Image processor (Java)

From LiteratePrograms

Jump to: navigation, search

Contents

Image Processor

This is a java program that performs graphical operations on an image. These operations are:

1)Reset the image

2)Invert the image colours

3)Gamma correction

4)Applying custom filters to the image

5)Convolution

6)Blue Fade

Using a GUI, users can select any image they wish to use.

For this program to work, users should save the image below to the directory that the source code is saved in.

Image:Raytrace.jpg

This is a good program to learn java with as it introduces how to produce graphical user interfaces. It also demonstrates how the extensive java API can be implemented to the programmers benefit.

Defining the class

It is essential to define a class at the beginning of a java program, listing all the library classes that the program will use and defining any initial variables or fields. The class definition is below:

<<Defining the class>>=
import java.awt.*;
import java.awt.image.*;
import java.io.*;
import javax.imageio.*;
import javax.swing.*;
import java.awt.event.*;
import java.util.ArrayList;
import javax.swing.table.DefaultTableModel;

public class ImageProcessor extends JFrame {

    JButton select_image_button, invert_button, gamma_button, 
convolve_button, reset_button,    slow_gamma_button, fast_gamma_button;
    JButton box_3x3_button, box_5x5_button, box_6x4_button, 
gaussian_3x3_button, high_3x3_button, select_file_button;
    JButton custom_filter_button, select_size_button, execute_button;
    JTextField gamma_value_height, width_field;
    JTextField[][] filter_array;
    JLabel info_label, height_label, width_label, gamma_label, image_icon;
    BufferedImage image, orig_image;
    JFileChooser file_chooser;
    JTable filter_table;
    Container container;
    JPanel control_container, menu_container, option_container, 
top_container, bottom_container;
    int height = 1, width = 1;

    private final String INITIAL_IMAGE_FILE = "raytrace.jpg";

    class body
}
<<class body>>=
Constructor
Event Handler
Return Pointer to Array
Reset
Invert
Slow Gamma
Fast Gamma
File Filters
Creating Custom Filter
Convolution
Blue fade
Main

Because this program creates a graphical user interface (GUI), it requires alot of import statements to import and use java library classes in its implementation. What each class does and how thier characteristics are described below:

java.awt.*- Contains all of the classes for creating user interfaces and for painting graphics and images.

java.awt.image- An abstract class, image is the superclass of all classes that represent graphical images.

java.io.*- Used for system input and output through data streams, serialization and the file system.

javax.imageio.*- Provides a pluggable architecture for working with images stored in files and accessed across the network.

javax.swing.*- Provides a set of lightweight GUI components that, to the maximum degree possible, work the same on all platforms.

java.awt.event.*- Provides interfaces and classes for dealing with different types of events created by AWT components.

java.util.ArrayList- Provides access to a library class which can store an arbitrary number of elements, with each element being another object.

javax.swing.table.DefaultTableModel- The TableModel interface specifies the methods the JTable will use to interrogate a tabular data model, this library class is an implementation of TableModel which uses a Vector of Vectors to store the cell value objects.

When naming a class it is important to name it something that identifies what it does or how it behaves. In this case the class is called ImageProcessor because it processes images in a certain way.

Notice the code extends JFrame. This indicates ImageProcessor is a subclass of the library class Jframe. Essentially, this means ImageProcessor is a Jframe. It inherits all the methods and behaviour of Jframe but adds some of its own functionality, which will be explained, along with the methods that provide this functionality.

The body of the class definition is taken up by defining the various components that are used to create the GUI. These components are described below, organised in groups of thier component type.

Component Type: JButton A button component that can cause an event to occur when the user clicks on it.

Component Names:The select_image_button allows users to select an image of thier choice from a certain location. The invert_button invers the values of the image. The gamma_button allows the user to perform gamma correction on the image. The convolve_button allows users to apply convolution to the image.The reset_button resets the image to its original state. The slow_gamma_button performs gamma correction at a slow rate. The fast_gamma_button performs gamma correction at a fast rate. The box_3x3_button allows the user to apply a 3x3 blur filter to the image. The box_5x5_button allows the user to apply a 5x5 blur filter to the image. The box_6x4_button button allows the user to apply a 6x4 blur filter to the image. The gaussian_3x3_button button allows the user to apply a 3x3 gaussian blur to the image. The high_3x3_button button applies a high pass filter to the image. The select_file_button allows users to select a file of thier choice. The filter_button allows users to choose a filter of thier choice. When the user wishes to use a filter of thier choice they must select a filter size. The select_size_button allows them to do this. Once they have selected a filter size and input values, the execute_button applies the filter.

