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Displaying an image in a JFrame

I am currently learning Java, and I am stuck with something at the moment.

I was looking for a way to add an image to my JFrame. I found this on the internet:

ImageIcon image = new ImageIcon("path & name & extension");
JLabel imageLabel = new JLabel(image); 

And after implementing it to my own code, it looks like this (this is only the relevant part):

class Game1 extends JFrame
{
    public static Display f = new Display();
    public Game1()
    {
        Game1.f.setSize(1000, 750);
        Game1.f.setResizable(false);
        Game1.f.setVisible(true);
        Game1.f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        Game1.f.setTitle("Online First Person Shooter");

        ImageIcon image = new ImageIcon("C:\\Users\\Meneer\\Pictures\\image.png");
        JLabel imageLabel = new JLabel(image); 
        add(imageLabel);
        }
}

class Display extends JFrame
{
}

When running this code, it doesn't give me any errors, but it also doesn't show the picture. I saw some questions and people having the same problem, but their code was completely different from mine, they used other ways to display the image.

like image 539
user2988879 Avatar asked Nov 20 '13 14:11

user2988879


People also ask

How do I add an image to a JFrame?

If you want to add an image, choose the JPictureBox, after that go to Properties and find "icon" property and select an image.

How images are displayed in Java JFrame?

Display an Image in Java Using JLabel. JLabel extends JComponent , and we can attach this component to a JFrame . To read the image file, we use the File class and pass the path of the image. Next we convert the image to a BufferedImage object using ImageIO. read() .


2 Answers

  1. You don't need to use another JFrame instance inside the Game JFrame:
  2. Calling setVisible(flag) from the constructor is not preferable. Rather initialize your JFrame from outside and put your setVisible(true) inside event dispatch thread to maintain Swing's GUI rendering rules using SwingUtilities.invokeLater(Runnable)
  3. Do not give size hint by setSize(Dimension) of the JFrame. Rather use proper layout with your component, call pack() after adding all of your relevant component to the JFrame.
  4. Try using JScrollPane with JLabel for a better user experience with image larger than the label's size can be.

All of the above description is made in the following example:

     class Game1 extends JFrame
    {
       public Game1()
      {
         // setSize(1000, 750);  <---- do not do it
         // setResizable(false); <----- do not do it either, unless any good reason

         setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
         setTitle("Online First Person Shooter");

         ImageIcon image = new ImageIcon("C:\\Users\\Meneer\\Pictures\\image.png");
         JLabel label = new JLabel(image);
         JScrollPane scrollPane = new JScrollPane(label);
         scrollPane.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_AS_NEEDED);
         scrollPane.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_AS_NEEDED);
         add(scrollPane, BorderLayout.CENTER);
         pack();
      }

     public static void main(String[] args)
     {
        SwingUtilities.invokeLater(new Runnable() {

           @Override
           public void run() {
              new Game1().setVisible(true);
           }
        });

      }
    }
like image 128
Sage Avatar answered Sep 19 '22 08:09

Sage


do this after creating Jlabel

imageLabel.setBounds(10, 10, 400, 400);
imageLabel.setVisible(true);

also set the layout to JFrame

Game.f.setLayout(new FlowLayout);
like image 38
AJ. Avatar answered Sep 20 '22 08:09

AJ.