Problems Rendering images in Custom Stationery

I have been trying to create stationery with an image in the letterhead, and I keep getting the dreaded blue Lego, whether I try a jpeg image or a PDF.
Are there any suggestions?

Thanks,
V.K. I've seen this thread. I'm not much with HTML. Can you recommend a good, cheap html editor. Many thanks.

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    http://www.flickr.com/photos/terencewong/73360989/
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    I did erase and install 3 to 4 times using both the install disc and my Tiger Family Pack. All ended up with strips on the JPEG images and the generated MPEG movies.
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    I have 2 classes for rendering images. When i run the application, the images kept flashing, may i know how could i actually have 1 image appearing instead of many images flashing? In other words, i would like in a way similar to mosaic rendering process...Thanks alot
    import javax.swing.ImageIcon;
    import javax.swing.JApplet;
    import javax.swing.JComponent;
    import javax.swing.JLabel;
    import javax.swing.JPanel;
    import java.awt.BorderLayout;
    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Toolkit;
    import java.awt.event.ActionEvent;
    import java.awt.event.ActionListener;
    import java.io.BufferedInputStream;
    * TumbleItem.java requires these files:
    * SwingWorker.java
    * all the images in the images/tumble directory
    * (or, if specified in the applet tag, another directory [dir]
    * with images named T1.gif ... Tx.gif, where x is the total
    * number of images [nimgs])
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    * such as the HTML code in TumbleItem.html or TumbleItem.atag,
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    //from which the images are loaded
    javax.swing.Timer timer;
    //the timer animating the images
    int pause; //the length of the pause between revs
    int offset; //how much to offset between loops
    int off; //the current offset
    int speed; //animation speed
    int nimgs; //number of images to animate
    int width; //width of the applet's content pane
    Animator animator; //the applet's content pane
    ImageIcon imgs[]; //the images
    int maxWidth; //width of widest image
    boolean finishedLoading = false;
    JLabel statusLabel;
    static Color[] labelColor = { Color.black, Color.black,
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    Color.black, Color.black,
    Color.white, Color.white,
    Color.white, Color.white };
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    dir = (at != null) ? at : "images/tumble";
    at = getParameter("pause");
    pause = (at != null) ? Integer.valueOf(at).intValue() : 1900;
    at = getParameter("offset");
    offset = (at != null) ? Integer.valueOf(at).intValue() : 0;
    at = getParameter("speed");
    speed = (at != null) ? (1000 / Integer.valueOf(at).intValue()) : 100;
    at = getParameter("nimgs");
    nimgs = (at != null) ? Integer.valueOf(at).intValue() : 16;
    at = getParameter("maxwidth");
    maxWidth = (at != null) ? Integer.valueOf(at).intValue() : 0;
    * Create the GUI. For thread safety, this method should
    * be invoked from the event-dispatching thread.
    private void createGUI() {
    //Animate from right to left if offset is negative.
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    if (offset < 0) {
    off = width - maxWidth;
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    //at a particular offset.
    animator = new Animator();
    animator.setOpaque(true);
    animator.setBackground(Color.white);
    setContentPane(animator);
    //Put a "Loading Images..." label in the middle of
    //the content pane. To center the label's text in
    //the applet, put it in the center part of a
    //BorderLayout-controlled container, and center-align
    //the label's text.
    statusLabel = new JLabel("Loading Images...",
    JLabel.CENTER);
    statusLabel.setForeground(labelColor[0]);
    animator.add(statusLabel, BorderLayout.CENTER);
    //Called when this applet is loaded into the browser.
    public void init() {
    loadAppletParameters();
    //Execute a job on the event-dispatching thread:
    //creating this applet's GUI.
    try {
    javax.swing.SwingUtilities.invokeAndWait(new Runnable() {
    public void run() {
    createGUI();
    } catch (Exception e) {
    System.err.println("createGUI didn't successfully complete");
    //Set up the timer that will perform the animation.
    timer = new javax.swing.Timer(speed, this);
    timer.setInitialDelay(pause);
    timer.setCoalesce(false);
    timer.start(); //Start the animation.
