.random() * 256);
            int gval = (int)Math.floor(Math.random() * 256);
            int bval = (int)Math.floor(Math.random() * 256);
            return new Color(rval, gval, bval);
        }Edited by: wnymetsfan on Dec 2, 2007 2:01 PM

    wnymetsfan wrote:
    Actually it is comiliable as I ran it numerous times today asI tried to fix it. No, it does not compile. Besides the obvious error:
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOS  E);, a large part of the BounceFrame class seems to be missing: I don't see a addButton(...) anywhere.
    I posted here since it says new to java which I am. I also have posted here before with questions relatedto swing and 2D elements like graphs and no one else had an issue. It's not prohibited to post it here, but in the 2d forums, there are more people who know what they're talking about when it comes to 2D animations.
    Thanks for the links to the other forums I will post there. Sorry to bother you guys as I was not aware that New to Java meant only if it doesn't involves things like swing and 2DIt's not a bother: I merely said it for you to get help sooner.

  • Bouncing ball question

    Hi, I'm new to the forums and really new to java and I was wondering if anyone could help me with a simple java program that I'm writing.
    It deals simply with a bouncing ball (yes I know there's a topics on this one heh) that bounces aimlessly inside a drawing window.
    Here's my problem:
    I can make the ball bounce off two boundaries (top and right, left and bottom, right and bottom etc.) but when the ball reaches the 3rd boundary it just passes through it. It wont bounce off opposite sides (left and right, top and bottom) it only bounces off the first.
    I believe it has something to do with my if statements under the move method.
    I need to make some kind of loop so it keeps checking if the ball comes to a new boundary.
    Right now it's only checking it once and after it bounces the ball one time thats it.
    (I've tested all the boundaries to see if they bounce the ball and they all do, its just I can't bounce it more than 2 times)
    I'm stuck on how to write this loop statement. Any help would be greatly appreciated! Thanks.
    My code (If this isnt enough let me know please):
    (BallTester.java)
    import element.*;
    public class BallTester{
    public static void main(String[] args){
    int width = 500;
    int height = 400;
    DrawingWindow d = new DrawingWindow(width,height);      
    Ball b = new Ball(70,30,width,height);
    b.send(d);                                   
    (Ball.java)
    import element.*;
    public class Ball{
    int base; // center line of where the circle starts
    int size; // radius of circle
    int xPos,yPos; // circle ctr
    Circle c;
         int width, height;
         int dx,dy;
    public Ball(int base, int size, int width, int height) {
              this.base = base;
    this.size = size;
    c = new Circle(50,base,size);
              this.width = width; this.height = height;
              xPos = 50;
              yPos = base;
    public void drawOn(DrawingWindow d){
              //draws the circle
              c.drawOn(d);
    public void clearOn(DrawingWindow d){
              d.invertMode(); // black-> white
              drawOn(d); //redraw in white: erase!
              d.invertMode(); // white -> black
    public void move(int dx, int dy){
              //Sets boundaries for x values
              if((xPos<=size)||(xPos>=width-size)){
              dx = -dx;
              else
              xPos += dx;
              //Sets boundaries for y values
              if((yPos<=size)||(yPos>=height-size)){
              dy = -dy;
              else     
              yPos += dy;
              c.move(dx,dy);
    public void send(DrawingWindow d){
              Waiting w = new Waiting();
    //This below keeps the ball drawing up until j = width)
    for(int j = 0; j < width; j++){
              move(6,-3); // moves the circle based on dx, dy values
              this.drawOn(d);
    w.snooze(60);
    this.clearOn(d);}

    You don't need a loop to check - you just need to check every loop (before you repaint).
    I created an example for you. If this assignment is homework, don't hand it in - use it as a reference. Try to understand what's going on in the code and why it works.
    import java.awt.*;
    import javax.swing.*;
    public class Test extends JFrame {
        public Test () {
            getContentPane ().setLayout (new BorderLayout ());
            getContentPane ().add (new TestPanel ());
            setDefaultCloseOperation (DISPOSE_ON_CLOSE);
            setTitle ("Test");
            pack ();
            setLocationRelativeTo (null);
            setVisible (true);
        public static void main (String[] parameters) {
            new Test ();
        private class TestPanel extends JPanel {
            private Ball ball;
            public TestPanel () {
                ball = new Ball ();
                Thread painter = new Thread (new Runnable () {
                    public void run () {
                        while (true) {
                            try {
                                Thread.sleep (20);
                            } catch (InterruptedException exception) {}
                            repaint ();
                painter.setDaemon (true);
                painter.start ();
            public Dimension getPreferredSize () {
                return new Dimension (300, 200);
            public void paintComponent (Graphics g) {
                super.paintComponent (g);
                ball.move (getWidth (), getHeight ());
                ball.paint (g);
            private class Ball {
                private static final int W = 10;
                private static final int H = 10;
                private int x;
                private int y;
                private int dx;
                private int dy;
                public Ball () {
                    x = 0;
                    y = 0;
                    dx = 2;
                    dy = 2;
                public void move (int width, int height) {
                    int x = this.x + dx;
                    int y = this.y + dy;
                    if ((x < 0) || (x + W > width)) {
                        dx = -dx;
                        x = this.x + dx;
                    if ((y < 0) || (y + H > height)) {
                        dy = -dy;
                        y = this.y + dy;
                    this.x = x;
                    this.y = y;
                public void paint (Graphics g) {
                    g.fillOval (x, y, W, H);
    }

