Trying to convert VBScript to Java

I want to change this VB Script into Java for use in Dreamweaver
<% If rsCalendarDetails("images") <> "" Then %>
<img src="images/calendarphotos<%=(rsCalendarDetails.Fields.Item("images").Value)%>">
<% Else %>
<images src="images/calendarphotos/nopix.gif">
<% End If %>Thanks for anyone who can convert this to a Java script for me. I am a designer first, programming novice....

I want to change this VB Script into Java for use in
Dreamweaver
<% If rsCalendarDetails("images") <> "" Then
%>
<img
src="images/calendarphotos<%=(rsCalendarDetails.Fields
.Item("images").Value)%>">
<% Else %>
<images src="images/calendarphotos/nopix.gif">
<% End If %>Thanks for anyone who can convert this to a Java
script for me. I am a designer first, programming
novice....Okay first of all Java and JavaScript are not the same things. But as that code does database access I would say that you do in fact mean Java.
Probably JSP or servlets. But what you have posted isn't nearly enough information because you will have to convert everything including the bits where you connect to the datasource and execute your query.
You should probably go somewhere where you can pay someone to write this for you. It probably won't cost you much for a straight conversion (which may not be ideal but apparently is what you want).

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    private Image offScreenImage;
    private Image backGroundImage;
    private Image[] gifImages = new Image[6];
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    private Sprite pressStartSprite = null ;
    private Image YouLose ;
    private Sprite YouLoseSprite = null ;
    private Image NextStage ;
    private Sprite NextStageSprite = null ;
    private Image GamePaused ;
    private Sprite GamePausedSprite = null ;
    //offscreen graphics context
    private Graphics offScreenGraphicsCtx;
    private Thread animationThread;
    private MediaTracker mediaTracker;
    private SpriteManager spriteManager;
    //Animation display rate, 12fps
    private int animationDelay = 83;
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    private int message = 0 ; // 0 = no message (normal playing phase)
    // 1 = press space to start
    // 2 = press space for next level
    // 3 = game PAUSED, press space to unpause
    // 4 = You LOSE
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    try
    new Balls() ;
    catch (java.net.MalformedURLException e)
    System.out.println(e);
    }//end main
    public void start()
    //Create and start animation thread
    animationThread = new Thread(this);
    animationThread.start();
    public void init()
    try
    new Balls() ;
    catch (java.net.MalformedURLException e)
    System.out.println(e);
    public Balls() throws java.net.MalformedURLException
    {//constructor
    // Load and track the images
    mediaTracker = new MediaTracker(this);
    backGroundImage = getImage(getDocumentBase(), "background.gif");
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    PressStart = getImage(getDocumentBase(), "press_start.gif");
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    NextStage = getImage(getDocumentBase(), "stage_complete.gif");
    mediaTracker.addImage(NextStage, 0);
    GamePaused = getImage(getDocumentBase(), "game_paused.gif");
    mediaTracker.addImage(GamePaused, 0);
    YouLose = getImage(getDocumentBase(), "you_lose.gif");
    mediaTracker.addImage(YouLose, 0);
    //Get and track 6 images to use
    // for sprites
    gifImages[0] = getImage(getDocumentBase(), "blueball.gif");
    mediaTracker.addImage(gifImages[0], 0);
    gifImages[1] = getImage(getDocumentBase(), "redball.gif");
    mediaTracker.addImage(gifImages[1], 0);
    gifImages[2] = getImage(getDocumentBase(), "greenball.gif");
    mediaTracker.addImage(gifImages[2], 0);
    gifImages[3] = getImage(getDocumentBase(), "yellowball.gif");
    mediaTracker.addImage(gifImages[3], 0);
    gifImages[4] = getImage(getDocumentBase(), "purpleball.gif");
    mediaTracker.addImage(gifImages[4], 0);
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    mediaTracker.addImage(gifImages[5], 0);
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    // be loaded
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    mediaTracker.waitForID(0);
    }catch (InterruptedException e) {
    System.out.println(e);
    }//end catch
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    // of the background image.
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    //Insets will be used later to
    // limit the graphics area to the
    // client area of the Frame.
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    int height = backGroundImage.getHeight(this);
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    // possible that the size isn't
    // known yet. Do the following
    // just in case.
