Swing timer, setDealy issue in bouncing balls

Hi!
I have a problem with an assignment with bouncing footballs. There are three classes; footBall which picks a football (soccer)from referencelibrary and here I have a swing timer. The next class is footballfield(fotBollsPlan) that also has a timer in it and an arraylist for the footballs. Here I also have a mouseListener, so every time I click on the footballfield I create a new football. And finally a main-class. So, I click on the panel and create footballs that starts to bounc around inside the frame. Here is the code:
Football class:
code
package uppgift2;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.lang.Thread;
import java.net.URL;
import javax.swing.*;
public class FotBoll implements ActionListener{
     private final int storlek;
     private int x;
     private int xfart;
     private int y;
     private int yfart;
     private FotBollsPlan plan;
     public FotBoll (int x, int y, int xfart, int yfart, int storlek){
          this.storlek = storlek;
          this.x = x;
          this.y = y;
          this.xfart = xfart;
          this.yfart = yfart;
          plan = new FotBollsPlan();
          Timer t = new Timer(100, this);
          t.start();
     public void actionPerformed(ActionEvent ae){
               if (x < 0 || x > 700)
                    xfart = - xfart;
               if (y < 0 || y > 500)
                    yfart = - yfart;
               x = xfart + x;
               y = yfart + y;
     public void rita(Graphics g){
          ClassLoader cl = this.getClass().getClassLoader();
          URL url = cl.getResource("fotboll" + storlek + ".png");
          Image im = (new javax.swing.ImageIcon(url)).getImage();
          g.drawImage(im, x, y, null );
Footballfield class:code
package uppgift2;
import java.awt.*;
import java.lang.Thread;
import java.awt.event.*;
import static javax.swing.JLabel.*;
import javax.swing.*;
public class FotBollsPlan extends JPanel implements MouseListener, ActionListener{
     private java.util.List<FotBoll>fotbollsObjekt;
     private int nrOfBalls;
     private int delay;
     private int loopslot;
     private Timer t;
     private JLabel label = new JLabel();
     public FotBollsPlan(){
     fotbollsObjekt = new java.util.ArrayList<FotBoll>();
     delay = 50;
     t = new Timer(delay, this);
     t.start();
     addMouseListener(this);
public void paintComponent(Graphics g){
          super.paintComponent(g);
          for (FotBoll fb : fotbollsObjekt){
               fb.rita(g);
          System.out.println("rita : " + fotbollsObjekt.size());
     public void actionPerformed(ActionEvent ae){
          // An ActionEvent from the timer so we let the timer repaint
          loopslot++;
          System.out.println("loopslot: " + loopslot);
          if(loopslot == 50){
               //t.stop();
               delay = 3000;
               t.setDelay(delay);
               t.restart();
               System.out.println("DELAY: " + t.getDelay());
               repaint();
               loopslot = 0;
               System.out.println("XXXX - if sats: " + loopslot);
               //t.stop();
               if(delay == 3000){
                    delay = 50;
               t.setDelay(delay);
               t.restart();
               System.out.println("DELAY: " + t.getDelay());
               //System.out.println("InitialDELAY: " + t.getInitialDelay());
               repaint();
     public void mouseClicked(MouseEvent me){
          int xfart = (int)(Math.random()*50) - 2;
          int yfart = (int)(Math.random()*50) - 2;
          int storlek = (int)(Math.random()*10) + 1;
          if (me.getButton()== MouseEvent.BUTTON1){
               FotBoll fb = new FotBoll(me.getX(), me.getY(),xfart, yfart, storlek);
               fotbollsObjekt.add(fb);
     public void mouseEntered(MouseEvent me) {}
     public void mouseExited(MouseEvent me) {}
     public void mousePressed(MouseEvent me) {}
     public void mouseReleased(MouseEvent me) {}
code
code
Main:
package uppgift2;
import java.awt.*;
import java.awt.event.*;
import java.net.URL;
import javax.swing.*;
public class FotBollMain extends JFrame {
     private FotBoll fb;
     private FotBollsPlan plan1;
public FotBollMain(){
          setTitle("Test av FotBollsPlan");
          setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
          ClassLoader cl = this.getClass().getClassLoader();
          URL url = cl.getResource("fotbollsplan.png");
                    JLabel label = new JLabel(new ImageIcon(url));
          label.setLayout(new GridLayout(1,1));
                    setSize(800, 600);
          setLocation(25, 25);
                    plan1 = new FotBollsPlan();
          plan1.add(label);
                    add(plan1, BorderLayout.CENTER);
                    setVisible(true);
     public static void main(String[] args)
                    FotBollMain test = new FotBollMain();
code
Everything works fine when clicking on the panel and the balls starts to bounce around. But in evenly intervalls the panel should "freeze" for a couple of seconds - showing(painting ) all the balls and then go back again bouncing around. I try to setDelay to 3000 ms which means that for this period of time the panel is "frozen" and then setDelay 50 ms, ie the balls should start bouncing around again. But this doesn't work out. This is the actionPerformed method in the class FotBollsPlan. As you understand I've tried different scenarios but I just can't figure out how to get this to work. The way the code works right now is that if I create four balls, they will all be representing an event and I seem to setDelay for every event not the whole Timer. Does anyone understand this?
By the way, I don't understand the codetags here.
Anders