  • Possibility of drawing numbers on java bouncing balls?

    Can anyone show me how to put numbers on these moving balls in my code. I need the numbers 1-60 on them. I have two sets the red and white. Here is my code. Any help is appreciated. I am trying to write a program to represent the powerball.
    import java.awt.*;
    import java.applet.*;
    import java.util.*;
    import javax.swing.*;
    import java.awt.Rectangle;
    class CollideBall{
    int width, height;
    public static final int diameter=20;
    //coordinates and value of increment
    double x, y, xinc, yinc, coll_x, coll_y;
    boolean collide;
    Color color;
    Graphics g;
    Rectangle r;
    //the constructor
    public CollideBall(int w, int h, int x, int y, double xinc, double yinc, Color c){
    width=w;
    height=h;
    this.x=x;
    this.y=y;
    this.xinc=xinc;
    this.yinc=yinc;
    color=c;
    r=new Rectangle(150,80,130,90);
    public double getCenterX() {return x+diameter/2;}
    public double getCenterY() {return y+diameter/2;}
    public void alterRect(int x, int y, int w, int h){
    r.setLocation(x,y);
    r.setSize(w,h);
    public void move(){
    if (collide){  
    double xvect=coll_x-getCenterX();
    double yvect=coll_y-getCenterY();
    if((xinc>0 && xvect>0) || (xinc<0 && xvect<0))
    xinc=-xinc;
    if((yinc>0 && yvect>0) || (yinc<0 && yvect<0))
    yinc=-yinc;
    collide=false;
    x+=xinc;
    y+=yinc;
    //when the ball bumps against a boundary, it bounces off
    //ball width is 6 so if the ball becomes less then 6 it is touching the frame
    //if ball is greater than the entire width-the diameter of the rectangle, then the ball is just touching the frame of the rectangle and must switch to negative to go in opposit direction
    if(x<6 || x>width-diameter){
    xinc=-xinc;
    x+=xinc;
    //same thing as about just about the Y-axis instead of the x-axis
    if(y<6 || y>height-diameter){
    yinc=-yinc;
    y+=yinc;
    public void hit(CollideBall b){
    if(!collide){
    coll_x=b.getCenterX();
    coll_y=b.getCenterY();
    collide=true;
    public void paint(Graphics gr){
    g=gr;
    g.setColor(color);
    //the coordinates in fillOval have to be int, so we cast
    //explicitly from double to int
    g.fillOval((int)x,(int)y,diameter,diameter);
    //Draws half white and half dark gray arc around the balls to give light and shadow effect
    g.setColor(Color.white);
    g.drawArc((int)x,(int)y,diameter,diameter,45,180);
    g.setColor(Color.darkGray);
    g.drawArc((int)x,(int)y,diameter,diameter,225,180);
    public class BouncingBalls extends Applet implements Runnable { 
    Thread runner;
    Image Buffer;
    Graphics gBuffer;
    CollideBall ball[];
    //Obstacle o;
    //how many balls?
    static final int MAX=60;
    boolean intro=true,drag,shiftW,shiftN,shiftE,shiftS;
    boolean shiftNW,shiftSW,shiftNE,shiftSE;
    int xtemp,ytemp,startx,starty;
    int west, north, east, south;
    public void init() {  
    Buffer=createImage(getSize().width,getSize().height);
    gBuffer=Buffer.getGraphics();
    ball=new CollideBall[MAX];
    int w=getSize().width-5;
    int h=getSize().height-5;
    //our balls have different start coordinates, increment values
    //(speed, direction) and colors
    for (int i = 0;i<30;i++){
    ball=new CollideBall(w,h,48+i,500+i,1.5,2.0,Color.white);
    ball[i+30]=new CollideBall(w,h,890+i,200+i,1.5,2.0,Color.red);
    public void start(){
    if (runner == null) {
    runner = new Thread (this);
    runner.start();
    /* public void stop(){
    if (runner != null) {
    runner.stop();
    runner = null;
    public void run(){
    while(true) {
    Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
    try {runner.sleep(15);}
    catch (Exception e) { }
    //move our balls around
    for(int i=0;i<MAX;i++){
    ball[i].move();
    handleCollision();
    repaint();
    boolean collide(CollideBall b1, CollideBall b2){
    double wx=b1.getCenterX()-b2.getCenterX();
    double wy=b1.getCenterY()-b2.getCenterY();
    //we calculate the distance between the centers two
    //colliding balls (theorem of Pythagoras)
    double distance=Math.sqrt(wx*wx+wy*wy);
    if(distance<b1.diameter)
    return true;
    return false;
    private void handleCollision(){
    //we iterate through all the balls, checking for collision
    for(int i=0;i<MAX;i++)
    for(int j=0;j<MAX;j++){
    if(i!=j){         
    if(collide(ball[i], ball[j])){  
    ball[i].hit(ball[j]);
    ball[j].hit(ball[i]);
    public void update(Graphics g){
    paint(g);
    public void paint(Graphics g) { 
    gBuffer.setColor(Color.lightGray);
    gBuffer.fillRect(0,0,getSize().width,getSize().height);
    gBuffer.draw3DRect(5,5,getSize().width-10,getSize().height-10,false);
    //paint our balls
    for(int i=0;i<MAX;i++)
    ball[i].paint(gBuffer);
    g.drawImage (Buffer,0,0, this);
    Thanks again