    //Wait until size is known
    while(width == -1 || height == -1)
    System.out.println("Waiting for image");
    width = backGroundImage.getWidth(this);
    height = backGroundImage.getHeight(this);
    }//end while loop
    //Display the frame
    setSize(width,height);
    setVisible(true);
    //setTitle("Balls");
    //Anonymous inner class window
    // listener to terminate the
    // program.
    this.addWindowListener
    (new WindowAdapter()
    {public void windowClosing(WindowEvent e){System.exit(0);}});
    // Add a key listener for keyboard management
    this.addKeyListener(this);
    }//end constructor
    public void run()
    Point center_place = new Point(
    backGroundImage.getWidth(this)/2-PressStart.getWidth(this)/2,
    backGroundImage.getHeight(this)/2-PressStart.getHeight(this)/2) ;
    pressStartSprite = new Sprite(this, PressStart, center_place, new Point(0, 0),true);
    center_place = new Point(
    backGroundImage.getWidth(this)/2-NextStage.getWidth(this)/2,
    backGroundImage.getHeight(this)/2-NextStage.getHeight(this)/2) ;
    NextStageSprite = new Sprite(this, NextStage, center_place, new Point(0, 0),true);
    center_place = new Point(
    backGroundImage.getWidth(this)/2-GamePaused.getWidth(this)/2,
    backGroundImage.getHeight(this)/2-GamePaused.getHeight(this)/2) ;
    GamePausedSprite = new Sprite(this, GamePaused, center_place, new Point(0, 0),true);
    center_place = new Point(
    backGroundImage.getWidth(this)/2-YouLose.getWidth(this)/2,
    backGroundImage.getHeight(this)/2-YouLose.getHeight(this)/2) ;
    YouLoseSprite = new Sprite(this, YouLose, center_place, new Point(0, 0),true);
    BackgroundImage bgimage = new BackgroundImage(this, backGroundImage) ;
    for (;;) // infinite loop
    long time = System.currentTimeMillis();
    message = 1 ; // "press start to begin"
    while (message != 0)
    repaint() ;
    try
    time += animationDelay;
    Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
    catch (InterruptedException e)
    System.out.println(e);
    }//end catch
    boolean you_lose = false ;
    for (int max_speed = 7 ; !you_lose && max_speed < 15 ; max_speed++)
    for (int difficulty = 2 ; !you_lose && difficulty < 14 ; difficulty++)
    boolean unfinished_stage = true ;
    spriteManager = new SpriteManager(bgimage);
    spriteManager.setParameters(difficulty, max_speed) ;
    //Create 15 sprites from 6 gif
    // files.
    for (int cnt = 0; cnt < 15; cnt++)
    if (cnt == 0)
    Point position = new Point(
    backGroundImage.getWidth(this)/2-gifImages[0].getWidth(this)/2,
    backGroundImage.getHeight(this)/2-gifImages[0].getHeight(this)/2) ;
    spriteManager.addSprite(makeSprite(position, 0, false));
    else
    Point position = spriteManager.
    getEmptyPosition(new Dimension(gifImages[0].getWidth(this),
    gifImages[0].getHeight(this)));
    if (cnt < difficulty)
    spriteManager.addSprite(makeSprite(position, 1, true));
    else
    spriteManager.addSprite(makeSprite(position, 2, true));
    }//end for loop
    time = System.currentTimeMillis();
    while (!spriteManager.getFinishedStage() && !spriteManager.getGameOver())
    // Loop, sleep, and update sprite
    // positions once each 83
    // milliseconds
    spriteManager.update();
    repaint();
    try
    time += animationDelay;
    Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
    catch (InterruptedException e)
    System.out.println(e);
    }//end catch
    }//end while loop
    if (spriteManager.getGameOver())
    message = 4 ;
    while (message != 0)
    spriteManager.update();
    repaint();
    try
    time += animationDelay;
    Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
    catch (InterruptedException e)
    System.out.println(e);
    }//end catch
    you_lose = true ;
    if (spriteManager.getFinishedStage())
    message = 2 ;
    while (message != 0)
    spriteManager.update();
    repaint();
    try
    time += animationDelay;
    Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
    catch (InterruptedException e)
    System.out.println(e);
    }//end catch
    } // end for difficulty loop
    } // end for max_speed
    } // end infinite loop
    }//end run method
    private Sprite makeSprite(Point position, int imageIndex, boolean wind)
    return new Sprite(
    this,
    gifImages[imageIndex],
    position,
    new Point(rand.nextInt() % 5,
    rand.nextInt() % 5),
    wind);
    }//end makeSprite()
    //Overridden graphics update method
    // on the Frame
    public void update(Graphics g)
    //Create the offscreen graphics
    // context
    if (offScreenGraphicsCtx == null)
    offScreenImage = createImage(getSize().width,
    getSize().height);
    offScreenGraphicsCtx = offScreenImage.getGraphics();
    }//end if
    if (message == 0)
    // Draw the sprites offscreen
    spriteManager.drawScene(offScreenGraphicsCtx);
    else if (message == 1)
    pressStartSprite.drawSpriteImage(offScreenGraphicsCtx);
    else if (message == 2)
    NextStageSprite.drawSpriteImage(offScreenGraphicsCtx);
    else if (message == 3)
    GamePausedSprite.drawSpriteImage(offScreenGraphicsCtx);
    else if (message == 4)
    YouLoseSprite.drawSpriteImage(offScreenGraphicsCtx);
    // Draw the scene onto the screen
    if(offScreenImage != null)
    g.drawImage(offScreenImage, 0, 0, this);
    }//end if
    }//end overridden update method
    //Overridden paint method on the
    // Frame
    public void paint(Graphics g)
    //Nothing required here. All
    // drawing is done in the update
    // method above.
