Java is a slang name for coffee in some places. Presumably their logo represents a cup of coffee
You can convert the image into a byte stream and save it in the database as a BLOB
A ROM image for a video game is basically a software copy of a hardware chip. There is no such thing for Java, or any game written in Java.
A java file it's only a text file. You can't convert a text file into a image file of any type. What you can do is open your java file in your editor an take an screenshot (you must have a key with the label 'print screen' in your keyboard) then open open some image editor like paint and finilly paste and save your image. Or you can chage the java extention for jpg in your java file and have fun trying to open it (sarcasm, don't do it).
ACM Java graphics programs run in a window called the graphics window. If the location is outside of the graphics window then the object is not visible.
Java has no built-in framework for dealing with biometric data, fingerprints included. If you wanted to build your own class, it would be sensible to store the information in the same way your fingerprint scanner passed it on. If the scanner gives you an image, store the image. If the scanner gives you a bunch of numbers, store a bunch of numbers.
You would not need JavaScript to include an image. <img> in HTML can do the work of including.
Java Script allows client side modifications. In simple terms the websites which let you change the look and feel, drag & drop items, have good animations, image sliders, slideshows are more or less being done using java script. Ofcourse other languages and technologies are used but java script is the most commonly used in those scenarios.
Java Swings has a lot of nice features and one of them is the ability to display images on its components. You can select any image that is available in the local system or somewhere on the internet and display it on Graphics objects. As of Java SE 1.4, reading an image is very simple. If the image is stored in a local file: String filename = "..."; Image image = ImageIO.read(new File(filename)); Otherwise, you can supply a URL: String urlname = "..."; Image image = ImageIO.read(new URL(urlname)); The read method throws an IOException if the image is not available. Now the variable image contains a reference to an object that encapsulates the image data. You can display the image with the drawImage method of the Graphics class. public void paintComponent(Graphics g) { . . . g.drawImage(image, x, y, null); } Sometimes, you may want to tile an image across a components canvas if it is much smaller than the component size. We can do the tiling in the paintComponent method. We first draw one copy of the image in the top-left corner and then use the copyArea call to copy it into the entire window using the code below: for (int i = 0; i * imageWidth <= getWidth(); i++) for (int j = 0; j * imageHeight <= getHeight(); j++) if (i + j > 0) g.copyArea(0, 0, imageWidth, imageHeight, i * imageWidth, j * imageHeight);
Java Swings has a lot of nice features and one of them is the ability to display images on its components. You can select any image that is available in the local system or somewhere on the internet and display it on Graphics objects. As of Java SE 1.4, reading an image is very simple. If the image is stored in a local file: String filename = "..."; Image image = ImageIO.read(new File(filename)); Otherwise, you can supply a URL: String urlname = "..."; Image image = ImageIO.read(new URL(urlname)); The read method throws an IOException if the image is not available. Now the variable image contains a reference to an object that encapsulates the image data. You can display the image with the drawImage method of the Graphics class. public void paintComponent(Graphics g) { . . . g.drawImage(image, x, y, null); } Sometimes, you may want to tile an image across a components canvas if it is much smaller than the component size. We can do the tiling in the paintComponent method. We first draw one copy of the image in the top-left corner and then use the copyArea call to copy it into the entire window using the code below: for (int i = 0; i * imageWidth <= getWidth(); i++) for (int j = 0; j * imageHeight <= getHeight(); j++) if (i + j > 0) g.copyArea(0, 0, imageWidth, imageHeight, i * imageWidth, j * imageHeight);
Java Swings has a lot of nice features and one of them is the ability to display images on its components. You can select any image that is available in the local system or somewhere on the internet and display it on Graphics objects. As of Java SE 1.4, reading an image is very simple. If the image is stored in a local file: String filename = "..."; Image image = ImageIO.read(new File(filename)); Otherwise, you can supply a URL: String urlname = "..."; Image image = ImageIO.read(new URL(urlname)); The read method throws an IOException if the image is not available. Now the variable image contains a reference to an object that encapsulates the image data. You can display the image with the drawImage method of the Graphics class. public void paintComponent(Graphics g) { . . . g.drawImage(image, x, y, null); } Sometimes, you may want to tile an image across a components canvas if it is much smaller than the component size. We can do the tiling in the paintComponent method. We first draw one copy of the image in the top-left corner and then use the copyArea call to copy it into the entire window using the code below: for (int i = 0; i * imageWidth <= getWidth(); i++) for (int j = 0; j * imageHeight <= getHeight(); j++) if (i + j > 0) g.copyArea(0, 0, imageWidth, imageHeight, i * imageWidth, j * imageHeight);
EC2 has both console and command line tool. However, you need to install Java or have launch an server image with Java
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