    this.user wrote:
    JakeG27 post your code within the code tab it will be more clear.
    You can do this by clicking on CODE when you do this will appear { code} { code} post your code inbetween those to tags.
    ie
    { code} code... { code}
    and it will look like this
    code
    This must be the first sensible post you've ever made. At least you're able to copy someone else's response and pretend you know something.

  • Bouncing Ball without Main Method

    Hi. I needed to reserch on the Internet sample code for a blue bouncing ball which I did below. However, I try coding a main class to start the GUI applet and it's not working. How can I create the appropriate class that would contain the main method to start this particular application which the author did not provide? The actual applet works great and matches the objective of my research (http://www.terrence.com/java/ball.html). The DefaultCloseOperation issues an error so that's why is shown as remarks // below. Then the code in the Ball.java class issues some warning about components being deprecated as shown below. Thank you for your comments and suggestions.
    Compiling 2 source files to C:\Documents and Settings\Fausto Rivera\My Documents\NetBeansProjects\Rivera_F_IT271_0803B_01_PH3_DB\build\classes
    C:\Documents and Settings\Fausto Rivera\My Documents\NetBeansProjects\Rivera_F_IT271_0803B_01_PH3_DB\src\Ball.java:32: warning: [deprecation] size() in java.awt.Component has been deprecated
        size = this.size();
    C:\Documents and Settings\Fausto Rivera\My Documents\NetBeansProjects\Rivera_F_IT271_0803B_01_PH3_DB\src\Ball.java:93: warning: [deprecation] mouseDown(java.awt.Event,int,int) in java.awt.Component has been deprecated
      public boolean mouseDown(Event e, int x, int y) {
    2 warnings
    import javax.swing.*;
    public class BallMain {
    * @param args the command line arguments
    public static void main(String[] args) {
    Ball ball = new Ball();
    //ball.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
    ball.setSize( 500, 175 ); // set frame size
    ball.setVisible( true ); // display frame
    import java.awt.*;*
    *import java.applet.*;
    import java.util.Vector;
    // Java Bouncing Ball
    // Terrence Ma
    // Modified from Java Examples in a Nutshell
    public class Ball extends Applet implements Runnable {
    int x = 150, y = 100, r=50; // Position and radius of the circle
    int dx = 8, dy = 5; // Trajectory of circle
    Dimension size; // The size of the applet
    Image buffer; // The off-screen image for double-buffering
    Graphics bufferGraphics; // A Graphics object for the buffer
    Thread animator; // Thread that performs the animation
    boolean please_stop; // A flag asking animation thread to stop
    /** Set up an off-screen Image for double-buffering */
    public void init() {
    size = this.size();
    buffer = this.createImage(size.width, size.height);
    bufferGraphics = buffer.getGraphics();
    /** Draw the circle at its current position, using double-buffering */
    public void paint(Graphics g) {
    // Draw into the off-screen buffer.
    // Note, we could do even better clipping by setting the clip rectangle
    // of bufferGraphics to be the same as that of g.
    // In Java 1.1: bufferGraphics.setClip(g.getClip());
    bufferGraphics.setColor(Color.white);
    bufferGraphics.fillRect(0, 0, size.width, size.height); // clear the buffer
    bufferGraphics.setColor(Color.blue);
    bufferGraphics.fillOval(x-r, y-r, r*2, r*2); // draw the circle
    // Then copy the off-screen buffer onto the screen
    g.drawImage(buffer, 0, 0, this);
    /** Don't clear the screen; just call paint() immediately
    * It is important to override this method like this for double-buffering */
    public void update(Graphics g) { paint(g); }
    /** The body of the animation thread */
    public void run() {
    while(!please_stop) {
    // Bounce the circle if we've hit an edge.
    if ((x - r + dx < 0) || (x + r + dx > size.width)) dx = -dx;
    if ((y - r + dy < 0) || (y + r + dy > size.height)) dy = -dy;
    // Move the circle.
    x += dx; y += dy;
    // Ask the browser to call our paint() method to redraw the circle
    // at its new position. Tell repaint what portion of the applet needs
    // be redrawn: the rectangle containing the old circle and the
    // the rectangle containing the new circle. These two redraw requests
    // will be merged into a single call to paint()
    repaint(x-r-dx, y-r-dy, 2*r, 2*r); // repaint old position of circle
    repaint(x-r, y-r, 2*r, 2*r); // repaint new position of circle
    // Now pause 50 milliseconds before drawing the circle again.
    try { Thread.sleep(50); } catch (InterruptedException e) { ; }
    animator = null;
    /** Start the animation thread */
    public void start() {
    if (animator == null) {
    please_stop = false;
    animator = new Thread(this);
    animator.start();
    /** Stop the animation thread */
    public void stop() { please_stop = true; }
    /** Allow the user to start and stop the animation by clicking */
    public boolean mouseDown(Event e, int x, int y) {
    if (animator != null) please_stop = true; // if running request a stop
    else start(); // otherwise start it.
    return true;
    }