    }//end overridden paint method
    // Methods to handle Keyboard event
    public void keyPressed(KeyEvent evt)
    int key = evt.getKeyCode(); // Keyboard code for the pressed key.
    if (key == KeyEvent.VK_SPACE)
    if (message != 0)
    message = 0 ;
    else
    message = 3 ;
    if (key == KeyEvent.VK_LEFT)
    if (spriteManager != null)
    spriteManager.goLeft() ;
    else if (key == KeyEvent.VK_RIGHT)
    if (spriteManager != null)
    spriteManager.goRight() ;
    else if (key == KeyEvent.VK_UP)
    if (spriteManager != null)
    spriteManager.goUp() ;
    else if (key == KeyEvent.VK_DOWN)
    if (spriteManager != null)
    spriteManager.goDown() ;
    if (spriteManager != null)
    spriteManager.setMessage(message) ;
    public void keyReleased(KeyEvent evt)
    public void keyTyped(KeyEvent e)
    char key = e.getKeyChar() ;
    //~ if (key == 's')
    //~ stop = true ;
    //~ else if (key == 'c')
    //~ stop = false ;
    //~ spriteManager.setStop(stop) ;
    }//end class Balls
    //===================================//
    class BackgroundImage
    private Image image;
    private Component component;
    private Dimension size;
    public BackgroundImage(
    Component component,
    Image image)
    this.component = component;
    size = component.getSize();
    this.image = image;
    }//end construtor
    public Dimension getSize(){
    return size;
    }//end getSize()
    public Image getImage(){
    return image;
    }//end getImage()
    public void setImage(Image image){
    this.image = image;
    }//end setImage()
    public void drawBackgroundImage(Graphics g)
    g.drawImage(image, 0, 0, component);
    }//end drawBackgroundImage()
    }//end class BackgroundImage
    //===========================
    class SpriteManager extends Vector
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    private boolean game_over = false ;
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    private int max_speed ;
    public boolean getFinishedStage()
    finished_stage = true ;
    for (int cnt = difficulty ; cnt < size(); cnt++)
    Sprite sprite = (Sprite)elementAt(cnt);
    if (!sprite.getEaten())
    finished_stage = false ;
    return finished_stage ;
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    public void setParameters(int diff, int speed)
    difficulty = diff ;
    max_speed = speed ;
    finished_stage = false ;
    game_over = false ;
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    for (int cnt = 0;cnt < size(); cnt++)
    sprite = (Sprite)elementAt(cnt);
    sprite.setSpeed(max_speed) ;
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    this.backgroundImage = backgroundImage ;
    }//end constructor
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    spriteSize.height);
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    while (!empty && numTries++ < 100)
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    trialSpaceOccupied.y =
    Math.abs(rand.nextInt() %
    backgroundImage.
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    collision = true;
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    }//end for loop
    empty = !collision;
    }//end while loop
    return new Point(trialSpaceOccupied.x, trialSpaceOccupied.y);
    }//end getEmptyPosition()
    public void update()
    Sprite sprite;
    // treat special case of sprite #0 (the player)
    sprite = (Sprite)elementAt(0);
    sprite.updatePosition() ;
    int hitIndex = testForCollision(sprite);
    if (hitIndex != -1)
    if (hitIndex < difficulty)
    { // if player collides with an hunter (red ball), he loose
    sprite.setEaten() ;
    game_over = true ;
    else
    // if player collides with an hunted (green ball), he eats the green
    ((Sprite)elementAt(hitIndex)).setEaten() ;
    //Iterate through sprite list
    for (int cnt = 1;cnt < size(); cnt++)
    sprite = (Sprite)elementAt(cnt);
    //Update a sprite's position
    sprite.updatePosition();
    //Test for collision. Positive
    // result indicates a collision
    hitIndex = testForCollision(sprite);
    if (hitIndex >= 0)
    //a collision has occurred
    bounceOffSprite(cnt,hitIndex);
    }//end if
    }//end for loop
    }//end update
    public void setMessage(int message)
    Sprite sprite;
    //Iterate through sprite list
    for (int cnt = 0;cnt < size(); cnt++)
    sprite = (Sprite)elementAt(cnt);
    //Update a sprite's stop status
    sprite.setMessage(message);
    }//end for loop
    }//end update
    public void goLeft()
    Sprite sprite = (Sprite)elementAt(0);
    sprite.goLeft() ;
    public void goRight()
    Sprite sprite = (Sprite)elementAt(0);
    sprite.goRight() ;
    public void goUp()
    Sprite sprite = (Sprite)elementAt(0);
    sprite.goUp() ;
    public void goDown()
    Sprite sprite = (Sprite)elementAt(0);
    sprite.goDown() ;
    private int testForCollision(Sprite testSprite)
    //Check for collision with other
    // sprites
    Sprite sprite;
    for (int cnt = 0;cnt < size(); cnt++)
    sprite = (Sprite)elementAt(cnt);
    if (sprite == testSprite)
    //don't check self
    continue;
    //Invoke testCollision method
    // of Sprite class to perform
    // the actual test.