    //Loading the images can take quite a while, so to
    //avoid staying in init() (and thus not being able
    //to show the "Loading Images..." label) we'll
    //load the images in a SwingWorker thread.
    imgs = new ImageIcon[nimgs];
    final SwingWorker worker = new SwingWorker() {
    public Object construct() {
    //Images are numbered 1 to nimgs,
    //but fill array from 0 to nimgs-1.
    for (int i = 0; i < nimgs; i++) {
    imgs[i] = loadImage(i+1);
    finishedLoading = true;
    return imgs;
    //Executes in the event-dispatching thread.
    public void finished() {
    //Remove the "Loading images" label.
    animator.removeAll();
    loopslot = -1;
    worker.start();
    //The component that actually presents the GUI.
    public class Animator extends JPanel {
    public Animator() {
    super(new BorderLayout());
    protected void paintComponent(Graphics g) {
    super.paintComponent(g);
    if (finishedLoading &&
    (loopslot > -1) && (loopslot < nimgs)) {
    if (imgs != null && imgs[loopslot] != null) {
    imgs[loopslot].paintIcon(this, g, off, 0);
    //Update the the loopslot (frame number) and the offset.
    //If it's the last frame, restart the timer to get a long
    //pause between loops.
    public void actionPerformed(ActionEvent e) {
    loopslot++;
    if (!finishedLoading) {
    int colorIndex = loopslot % labelColor.length;
    try {
    statusLabel.setForeground(labelColor[colorIndex]);
    } catch (NullPointerException exc) {}
    return;
    if (loopslot >= nimgs) {
    loopslot = 0;
    off += offset;
    if (off < 0) {
    off = width - maxWidth;
    } else if (off + maxWidth > width) {
    off = 0;
    animator.repaint();
    if (loopslot == nimgs - 1) {
    timer.restart();
    //Called to start the applet's execution.
    public void start() {
    if (finishedLoading && (nimgs > 1)) {
    timer.restart();
    //Called to stop (temporarily or permanently) the applet's execution.
    public void stop() {
    timer.stop();
    protected ImageIcon loadImage(int imageNum) {
    String path = dir + "/Image" + imageNum + ".jpg";
    int MAX_IMAGE_SIZE = 2400; //Change this to the size of
    //your biggest image, in bytes.
    int count = 0;
    BufferedInputStream imgStream = new BufferedInputStream(
    this.getClass().getResourceAsStream(path));
    if (imgStream != null) {
    byte buf[] = new byte[MAX_IMAGE_SIZE];
    try {
    count = imgStream.read(buf);
    imgStream.close();
    } catch (java.io.IOException ioe) {
    System.err.println("Couldn't read stream from file: " + path);
    return null;
    if (count <= 0) {
    System.err.println("Empty file: " + path);
    return null;
    return new ImageIcon(Toolkit.getDefaultToolkit().createImage(buf));
    } else {
    System.err.println("Couldn't find file: " + path);
    return null;
    public String getAppletInfo() {
    return "Title: TumbleItem v1.2, 23 Jul 1997\n"
    + "Author: Interactive Mosaic\n"
    + "A simple Item class to play an image loop.";
    public String[][] getParameterInfo() {
    String[][] info = {
    {"img", "string", "the directory containing the images to loop"},
    {"pause", "int", "pause between complete loops; default is 3900"},
    {"offset", "int", "offset of each image to simulate left (-) or "
    + "right (+) motion; default is 0 (no motion)"},
    {"speed", "int", "the speed at which the frames are looped; "
    + "default is 100"},
    {"nimgs", "int", "the number of images to be looped; default is 16"},
    {"maxwidth", "int", "the maximum width of any image in the loop; "
    + "default is 0"}
    return info;
    import javax.swing.SwingUtilities;
    public abstract class SwingWorker {
    private Object value; // see getValue(), setValue()
    * Class to maintain reference to current worker thread
    * under separate synchronization control.