    FRiveraJr wrote:
    I believe that I stated that this not my code and it was code that I researched.and why the hll should this matter at all? If you want help here from volunteers, your code or not, don't you think that you should take the effort to format it properly?

  • Many Bouncing Balls Program

    I am trying to create a program that can use one method to create many bouncing balls.I want each ball to function independently of each other.
    The problem I am having is that when I call my BouncingBall () method three times, it only creates one ball that moves randomly instead of three.
    If you have any idea of how to tackle this problem I would really appreciate if you shared them with me. I am relatively new to java.
    I read that threads might be a good option to work on this problem but I am not sure how to use them.
    *(Code Starts)*
    import acm.graphics.*;
    import acm.program.*;
    import acm.util.*;
    import java.awt.*;
    import java.awt.event.*;
    public class BouncingBalls extends GraphicsProgram {
         public void run(){
              BouncingBall(50, 50);
              BouncingBall(100, 100);
              BouncingBall(300, 300);
         public void BouncingBall(double width, double height) {
              //Create variables for x and y position of balls
              double xPosition = getWidth()/2;
              double yPosition = getHeight()/2;
              //Create Ball
              GOval Ball = new GOval (xPosition, yPosition, width, height);
              add (Ball);
              // Initialize variables for use in Random movement method
              double xMoveBall = rgen.nextDouble(-4.0, 4.0);
              double yMoveBall = rgen.nextDouble(-4.0, 4.0);
              //Ball's Random Movement
              while (true) {     
                        Ball.move(xMoveBall,yMoveBall);
                        pause(10);
                             xPosition += xMoveBall;
                             yPosition += yMoveBall;
                   //Ball's Collisions     with walls
                   if (xPosition >= (getWidth() - width)) {
                        xMoveBall = -(xMoveBall);
                        pause(10);
                   if (xPosition <= 0){
                        xMoveBall = -(xMoveBall);
                        pause(10);
                   if (yPosition <= 0){
                        yMoveBall = -(yMoveBall);
                        pause(10);
                   if (yPosition >= getHeight() - height){
                        yMoveBall = -(yMoveBall);
                        pause(10);
         private RandomGenerator rgen = RandomGenerator.getInstance();{}
    *(Code Ends)*