Component Type: JTextField. This is a text area on the screen that users can input values into.

Component Names:The gamma_value_height field allows users to enter a value to be used in the gamma correction, as does width_field. Note that the filter_array is of type JTextField [] []. This means it is a two dimensional array. The purpose of this is to store information that will become apparant later in the literate program.

Component Type: JLabel. This is used to display certain information on the GUI.

Component Names: info_label, height_label, width_label, gamma_label, image_icon

Component Type: BufferedImage. This is used to display images in the GUI.

Component Names: image is used to represent the image that the operations are going to be performed on. When the reset operation is performed orig_image is used to return the image to its original form.

Component Type: JFileChooser. This is a box that allows the user to select a file from a location thier computer.

Component Name: file_chooser is used when the user wishes to select a file.

Component Type: JTable. This is a table that can be used in the GUI.

Component Name: filter_table. This is used when the user wishes to apply a unique filter to the image.

Component Type: Container. This is used to contain all the components that have been specified for the GUI.

Component Name: container. When the GUI has been created this will be used to manage thier layout.

Component Type: JPanel. This is used when a number of components need to be grouped together.

Component Name: control_container, menu_container, option_container, top_container, bottom_container

The height and width of the filter are also defined and initialised to 1 in the body of the class definition.

Constructor

After defining all the components and fields that are going to be used in the program we must create instances of them so they can be used. This is achieved in the constructor of the class.

<<Constructor>>=
public void ImageProcessor() throws IOException {

        container = getContentPane();
        container.setLayout(new BorderLayout());

        File image_file = new File(INITIAL_IMAGE_FILE);
        if (image_file.exists())
        {
           image = ImageIO.read(image_file);
           orig_image = ImageIO.read(image_file);
           image_icon = new JLabel(new ImageIcon(image)); 
        } 
        else
        {
           image_icon=new JLabel(new ImageIcon());
        }
        container.add(image_icon, BorderLayout.CENTER);

        control_container = new JPanel(new BorderLayout());
        container.add(control_container, BorderLayout.SOUTH);

        info_label = new JLabel("Ready");
        control_container.add(info_label, BorderLayout.NORTH);

        menu_container = new JPanel(new GridLayout(5, 1));
        control_container.add(menu_container, BorderLayout.WEST);

        select_image_button = new JButton("Select Image");
        menu_container.add(select_image_button);

        invert_button = new JButton("Invert");
        menu_container.add(invert_button);

        gamma_button = new JButton("Gamma");
        menu_container.add(gamma_button);

        convolve_button = new JButton("Convolve");
        menu_container.add(convolve_button);

        reset_button = new JButton("Reset");
        menu_container.add(reset_button);

        option_container = new JPanel(new BorderLayout());
        control_container.add(option_container, BorderLayout.CENTER);

        top_container = new JPanel(new FlowLayout());
        option_container.add(top_container, BorderLayout.NORTH);

        gamma_value_height = new JTextField(6);

        gamma_label = new JLabel("Gamma Value:");

        height_label = new JLabel("Height:");

        slow_gamma_button = new JButton("Slow Gamma");

        fast_gamma_button = new JButton("Fast Gamma");

        box_3x3_button = new JButton("3x3 Box");

        box_5x5_button = new JButton("5x5 Box");

        box_6x4_button = new JButton("6x4 Box");

        gaussian_3x3_button = new JButton("3x3 Gaussian Blur");

        high_3x3_button = new JButton("3x3 High Pass");

        select_file_button = new JButton("Select File");

        custom_filter_button = new JButton("Custom Filter");

        width_field = new JTextField(6);

        width_label = new JLabel("Width:");

        select_size_button = new JButton("Select Size");

        execute_button = new JButton("Execute");

        bottom_container = new JPanel(new FlowLayout());
        option_container.add(bottom_container, BorderLayout.CENTER);

        file_chooser = new JFileChooser("Image Processor");