Hi!
I have a problem with an assignment with bouncing footballs. There are three classes; footBall which picks a football (soccer)from referencelibrary and here I have a swing timer. The next class is footballfield(fotBollsPlan) that also has a timer in it and an arraylist for the footballs. Here I also have a mouseListener, so every time I click on the footballfield I create a new football. And finally a main-class. So, I click on the panel and create footballs that starts to bounc around inside the frame. Here is the code:
Football class:
code
package uppgift2;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.lang.Thread;
import java.net.URL;
import javax.swing.*;
public class FotBoll implements ActionListener{
     private final int storlek;
     private int x;
     private int xfart;
     private int y;
     private int yfart;
     private FotBollsPlan plan;
     public FotBoll (int x, int y, int xfart, int yfart, int storlek){
          this.storlek = storlek;
          this.x = x;
          this.y = y;
          this.xfart = xfart;
          this.yfart = yfart;
          plan = new FotBollsPlan();
          Timer t = new Timer(100, this);
          t.start();
     public void actionPerformed(ActionEvent ae){
               if (x < 0 || x > 700)
                    xfart = - xfart;
               if (y < 0 || y > 500)
                    yfart = - yfart;
               x = xfart + x;
               y = yfart + y;
     public void rita(Graphics g){
          ClassLoader cl = this.getClass().getClassLoader();
          URL url = cl.getResource("fotboll" + storlek + ".png");
          Image im = (new javax.swing.ImageIcon(url)).getImage();
          g.drawImage(im, x, y, null );
Footballfield class:code
package uppgift2;
import java.awt.*;
import java.lang.Thread;
import java.awt.event.*;
import static javax.swing.JLabel.*;
import javax.swing.*;
public class FotBollsPlan extends JPanel implements MouseListener, ActionListener{
     private java.util.List<FotBoll>fotbollsObjekt;
     private int nrOfBalls;
     private int delay;
     private int loopslot;
     private Timer t;
     private JLabel label = new JLabel();
     public FotBollsPlan(){
     fotbollsObjekt = new java.util.ArrayList<FotBoll>();
     delay = 50;
     t = new Timer(delay, this);
     t.start();
     addMouseListener(this);
public void paintComponent(Graphics g){
          super.paintComponent(g);
          for (FotBoll fb : fotbollsObjekt){
               fb.rita(g);
          System.out.println("rita : " + fotbollsObjekt.size());
     public void actionPerformed(ActionEvent ae){
          // An ActionEvent from the timer so we let the timer repaint
          loopslot++;
          System.out.println("loopslot: " + loopslot);
          if(loopslot == 50){
               //t.stop();
               delay = 3000;
               t.setDelay(delay);
               t.restart();
               System.out.println("DELAY: " + t.getDelay());
               repaint();
               loopslot = 0;
               System.out.println("XXXX - if sats: " + loopslot);
               //t.stop();
               if(delay == 3000){
                    delay = 50;
               t.setDelay(delay);
               t.restart();
               System.out.println("DELAY: " + t.getDelay());
               //System.out.println("InitialDELAY: " + t.getInitialDelay());
               repaint();
     public void mouseClicked(MouseEvent me){
          int xfart = (int)(Math.random()*50) - 2;
          int yfart = (int)(Math.random()*50) - 2;
          int storlek = (int)(Math.random()*10) + 1;
          if (me.getButton()== MouseEvent.BUTTON1){
               FotBoll fb = new FotBoll(me.getX(), me.getY(),xfart, yfart, storlek);
               fotbollsObjekt.add(fb);
     public void mouseEntered(MouseEvent me) {}
     public void mouseExited(MouseEvent me) {}
     public void mousePressed(MouseEvent me) {}
     public void mouseReleased(MouseEvent me) {}
code
code
Main:
package uppgift2;
import java.awt.*;
import java.awt.event.*;
import java.net.URL;
import javax.swing.*;
public class FotBollMain extends JFrame {
     private FotBoll fb;
     private FotBollsPlan plan1;
public FotBollMain(){
          setTitle("Test av FotBollsPlan");
          setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
          ClassLoader cl = this.getClass().getClassLoader();
          URL url = cl.getResource("fotbollsplan.png");
                    JLabel label = new JLabel(new ImageIcon(url));
          label.setLayout(new GridLayout(1,1));
                    setSize(800, 600);
          setLocation(25, 25);
                    plan1 = new FotBollsPlan();
          plan1.add(label);
                    add(plan1, BorderLayout.CENTER);
                    setVisible(true);
     public static void main(String[] args)
                    FotBollMain test = new FotBollMain();
code
Everything works fine when clicking on the panel and the balls starts to bounce around. But in evenly intervalls the panel should "freeze" for a couple of seconds - showing(painting ) all the balls and then go back again bouncing around. I try to setDelay to 3000 ms which means that for this period of time the panel is "frozen" and then setDelay 50 ms, ie the balls should start bouncing around again. But this doesn't work out. This is the actionPerformed method in the class FotBollsPlan. As you understand I've tried different scenarios but I just can't figure out how to get this to work. The way the code works right now is that if I create four balls, they will all be representing an event and I seem to setDelay for every event not the whole Timer. Does anyone understand this?
By the way, I don't understand the codetags here.
Anders