    Hi,
    I have been experimenting with threads for the last couple of days. Here is the code I have been working on. I explain what I am trying to do below it:
    import acm.graphics.*;
    import acm.program.*;
    import acm.util.*;
    import java.awt.*;
    import java.awt.event.*;
    public class BB5 extends GraphicsProgram implements Runnable{
         // Debbuging Label
         private GLabel label = new GLabel("");
         //Initialize variables for ball's position
         private double xPosition = getWidth()/2;
         private double yPosition = getHeight()/2;
         //Initialize variables for use in Random movement method
         private double yMoveBall;
         private double xMoveBall;
         //Initialize variables for width and height of ball, so that they can be used in both metods: bounce() and CreateBall()
         private double width;
         private double height;
         public void mouseClicked (MouseEvent e){
              new Thread(this).start();
         public void run() {
              CreateBall(50,50).bounce();
         public void CreateBall(double x, double y) {
              //Create variables for x and y position of balls
                 xPosition = getWidth()/2;
                 yPosition = getHeight()/2;
              //Create Ball
              x = width;
              y = height;
              GOval Ball = new GOval (xPosition, yPosition, width, height);
              add (Ball);
         public void bounce() {     
         yMoveBall = rgen.nextDouble(-4.0, 4.0);
         xMoveBall = rgen.nextDouble(-4.0, 4.0);
              //Ball's Random Movement
              while (true){
                   //Put thread to sleep for 5 milliseconds so that other balls can use bounce()
                   try { Thread.sleep(5); } catch(InterruptedException e) {}
                        //Move Ball created in previous methods
                        Ball.move(xMoveBall,yMoveBall);
                        pause(10);
                             xPosition += xMoveBall;
                             yPosition += yMoveBall;
                             label.setLabel(""+xPosition); add (label, 50, 50);
                   //Ball's Collisions     with walls
                   if (xPosition >= (getWidth() - width)) {
                        xMoveBall = -(xMoveBall);
                        pause(10);
                   if (xPosition  <= 0){
                        xMoveBall = -(xMoveBall);
                        pause(10);
                   if (yPosition  <= 0){
                        yMoveBall = -(yMoveBall);
                        pause(10);
                   if (yPosition  >= getHeight() - height){
                        yMoveBall = -(yMoveBall);
                        pause(10);
         private RandomGenerator rgen = RandomGenerator.getInstance();{}
    }The idea is that I have a method that creates the ball CreateBall(), and another that bounces the ball bounce().
    My init method creates one ball. Then, when I click the mouse, I create a new thread which applies the bounce method to the ball by running the run method.
    Inside the bounce method, I have a thread sleep so that other threads can be started.
    Eventually, what I would like to do, is that everytime I click the mouse, a new ball is created and the bounce is applied to it.
    I am also having trouble with getting the ball from my CreateBall() method, to work inside my bounce().
    Can you please help me understand what might be wrong with my code?
    Thank you!

  • How to make a JPanel selectable

    When extending a JPanel and overriding the paintComponent() method the custom JPanel can not be selected so that it gets for example KeyEvents.
    But if I make the new Class extend a JButton it gets of course selected and able to receive for example KeyEvents.
    My question is therefore; what does the JButton implement that a JPanel doesn&#8217;t so that a JButton gets selectable? Or in other words; how to make a JPanel selectable?
    Aleksander.

    Try this extended code. Only the first panel added can get the Focus.
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    class Test extends JFrame
      public Test()
        setLocation(400,300);
        setDefaultCloseOperation(EXIT_ON_CLOSE);
        JPanel panel1 = new JPanel(new BorderLayout());
        JPanel panel2 = new JPanel(new BorderLayout());
        ImagePanel imgPanel = new ImagePanel();
        panel1.setFocusable(true);
        panel2.setFocusable(true);
        panel1.setPreferredSize(new Dimension(0, 50));
        panel2.setPreferredSize(new Dimension(0, 50));
        panel1.setBorder(BorderFactory.createLineBorder(Color.RED,     4));
        panel2.setBorder(BorderFactory.createLineBorder(Color.CYAN,    4));
        imgPanel.setBorder(BorderFactory.createLineBorder(Color.BLACK, 4));
        panel1.add(new JLabel("Panel 1"), BorderLayout.CENTER);
        panel2.add(new JLabel("Panel 2"), BorderLayout.CENTER);
        getContentPane().add(panel1, BorderLayout.NORTH);
        getContentPane().add(panel2, BorderLayout.SOUTH);
        getContentPane().add(imgPanel, BorderLayout.CENTER);   
        pack();
        panel1.addKeyListener(new KeyAdapter(){
            public void keyPressed(KeyEvent ke){
                System.out.println("Panel1");}});
        panel2.addKeyListener(new KeyAdapter(){
            public void keyPressed(KeyEvent ke){
                System.out.println("Panel2");}});
      public static void main(String[] args){new Test().setVisible(true);}
    class ImagePanel extends JPanel
      Image img;
      public ImagePanel()
        setFocusable(true);
        setPreferredSize(new Dimension(400,300));
        try{img = javax.imageio.ImageIO.read(new java.net.URL(getClass().getResource("Test.gif"), "Test.gif"));}
        catch(Exception e){/*handled in paintComponent()*/}
        addKeyListener(new KeyAdapter(){
          public void keyPressed(KeyEvent ke){
            System.out.println("ImagePanel");}});
      public void paintComponent(Graphics g)
        if(img != null)
          g.drawImage(img, 0,0,this.getWidth(),this.getHeight(),this);
        else
          g.drawString("This space for rent",50,50);
    }

