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.

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            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)
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    package ****;
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    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

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    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.
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    *(Code Starts)*
    import acm.graphics.*;
    import acm.program.*;
    import acm.util.*;
    import java.awt.*;
    import java.awt.event.*;
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         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.*;
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         // 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.
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  • 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".
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A: Is it possible to pass blob from java to PL/SQL ?

Thank you, but I think I have a Java problem...
Here is my code :
package zip;
import java.sql.*;
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import oracle.sql.BLOB;
public class ReadBLOB {
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Taille 2 : 86
!!!!????!!!!????

Thank you, but I think I have a Java problem...
Here is my code :
package zip;
import java.sql.*;
import oracle.jdbc.OracleDriver;
import oracle.sql.BLOB;
public class ReadBLOB {
    public static BLOB getBLOB(int aId, String aJDBC) {
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            if (rs.next()) {
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                System.out.println("Taille 1 : "+vBlob.length());
            connection.close();
        } catch (Exception e) {
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    public static void main(String[] args) throws Exception {
        BLOB vBlob = getBLOB(1, "jdbc:oracle:thin:@vdn-ceg5:1521:DEV5");
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}When I run the main method, I have :
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Taille 2 : 86
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