    private static class ThreadVar {
    private Thread thread;
    ThreadVar(Thread t) { thread = t; }
    synchronized Thread get() { return thread; }
    synchronized void clear() { thread = null; }
    private ThreadVar threadVar;
    * Get the value produced by the worker thread, or null if it
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    protected synchronized Object getValue() {
    return value;
    * Set the value produced by worker thread
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    Thread t = threadVar.get();
    if (t != null) {
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    threadVar.clear();
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    if (t == null) {
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    return null;
    * Start a thread that will call the <code>construct</code> method
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    public SwingWorker() {
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    public void run() { finished(); }
    Runnable doConstruct = new Runnable() {
    public void run() {
    try {
    setValue(construct());
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    threadVar.clear();
    SwingUtilities.invokeLater(doFinished);
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    I have 2 classes for rendering images. When i run the application, the images kept flashing, may i know how could i actually have 1 image appearing instead of many images flashing? In other words, i would like in a way similar to mosaic rendering process...Thanks alot
    import javax.swing.ImageIcon;
    import javax.swing.JApplet;
    import javax.swing.JComponent;
    import javax.swing.JLabel;
    import javax.swing.JPanel;
    import java.awt.BorderLayout;
    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Toolkit;
    import java.awt.event.ActionEvent;
    import java.awt.event.ActionListener;
    import java.io.BufferedInputStream;
    * TumbleItem.java requires these files:
    * SwingWorker.java
    * all the images in the images/tumble directory
    * (or, if specified in the applet tag, another directory [dir]
    * with images named T1.gif ... Tx.gif, where x is the total
    * number of images [nimgs])
    * the appropriate code to specify that the applet be executed,
    * such as the HTML code in TumbleItem.html or TumbleItem.atag,
    * or the JNLP code in TumbleItem.jnlp
    public class TumbleItem extends JApplet
    implements ActionListener {
    int loopslot = -1; //the current frame number
    String dir; //the directory relative to the codebase
    //from which the images are loaded
    javax.swing.Timer timer;
    //the timer animating the images
    int pause; //the length of the pause between revs
    int offset; //how much to offset between loops
    int off; //the current offset
    int speed; //animation speed
    int nimgs; //number of images to animate
    int width; //width of the applet's content pane
    Animator animator; //the applet's content pane
    ImageIcon imgs[]; //the images
    int maxWidth; //width of widest image
    boolean finishedLoading = false;
    JLabel statusLabel;
    static Color[] labelColor = { Color.black, Color.black,
    Color.black, Color.black,
    Color.black, Color.black,
    Color.white, Color.white,
    Color.white, Color.white };
    //Called by init.
    protected void loadAppletParameters() {
    //Get the applet parameters.
    String at = getParameter("img");
    dir = (at != null) ? at : "images/tumble";
    at = getParameter("pause");
    pause = (at != null) ? Integer.valueOf(at).intValue() : 1900;
    at = getParameter("offset");
    offset = (at != null) ? Integer.valueOf(at).intValue() : 0;
    at = getParameter("speed");
    speed = (at != null) ? (1000 / Integer.valueOf(at).intValue()) : 100;
    at = getParameter("nimgs");
    nimgs = (at != null) ? Integer.valueOf(at).intValue() : 16;
    at = getParameter("maxwidth");
    maxWidth = (at != null) ? Integer.valueOf(at).intValue() : 0;
    * Create the GUI. For thread safety, this method should
    * be invoked from the event-dispatching thread.
    private void createGUI() {
    //Animate from right to left if offset is negative.
    width = getSize().width;
    if (offset < 0) {
    off = width - maxWidth;
    //Custom component to draw the current image
    //at a particular offset.
    animator = new Animator();
    animator.setOpaque(true);
    animator.setBackground(Color.white);
    setContentPane(animator);
    //Put a "Loading Images..." label in the middle of
    //the content pane. To center the label's text in
    //the applet, put it in the center part of a
    //BorderLayout-controlled container, and center-align
    //the label's text.
    statusLabel = new JLabel("Loading Images...",
    JLabel.CENTER);
    statusLabel.setForeground(labelColor[0]);
    animator.add(statusLabel, BorderLayout.CENTER);
    //Called when this applet is loaded into the browser.
    public void init() {
    loadAppletParameters();
    //Execute a job on the event-dispatching thread:
    //creating this applet's GUI.
    try {
    javax.swing.SwingUtilities.invokeAndWait(new Runnable() {
    public void run() {
    createGUI();
    } catch (Exception e) {
    System.err.println("createGUI didn't successfully complete");
    //Set up the timer that will perform the animation.
    timer = new javax.swing.Timer(speed, this);
    timer.setInitialDelay(pause);
    timer.setCoalesce(false);
    timer.start(); //Start the animation.
    //Loading the images can take quite a while, so to
    //avoid staying in init() (and thus not being able
    //to show the "Loading Images..." label) we'll
    //load the images in a SwingWorker thread.
    imgs = new ImageIcon[nimgs];
    final SwingWorker worker = new SwingWorker() {
    public Object construct() {
    //Images are numbered 1 to nimgs,
    //but fill array from 0 to nimgs-1.
    for (int i = 0; i < nimgs; i++) {
    imgs[i] = loadImage(i+1);
    finishedLoading = true;
    return imgs;
    //Executes in the event-dispatching thread.
    public void finished() {
    //Remove the "Loading images" label.
    animator.removeAll();
    loopslot = -1;
    worker.start();
    //The component that actually presents the GUI.
    public class Animator extends JPanel {
    public Animator() {
    super(new BorderLayout());
    protected void paintComponent(Graphics g) {
    super.paintComponent(g);
    if (finishedLoading &&
    (loopslot > -1) && (loopslot < nimgs)) {
    if (imgs != null && imgs[loopslot] != null) {
    imgs[loopslot].paintIcon(this, g, off, 0);
    //Update the the loopslot (frame number) and the offset.