        GUIEventHandler handler = new GUIEventHandler();

        select_image_button.addActionListener(handler);
        invert_button.addActionListener(handler);
        gamma_button.addActionListener(handler);
        convolve_button.addActionListener(handler);
        reset_button.addActionListener(handler);
        slow_gamma_button.addActionListener(handler);
        fast_gamma_button.addActionListener(handler);
        box_3x3_button.addActionListener(handler);
        box_5x5_button.addActionListener(handler);
        box_6x4_button.addActionListener(handler);
        gaussian_3x3_button.addActionListener(handler);
        high_3x3_button.addActionListener(handler);
        select_file_button.addActionListener(handler);
        custom_filter_button.addActionListener(handler);
        select_size_button.addActionListener(handler);
        execute_button.addActionListener(handler);

        pack();
        setLocationRelativeTo(null);
        setVisible(true);
        top_container.setVisible(false);
        bottom_container.setVisible(false);
    }

The most vital component of the GUI is the image that will be altered with the methods of the class. The file raytrace.jpg is passed to a field called image_file at the start of the constructor. This is then passed to the BufferedImage image using the read method of the ImageIO library class. A copy is also created using the same method. This is called orig_image and is used when we need to reset the image.

After the image has been read the GUI needs to be set up. To begin with, the container needs to be initialised with the getContentPane method. The GUI also needs a layout, which is achieved by using the setLayout method. The BorderLayout is used for this GUI.

The first element to be put in the container is the image. This is passed as a JLabel and is called image_icon. After the image has been passed, it needs to be placed in the container using the add method of the awt library class. To place it in a position that is desired, the BorderLayout.CENTER is used. This tells the compiler to place the image in the centre of the container.

To have a user friendly interface the components of the container should be properly laid out. This can be achieved by seperating the container into seperate containers and applying individual layouts to each of them. The first of the seperate containers is the control_container. This is a JPanel and has a BorderLayout. This is then added to the container using the add method of the awt library class. It is placed in the bottom of the container by using the code BorderLayout.SOUTH. The control container will hold the menu container, option container and information field.

The GUI should also have a label that indicates its status. This is called info_label, which is a JLabel and is set to "Ready". The label is added to the control_container using the add method of the Container class. It is placed at the top of control_container using the code BorderLayout.NORTH. It is important to say that this label is not placed at the top of the GUI, but at the top of the bottom container. This example indicates the importance of using more than one container to achieve a user friendly interface.

Another container is required for the buttons that will be used in program. This is called the menu_container. Again, the container is a JPanel but it adopts the GridLayout layout. The menu_container is added to the control_container using the add method of the awt library class. It is placed to the left in the control_container by the code BorderLayout.WEST.

The buttons select_image_button, invert_button, gamma_button, convolve_button and reset_button are then added to the menu_container using the add method of the awt library class. Each button is a JButton.

There is a need for another container that holds different options for the user depending on what buttons have been clicked, for example, if the custom_filter_button is clicked there needs to be an empty filter displayed. This container is a JPanel and is called option_container. It is added to the control_container using the add method of the awt library class. This container adopts the BorderLayout and is placed in the middle of the control_container using the CENTRE code.

Inside the option_container are two containers. The first to be intialised is the top_container. Again, this is a JPanel and adopts the FlowLayout layout. It is placed in the top of the option_container with the code BorderLayout.NORTH.

The components that could be used in the top_container, depending on the methods that are called, are then initialised. These are gamma_value_height and width_field which are JTextField components. gamma_label, width_label and height_label are initialised, which are JLabel components. There are also a number of JButton components that could be used. These are slow_gamma_button, fast_gamma_button, box_3x3_button, box_5x5_button, box_6x4_button, gaussian_3x3_button, high_3x3_button, select_file_button, custom_filter_button, select_size_button and execute_button.

Another container is required for the filter table that could be used if the custom filter method is called. This is a JPanel and is called bottom_container. It adopts the FlowLayout layout and is added to the option_container and placed in the middle of it with the code BorderLayout.CENTER.

If the user wishes to select thier own image they need to use aJFileChooser. This is initialised in the constructor and is called file_chooser. It must have a directory for where the files come from, which is passsed as a parameter when it is initialised. Note that this directory is simply where the file chooser opens. In this case the directory is E:\\ICCT\\Semester 4\\CS-217 Computer Graphics 1\\Assignment1\\Example\\. This directory should be changed to a more suitable directory if the program is going to be run.