  • Mac is way too slow and bouncing ball is constant

    I ran the etrecheck and this is what it came back with.  What should I do?
    Problem description:
    Bouncing ball all the time…computer super slow.
    EtreCheck version: 2.1.7 (114)
    Report generated January 31, 2015 at 5:37:13 PM PST
    Download EtreCheck from http://etresoft.com/etrecheck
    Click the [Support] links for help with non-Apple products.
    Click the [Details] links for more information about that line.
    Click the [Adware] links for help removing adware.
    Hardware Information: ℹ️
        MacBook Pro (15-inch, Early 2011) (Technical Specifications)
        MacBook Pro - model: MacBookPro8,2
        1 2 GHz Intel Core i7 CPU: 4-core
        4 GB RAM Upgradeable
            BANK 0/DIMM0
                2 GB DDR3 1333 MHz ok
            BANK 1/DIMM0
                2 GB DDR3 1333 MHz ok
        Bluetooth: Old - Handoff/Airdrop2 not supported
        Wireless:  en1: 802.11 a/b/g/n
        Battery Health: Normal - Cycle count 263
    Video Information: ℹ️
        Intel HD Graphics 3000 - VRAM: 384 MB
        AMD Radeon HD 6490M - VRAM: 256 MB
            Color LCD 1440 x 900
    System Software: ℹ️
        OS X 10.10.2 (14C109) - Time since boot: 0:13:39
    Disk Information: ℹ️
        ST9500325ASG disk0 : (500.11 GB)
            EFI (disk0s1) <not mounted> : 210 MB
            Recovery HD (disk0s3) <not mounted>  [Recovery]: 650 MB
            Macintosh HD (disk1) / : 498.88 GB (235.63 GB free)
                Core Storage: disk0s2 499.25 GB Online
        HL-DT-ST DVDRW  GS23NR 
    USB Information: ℹ️
        Apple Inc. FaceTime HD Camera (Built-in)
        HP Photosmart Plus B210 series
        Apple Inc. Apple Internal Keyboard / Trackpad
        Apple Inc. BRCM2070 Hub
            Apple Inc. Bluetooth USB Host Controller
        Apple Computer, Inc. IR Receiver
    Thunderbolt Information: ℹ️
        Apple Inc. thunderbolt_bus
    Gatekeeper: ℹ️
        Mac App Store and identified developers
    Kernel Extensions: ℹ️
            /System/Library/Extensions
        [loaded]    com.LaCie.ScsiType00 (1.2.9 - SDK 10.6) [Support]
        [loaded]    com.jmicron.driver.jmPeripheralDevice (2.0.4) [Support]
        [not loaded]    com.kaspersky.kext.klif (3.0.0d23) [Support]
        [loaded]    com.kaspersky.nke (1.0.2d43) [Support]
        [loaded]    com.lacie.driver.LaCie_RemoteComms (1.0.1 - SDK 10.4) [Support]
        [loaded]    com.oxsemi.driver.OxsemiDeviceType00 (1.28.13 - SDK 10.5) [Support]
    Launch Daemons: ℹ️
        [loaded]    com.adobe.fpsaud.plist [Support]
        [running]    com.fitbit.galileod.plist [Support]
    User Launch Agents: ℹ️
        [loaded]    com.adobe.ARM.[...].plist [Support]
    User Login Items: ℹ️
        iTunesHelper    Application Hidden (/Applications/iTunes.app/Contents/MacOS/iTunesHelper.app)
    Internet Plug-ins: ℹ️
        FlashPlayer-10.6: Version: 16.0.0.296 - SDK 10.6 [Support]
        QuickTime Plugin: Version: 7.7.3
        Flash Player: Version: 16.0.0.296 - SDK 10.6 [Support]
        Default Browser: Version: 600 - SDK 10.10
        SharePointBrowserPlugin: Version: 14.3.9 - SDK 10.6 [Support]
        Silverlight: Version: 5.1.20913.0 - SDK 10.6 [Support]
        JavaAppletPlugin: Version: 15.0.0 - SDK 10.10 Check version
    Safari Extensions: ℹ️
        Pin It Button [Installed]
    3rd Party Preference Panes: ℹ️
        Flash Player  [Support]
    Time Machine: ℹ️
        Skip System Files: NO
        Mobile backups: ON
        Auto backup: YES
        Volumes being backed up:
            Macintosh HD: Disk size: 498.88 GB Disk used: 263.25 GB
        Destinations:
            LaCie [Local]
            Total size: 499.76 GB
            Total number of backups: 11
            Oldest backup: 2013-04-08 05:32:50 +0000
            Last backup: 2014-12-29 20:32:29 +0000
            Size of backup disk: Too small
                Backup size 499.76 GB < (Disk used 263.25 GB X 3)
    Top Processes by CPU: ℹ️
             5%    WindowServer
             0%    systemstatsd
             0%    HP Scanner 3
             0%    AppleSpell
             0%    fontd
    Top Processes by Memory: ℹ️
        232 MB    Image Capture Extension
        159 MB    ocspd
        133 MB    Safari
        120 MB    com.apple.WebKit.WebContent
        94 MB    Dock
    Virtual Memory Information: ℹ️
        40 MB    Free RAM
        1.56 GB    Active RAM
        1.53 GB    Inactive RAM
        1.14 GB    Wired RAM
        1.40 GB    Page-ins
        5 MB    Page-outs
    Diagnostics Information: ℹ️
        Jan 31, 2015, 05:24:14 PM    Self test - passed