    //If it's the last frame, restart the timer to get a long
    //pause between loops.
    public void actionPerformed(ActionEvent e) {
    loopslot++;
    if (!finishedLoading) {
    int colorIndex = loopslot % labelColor.length;
    try {
    statusLabel.setForeground(labelColor[colorIndex]);
    } catch (NullPointerException exc) {}
    return;
    if (loopslot >= nimgs) {
    loopslot = 0;
    off += offset;
    if (off < 0) {
    off = width - maxWidth;
    } else if (off + maxWidth > width) {
    off = 0;
    animator.repaint();
    if (loopslot == nimgs - 1) {
    timer.restart();
    //Called to start the applet's execution.
    public void start() {
    if (finishedLoading && (nimgs > 1)) {
    timer.restart();
    //Called to stop (temporarily or permanently) the applet's execution.
    public void stop() {
    timer.stop();
    protected ImageIcon loadImage(int imageNum) {
    String path = dir + "/Image" + imageNum + ".jpg";
    int MAX_IMAGE_SIZE = 2400; //Change this to the size of
    //your biggest image, in bytes.
    int count = 0;
    BufferedInputStream imgStream = new BufferedInputStream(
    this.getClass().getResourceAsStream(path));
    if (imgStream != null) {
    byte buf[] = new byte[MAX_IMAGE_SIZE];
    try {
    count = imgStream.read(buf);
    imgStream.close();
    } catch (java.io.IOException ioe) {
    System.err.println("Couldn't read stream from file: " + path);
    return null;
    if (count <= 0) {
    System.err.println("Empty file: " + path);
    return null;
    return new ImageIcon(Toolkit.getDefaultToolkit().createImage(buf));
    } else {
    System.err.println("Couldn't find file: " + path);
    return null;
    public String getAppletInfo() {
    return "Title: TumbleItem v1.2, 23 Jul 1997\n"
    + "Author: Interactive Mosaic\n"
    + "A simple Item class to play an image loop.";
    public String[][] getParameterInfo() {
    String[][] info = {
    {"img", "string", "the directory containing the images to loop"},
    {"pause", "int", "pause between complete loops; default is 3900"},
    {"offset", "int", "offset of each image to simulate left (-) or "
    + "right (+) motion; default is 0 (no motion)"},
    {"speed", "int", "the speed at which the frames are looped; "
    + "default is 100"},
    {"nimgs", "int", "the number of images to be looped; default is 16"},
    {"maxwidth", "int", "the maximum width of any image in the loop; "
    + "default is 0"}
    return info;
    import javax.swing.SwingUtilities;
    public abstract class SwingWorker {
    private Object value; // see getValue(), setValue()
    * Class to maintain reference to current worker thread
    * under separate synchronization control.
    private static class ThreadVar {
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    private ThreadVar threadVar;
    * Get the value produced by the worker thread, or null if it
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    public abstract Object construct();
    * Called on the event dispatching thread (not on the worker thread)
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    public void interrupt() {
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    if (t != null) {
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    threadVar.clear();
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    * Returns null if either the constructing thread or the current
    * thread was interrupted before a value was produced.
    * @return the value created by the <code>construct</code> method
    public Object get() {
    while (true) { 
    Thread t = threadVar.get();
    if (t == null) {
    return getValue();
    try {
    t.join();
    catch (InterruptedException e) {
    Thread.currentThread().interrupt(); // propagate
    return null;
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    public SwingWorker() {
    final Runnable doFinished = new Runnable() {
    public void run() { finished(); }
    Runnable doConstruct = new Runnable() {
    public void run() {
    try {
    setValue(construct());
    finally {
    threadVar.clear();
    SwingUtilities.invokeLater(doFinished);
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    threadVar = new ThreadVar(t);
    * Start the worker thread.
    public void start() {
    Thread t = threadVar.get();
    if (t != null) {
    t.start();
    }

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    ===============================
    =======================
    Separate JPanel Class
    =======================
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    * Created on July 17, 2008, 4:16 PM
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    * @author  Deepak K. Shrestha
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        // Variables declaration - do not modify                    
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    * @author  Deepak K. Shrestha
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    private javax.swing.JScrollPane jScrollPaneCanvas;
    private javax.swing.JScrollPane jScrollPaneList;
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    =======================
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    ===========================================
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    BUILD STOPPED (total time: 10 seconds)
    ===============================================
    Thanks

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