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              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);
    }

  • 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?

  • 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!

  • 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

  • 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("");
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        1 2 GHz Intel Core i7 CPU: 4-core
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            BANK 1/DIMM0
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        AMD Radeon HD 6490M - VRAM: 256 MB
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            Recovery HD (disk0s3) <not mounted>  [Recovery]: 650 MB
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        Apple Inc. Apple Internal Keyboard / Trackpad
        Apple Inc. BRCM2070 Hub
            Apple Inc. Bluetooth USB Host Controller
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        [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]
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        [loaded]    com.adobe.ARM.[...].plist [Support]
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        QuickTime Plugin: Version: 7.7.3
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        Silverlight: Version: 5.1.20913.0 - SDK 10.6 [Support]
        JavaAppletPlugin: Version: 15.0.0 - SDK 10.10 Check version
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        Pin It Button [Installed]
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            Last backup: 2014-12-29 20:32:29 +0000
            Size of backup disk: Too small
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            r=new Rectangle(150,80,130,90);
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        public double getCenterY() {return y+diameter/2;}
        public void move() {
            if (collide) {
            x+=xinc;
            y+=yinc;
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            //bounce off the obstacle
        public void hit(CollideBall b) {
            if(!collide) {
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                coll_y=b.getCenterY();
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        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);
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            g.drawArc((int)x,(int)y,diameter,diameter,225,180);
            g.dispose(); ////////
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        public void run() {
            while(true) {
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                    balls.repairCollisions(this);
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                balls.canvas.repaint();
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        public Graphics gBuffer;
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        private Obstacle o;
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        private static final int SPEED_INIT = 3;
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        private static final int INIT_Y = 30;
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        private ChangeListener listener;
        private MouseListener mlistener;
        private int speedToSet = SPEED_INIT;
        public JPanel canvas;
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        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");
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        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();
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            //colliding balls (theorem of Pythagoras)
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                return true;
            return false;
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            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)
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    at fuck.CollideBall.run(CollideBall.java:153)
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    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:
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    at java.lang.Object.notifyAll(Native Method)
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    at java.lang.Object.notifyAll(Native Method)
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