    I can't stand peremptory affirmations like "Nothing is wrong with Safari".
    Thousands of users can't be wrong (see the discussions).
    If I read you the right way, it's never software' fault, it's the user who's the culprit.
    Amazing!
    In this very case, the fact is we can't give to "christinefromfonthill" a good solution because weren't sitting in front of her Mac.
    You give her a good advice which could, perhaps, lead to an improvement.
    But must also admit that Safari is a very slow browser compared to Firefox or Chrome.
    And you can't ignore all the problems which arose when upgrading to Lion and were related to the new build and specs of Safari 5.1.
    The best example is the apparition of "garbage type" (use of Last Resort font) when reading numerous sites. This never occured before and is the direct consequence of Safari compliance to Web Open Type. This standard prohibits the use of Type 1 Postscript Fonts and is the reason why so many people are in trouble.
    I use a Mac for more than 25 years.
    I am a very "clean" user who hates the bells and whistles of third party.
    My Mac is always up-to-date and despite all my Mac loving care, I run into some problems.
    Imagine the nightmare which can occurs for the vulgum pecus who isn't, by definition, a power user aware of all the requirements for running a System in optimal conditions.
    May be Safari is one step in advance on its time but lambda users are paying the price for it.

  • How to dynamically resize JPanel at runtime??

    Hello Sir:
    I met a problem, I need to resize a small JPanel called panel within a main Control JPanel (with null Layout) if I click the mouse then I can Drag and Resize this small JPanel Border to the size I need at runtime, I know I can use panel.setSize() or panel.setPreferredSize() methods at design time,
    But I have no idea how to do it even I search this famous fourm,
    How to dynamically resize JPanel at runtime??
    Can any guru throw some light or good example??
    Thanks

    Why are you using a null layout? Wouldn't having a layout manager help you in this situation?

  • How to place a JPanel at the center of another JPanel?

    Can anyone tell me how to place a JPanel inside another JPanel? The first JPanel consists of three JPanels each consisting of a label&textfield and are placed using BoxLayout. The second JPanel is a big blank screen. So, i would like to put the first JPanel at the center of second JPanel(horizontally & vertically). The problem is that i don't have any other component. So,if i try to use FlowLayout, i am able to put it at the center(horizontally, not vertically) only on the top edge. I tried to use BoxLayout. But, i couldn't(as i don't have any other elements). I tried to create some blank elements. But, they are messing up the elements of my JPanel. Any cluesssssssss??????????