    if (testSprite.testCollision(sprite))
    //Return index of colliding
    // sprite
    return cnt;
    }//end for loop
    return -1;//No collision detected
    }//end testForCollision()
    private void bounceOffSprite(int oneHitIndex, int otherHitIndex)
    //Swap motion vectors for
    // bounce algorithm
    Sprite oneSprite = (Sprite)elementAt(oneHitIndex);
    Sprite otherSprite = (Sprite)elementAt(otherHitIndex);
    Point swap = oneSprite.getMotionVector();
    oneSprite.setMotionVector(otherSprite.getMotionVector());
    otherSprite.setMotionVector(swap);
    }//end bounceOffSprite()
    public void drawScene(Graphics g)
    //Draw the background and erase
    // sprites from graphics area
    //Disable the following statement
    // for an interesting effect.
    backgroundImage.drawBackgroundImage(g);
    //Iterate through sprites, drawing
    // each sprite
    for (int cnt = 0;cnt < size(); cnt++)
    ((Sprite)elementAt(cnt)).drawSpriteImage(g);
    }//end drawScene()
    public void addSprite(Sprite sprite)
    addElement(sprite);
    }//end addSprite()
    }//end class SpriteManager
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    private Component component;
    private Image image;
    private Rectangle spaceOccupied;
    private Point motionVector;
    private Rectangle bounds;
    private Random rand;
    private int message = 0 ; // number of message currently displayed (0 means "no message" = normal game)
    private int max_speed = 7 ;
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    private boolean wind = true ;
    private boolean go_left = false ;
    private boolean go_right = false ;
    private boolean go_up = false ;
    private boolean go_down = false ;
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    , component.getSize().height - (topBanner + bottomBorder));
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    message = message_number ;
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    public void goRight()
    go_right = true ;
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    go_up = true ;
    public void goDown()
    go_down = true ;
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    [code]
    2007-04-02 17:34:24,332 INFO [com.adobe.native2pdf.internal.DequeueBean] Retry enabled for Native conversion
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    2007-04-02 17:34:24,676 INFO [STDOUT] Command line '"C:\Adobe\LiveCycle\jboss\j2re1.4.2_04_compiler\bin\javaw.exe"'
    2007-04-02 17:34:27,222 INFO [STDOUT] myOwnProcesses found 2
    2007-04-02 17:34:27,925 INFO [STDOUT] com.adobe.native2pdf.bmc.ConvertWord starting run()
    2007-04-02 17:34:28,315 INFO [STDOUT] com.adobe.native2pdf.bmc.ConvertWord calling execute
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    2007-04-02 17:34:36,860 INFO [com.adobe.native2pdf.internal.AESEngineBean] AES_1002: Done processing job c27e1f-6c2951-465685-a7364b-845e2f-7ae0a1
    2007-04-02 17:34:36,860 INFO [STDOUT] com.adobe.native2pdf.bmc.ConvertWord shutdown JniWrapper
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    [/code]

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    1
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    2
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    9
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    12
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    16
    17
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    18
                    try {   
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    21
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                            ipeCur.Enumerable) {  
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    28
    29
    30
                        try {   
    31
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    33
                            ipeCur.PropertyValue = value;   
    34
    35
                        finally {   
    36
                            Edit.DisableMouseHook = false;  
    37
                            Edit.HookMouseDown = capture;   
    38
    39
    40
                    catch (Exception ex) {   
    41
                        SetCommitError(ERROR_THROWN);  
    42
                        ShowInvalidMessage(ipeCur.PropertyLabel, value, ex);  
    43
                        return false;  
    44
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    I was wondering is there a way to work around this? Maybe extend the string converter class to accept this?
    Thanks in advance,
    Eric

     
    Hi,
    Thank you for your post!  I would suggest posting your question in one of the MS Forums,
     MSDN Forums » Windows Forms » Windows Forms General
     located here:http://forums.microsoft.com/MSDN/ShowForum.aspx?ForumID=8&SiteID=1.
    Have a great day!

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