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<0> oh well <0> i'm out <1> what is a good java code editor/debugger? <2> i use notepad <2> there is an IDE called eclipse that a lot of people use, if you are into that kind of thing <1> ok thakns <3> I need help <3> I keep getting this message when I try to install the JRE I downloaded... "error applying transforms. Verify that the transform paths are valid." What does that mean and how can I fix it? <2> http://www.google.com/search?sourceid=navclient&ie=UTF-8&rls=GGLG,GGLG:2006-18,GGLG:en&q=jre+error+applying+transforms <4> Jo3bCoOl: depends. When did this occur? <3> trying to install JRE <3> tanks <2> supposedly its a bug in MSI <5> hellooo <5> is this a help in java channel? <6> helloo
<6> is it possible to make simple ascii art with java? <7> #aL #aL #aL #aL #aL #aL #aL #aL <8> I've trying to validate a date entered in the format "dd/MM/yyyy" by parsing that date and catching any exceptions, but I'm unable to force the input to use a 4 digit year, both 4 and 2 digit years work and I need to stop this. I'm using "DateFormat df = DateFormat.getDateInstance(DateFormat.SHORT, Locale.UK);" is there something else I can use instead of "SHORT" ? <8> Anyone? I've tried 10 different examples of what I want to do and none work, some of the examples show the output that I should get, yet it's totally different. <8> Well, I think I've found a bug in java then, changing one thing works, changing the other doesn't. <6> shake ya bom bom <6> shake it shake it shake it <6> I just made the best program <6> now shake ya bom bom <9> hi i have a question in java about sprintf <10> morning all <11> hey there <11> afternoon hear... <11> here <10> ah, the joys of international timezones ;-) <11> ya, ****s to be in mine though, (Australian) , everyoen is always sleeping when im awake on these places <10> go nocturnal <10> not so advisable from a business point of view though... <11> yer, i go nocturnal in school holidays... <11> in my game i have a set of Panels that have been added to a cardlayout scheme to emulate the various screens/parts of the game and as the game state changes a new card isplaced at the front. But, is it possible to make the Panel size larger as at the moment the Panels are only the size that they need to be to fit in the gui components of the menu and this means that when the gamestate changes to the game part of the app <11> of the Panel can be seen. <11> dont know if that makes sense but i tried, i have already tried Panel.setSize(int ,int), but didnt seem to workk <12> whiting : did get it to work in a browser ? <12> whiting : pnael.setsize only works with null layout <11> appletviewer is all i have tried.. <12> the panel size is determined by the layout (manager) <12> if you want to control it explicitly yourself (without writing a layout manager) you need to use null layout <11> can the size of the layoutmanager be changed? <12> no <12> you set the layout to null and then you can use pnael.setsize <12> or setBounds <12> a layout manages the size of components internally (i.e. adapts them to window size changes and similar) <12> but as a result you cannot control the size of your compononents precisely <11> thats ok, there are no components in the panel that i want bigger anyway <11> im just overwriting its paint() method <12> if you want to do so, you disactivate the layout by setting it to null <11> setLayout(null); <11> setSize(a.getWidth(),a.getHeight()); <11> i tried that <12> the panel size is controlled by the layout of the component the panel was added to <11> oh <11> thats the cardlayout <12> a.getWidth() may not work as the default size of a componewnt can be 0 <11> where a is the mainApplet <11> extends applet cl*** <12> ahh ok <11> yer i forgot to mention that <12> that won't work <11> what? <12> since the applet size is bigger than the internal containers <12> what you can do is <11> yes it is <12> on the contentPane of the applet you use cardlayout <12> then the jpanels added to the contentPane should have maximal size <11> its not a jpanel any more <11> i switched to normal panel <12> what is not ? <11> it was having problems with jpanel <12> oh
<12> same rule applies <11> yes jpanel did it automatically though <12> but if you are using swing you should not use panel but jpanel <11> no swing anymore <12> and japplet is wing <11> decided to remove it altogether <12> unless you do everything in awt <11> yep i am <12> however it is better to use swing and the java plugin for the browser <11> its having too many issues, and the game dosnt need all the swing gui components <12> otherwise you are restricted to a java 1.1 subset (which is roughly 1997 technology) <11> man i just converted everything to awt from swing:( <11> dont convince me to go back <12> not using the plugin does not only mean you lose swing, but but every java feature beyong 1.1 <11> every? <11> i dont need much gui stuff, <11> more painting functions, <12> yes but imho that was a bad choice (or to put it that way you should get your applet working with the plugin - which it did on my machine) <12> you still can use awt only with the plugin <11> it did? <11> what plugin <11> it didnt work on urs remember? <11> u tried opera and netscape <12> yes i just had the display problem but it ran <12> yes <11> and i couldnt figure out how to fix that display problem <12> display problem is different from not using the plugin <11> swing seemed illogical to me, so i switched <12> it used the java plugin on thise 2 browsers <12> whiting : if you are happy with awt for now, stick to it - that's ok <12> but use the plugin java 1.5 nevertheless <11> im using the plugin java 2 for the browser <11> if that what your talking about <12> ok <12> so if you do awt <12> set the layout of the applet to cardlayout <12> and add your jpanels <11> panels <11> oh u can do that to the applet? <12> they should be of maximal size automatically <11> i created a separate japanel <12> yes <12> applet is just another (special) jpanel (look at it inheritance structure) <12> panel not jpanel <11> wow <11> that worked <11> :) <12> however contenPane does not exist for panel (instead of conentPane you use the applet directly) <11> yep <11> got that one <11> thanks heaps <11> yer awt gui components appear to be inferior <11> like the labels arnt transparent by default, and the buttons look pretty bad <12> actually if you are ok on with the somewhat austere, reduced awt gui, it might make sense to stick to it, since it is thread safe nd easier to use than swing <11> yer, as long as i can make it look good <11> i can overwrite the buttons pant() right? <12> meaning if you don't mind the lack of fancier gui elements and other stuff, awt will be easier and safer (less error proned for the java beginner) to use <12> yes you can, but you shouldn't <11> dam, ok <12> if you are seriously considering embelleishing awt components i'd rather use swing <12> whiting : it is usually not a good idea to interfere with paint method of any ready developed component <11> so you can't enhance awt gui components apperance <11> oh so i should overide the paint() in a Panel, so i can place the game in that panel? <11> i thought that was a neat way to do it <12> unless you have a very good reason for doing so and exactly aware of the internal details affected by that change <11> ok im gonna cl*** that as good reason <12> you could create your own gui components though <11> sounds like i may have to <11> if i want a decent lookin menu <12> i mean if you wanna change it for learning purposes simply (and don't mind occasional setback/side effects) by all means do it <11> nar i don't wanna do it dogey <12> but if you want to do a "professional" gui swing is the way to go <11> yer i tried the whole edt stuff to get it working <11> but that didn't help either
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