(yet another) JFrame background image topic

So I know there's about 20 other threads asking this same question, but I've read them all and still can't seem to get my code to work. Here's what I have:
import javax.swing.*;
import java.awt.Image;
import javax.imageio.ImageIO;
public class IndexFrame extends JFrame
    private JButton course1;
    private Image bg = new ImageIcon("background.jpg").getImage();
    public IndexFrame()
     JPanel cp = new JPanel()
         public void paintComponent(java.awt.Graphics g)
          if(bg==null) System.out.println("doh! no pic");
          g.drawImage(bg,0,0,null);
          super.paintComponent(g);
     cp.setOpaque(false);
     setContentPane(cp);
     this.setBounds(100, 100, 1000, 800);
     course1 = new JButton("hi");
     add(course1);
     setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
    public static void main(String [] args) {
     IndexFrame frame = new IndexFrame();
     frame.setSize(300,300);
     frame.setVisible(true);
}Needless to say, it doesn't work, and I have no idea why. It appears to be loading the pic correctly, because bg is not null (doesn't print the error message). Any help figuring out what's going on would be greatly appreciated!
On the bright side, I've learned a lot about Swing in trying to fix my problem; here's a question though. Is it ever a good idea to override a Swing object's (e.g. a JFrame) paint method? Or, unlike AWT, should you only override the paintcomponent()? And if so, why?
Thanks!

I've had problems with ImageIcon reading. For one
thing, if it can't find the file, it won't always
tell you. I had to give the absolute path a number of
times for it to be able to find the actual image
file.Hrm, so I guess I assumed it had loaded the file since bg was no longer null. It turns out you were right. I replaced the line:
private Image bg = new ImageIcon("background.jpg").getImage();with:
ImageIcon blah = new javax.swing.ImageIcon(getClass().getResource("background.jpg"));
bg = blah.getImage();in the IndexFrame constructor, and now it magically works! Just for future reference for me, any idea why the first way I did it didn't work? Was I using ImageIcon incorrectly? Also, is there a better way of handling images? I've come across the ImageIO class, but wasn't sure what that was intended for.
Thanks again!

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    Look in the API under JFileChooser and Scanner to see how to get the file name. One you have it, you can load the file easily using several different methods...
    This is even easier, you can paint and image onto anything you like with this method:
    g.drawImage(image, 0, 0, null); //where g is the graphics context from the object you want to paint.
    Simple as that.
    The biggest problem you'll have with painting images onto other objects is making sure the image is loaded before you try to draw it; use ImageIO to load or add your image to a MediaTrakker after your load statement like this:
    Image im = (Image)ImageIO.read(new File("c:/myImages/myImage.jgp"));
    or
    BufferedImage bi = ImageIO.read(new File("c:/myImages/myImage.jgp"));
    or
    Image image = Toolkit.getDefaultToolkit().getImage("c:/myImages/myImage.jgp");
    MediaTracker mediaTracker = new MediaTracker(jf);
    mediaTracker.addImage(image, 0);
    mediaTracker.waitForID(0);
    BTW: what this means it that you can paint right onto the graphics content of the JFrame and not have to worry about any other containers if you want.
    If you expect the image to last more than just a flash, then you also need to override your paintComponents(Grahics) method to paint your graphics to your screen.

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