    import java.awt.*;
    import javax.swing.*;
    public class CenteredLayout
        private JPanel getPanel()
            GridBagLayout gridbag = new GridBagLayout();
            GridBagConstraints gbc = new GridBagConstraints();
            gbc.insets = new Insets(2,2,2,2);
            JPanel p = new JPanel(gridbag);
            addComponents(new JLabel("label 1"), new JTextField(8), p, gbc);
            addComponents(new JLabel("label 2"), new JTextField(8), p, gbc);
            addComponents(new JLabel("label 3"), new JTextField(8), p, gbc);
            JPanel panel = new JPanel(gridbag);
            panel.setBackground(Color.pink);
            gbc.anchor = GridBagConstraints.CENTER;
            gbc.insets = new Insets(0,0,0,0);
            panel.add(p, gbc);
            return panel;
        private void addComponents(Component c1, Component c2, Container c,
                                   GridBagConstraints gbc)
            gbc.anchor = GridBagConstraints.EAST;
            gbc.gridwidth = GridBagConstraints.RELATIVE;
            c.add(c1, gbc);
            gbc.anchor = GridBagConstraints.WEST;
            gbc.gridwidth = GridBagConstraints.REMAINDER;
            c.add(c2, gbc);
        public static void main(String[] args)
            JFrame f = new JFrame();
            f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            f.getContentPane().add(new CenteredLayout().getPanel());
            f.setSize(400,400);
            f.setLocation(200,200);
            f.setVisible(true);
    }

  • How does repaint work?

    Can anybody tell me how does repaint work.

    hmm
    raheel_siddiqi = mraheel.
    Smart way of transferring Dukes (and earning more
    Dukes).
    Irrelevant question asked --> Posted in wrong forum
    --> STOOPID answer given ---> Dukes transferred.Very well pointed.... ;(
    >
    raheel bhai.. yeh baccho ka khel nahi hai :)Well Said :-)

  • Attempted to create a slideshow (version 9.3) and get the dreaded twiling ball that will not go away; iphoto locked up when open.  how do I get rid of the ball.  Have forced quit seveal times and opens with the ball p

    Attempted to create a slideshow (version 9.3) and get the dreaded spinning ball that will not go away; iphoto locked up when open.  how do I get rid of the ball.  Have forced quit seveal times and opens with the spinning ball.

    Make a temporary, backup copy if you don't have a backup copy of the library (select the library and type Command+D) and  apply the two fixes below in order as needed:
    Fix #1
    Launch iPhoto with the Command+Option keys held down and rebuild the library.
    Since only one option can be run at a time start with Option #1, followed by #3 and then #4
    Launch iPhoto and try again.
    Fix #2
    Using iPhoto Library Manager  to Rebuild Your iPhoto Library
    Download iPhoto Library Manager and launch.
    Click on the Add Library button, navigate to your Home/Pictures folder and select your iPhoto Library folder.
    Now that the library is listed in the left hand pane of iPLM, click on your library and go to the File ➙ Rebuild Library menu option
    In the next  window name the new library and select the location you want it to be placed.
    Click on the Create button.
    Note: This creates a new library based on the LIbraryData.xml file in the library and will recover Events, Albums, keywords, titles and comments but not books, calendars or slideshows. The original library will be left untouched for further attempts at fixing the problem or in case the rebuilt library is not satisfactory.
    OT

Maybe you are looking for

  • To get all tsql errors in sql server arised on particular date

    Hello all, Is there any T-Sql Command in Sql Server to get the list of Errors Occurred , While Writing a Queries. Like in server any thing if we get a error it will be stored in logs right (EG :  Exec SP_ReadErrorLog ),Or going through SqlServer-Agen

  • Lightroom 5 download issue!

    I Have a mac computer and im trying to download the free trial but when i click on the file in the downloads i keep getting this: "Couldn't open "Adobe Photoshop Lightroom 5.pkg". and it stating it can not be completed. Is it not compatable with my m

  • TEXT_IO with Read

    HI, I have a Text file, in that each column separated by "TAB". I have to read each column and display it into Oracle forms(Forms6i). Using TEXT_IO package, how can i do this ? Thanks in advance.

  • Splitting and InDesign CS2 file.

    Going back a little old school here with the CS2. I have a file that is 100 pages and I am looking to split it into 5 different files of 20 pages apiece. I was wondering if anyone knew if that was possible.

  • Oracle 11.2.0.2.0 installer for download...

    Hi All, I want to install oracle 11.2.0.2.0 in to my environment but I dont find any installer on oracle website. can anyone suggest me from where I get this installer? or there is no installer yet published by oracle and only patchset is available f