For the GUI to interact with the user there needs to be event handlers. These essentially allow the component to respond to a users action. The event handler in this case is called handler and is a GUIEventHandler, which is defined later in the program. This event handler must be 'placed' behind a button so they can react to the user clicking on them, for example. This is achieved by calling the addActionListener method of the GUIEventHandler and passing handler as a parameter to each button, such as the select_image_button button, for example.

Now that all the components are created, initialised and event handlers have been set, the GUI needs to be displayed. This is achieved by using methods of the swing library class. The first method that is used is pack. This packs all the components together into an object. The next method, setLocationRelativeTo, with a parameter null allows the components to be placed with no relation to other objects. To allow the user to see the components the setVisible method is called, which is set to true by the passing of a parameter. top_container and bottom_container use the same method, but the parameter false is passed, meaning they will not be displayed at this time.

Event Handler

Now that each button has been initialised with an event handler it is important the event handler is defined. The method below defines the event handler.

<<Event Handler>>=
private class GUIEventHandler implements ActionListener {
        public void actionPerformed(ActionEvent event) {
            info_label.setText("Ready");
            if (event.getSource()==select_image_button) {
                Container parent = select_image_button.getParent();
                file_chooser.showOpenDialog(parent);
                try {
                    File image_file = file_chooser.getSelectedFile();
                    if (image_file.getName().endsWith(".jpg") == false && 
image_file.getName().endsWith(".jpeg") == false) {
                        throw new IOException();
                    }
                    image = ImageIO.read(image_file);
                    orig_image = ImageIO.read(image_file);
                    image_icon.setIcon(new ImageIcon(image));
                }
                catch (NullPointerException e) {
                    info_label.setText("ERROR: No File Selected");
                }
                catch (IOException e) {
                    info_label.setText("ERROR: File Must Be Of Type .jpg Or .jpeg");
                }
            }
            invert button event handler
            gamma button event handler
            convolve button event handler
            reset button event handler
            slow gamma button event handler
            fast gamma button event handler
            box 3x3 button event handler
            box 5x5 button event handler
            box 6x4 button event handler
            gaussian 3x3 button event handler
            high pass 3x3 button event handler
            select file button event handler
            custom filter button event handler
            select size button event handler
            execute button event handler
            }
        }
            

Notice that the GUIEventHandler is a private class. This means that it cannot be seen by other classes. It also implements ActionListener, which means it takes some of the behaviour from the ActionListener and adds some functionality of its own.

The first and only method of the GUIEventHandler class is called actionPerformed. The method signature shows it is of return type void, which means it returns nothing. The method takes a parameterevent of type ActionEvent, which is part of the awt library class.

The method body begins by setting the value of info_label to ready. This is achieved by using the setText method of the swing library class.

The remainder of the method body involves a number of checks to see which button has been clicked. An if statement is used to check what button is clicked by calling the getSource method of the ActionEvent library class. The result is then compared to each button, if the result matches the button name, the following statement is executed. If the result doesnt match the button name, the next else if statement is executed to compare a different button name. This process is repeated everytime a button is pressed.

The first button to be checked is the select_image_button button. If the result of the getSource method call is equal to the select_image_button the getParent method is called. This is part of the awt library class which gets the parent of the button, which in this case in the container it is in.

The next statement tries to open the file_chooser dialog box by calling the showOpenDialog method of the swing library class. The parent container is passed as a paramter to this method call. Once the dialog box has been opened, the method tries to get the file that the user selects. This utilises a try-catch block. The first part of this is a try section, which basically attempts something that could result in an exception, which is undesirable and needs to be caught in a catch statement. In this case the try statement attempts to get the file that has been selected by the user. This is achieved by calling the getSelectedFile method of the swing library class and passing the result to the variable image_file. The user then has the opportunity to select any file type they want, which could cause problems as the program can only deal with jpg image types. This means the program should perform a check on the file name. This check is performed in an if statement that calls the methods getName of the swing library class and endsWith of the lang library class to check if the extension of the file chosen is jpg or jpeg. If this check returns false an IOException is thrown. This is caught in a catch block which calls the setText method of the swing library class to change the value of info_label so it displays an error message informing the user that the file type must be of jpg or jpeg.

If the check returns a true result, the image is opened and read into the image variable, which is a BufferedImage. The method read of the ImageIO library class allows this to occur. It takes the image_file field as a parameter and stores it in the BufferedImage variable. There may be a time where the image needs to be reset, so the same procedure is repeated and the result is stored in the orig_image variable so there is a copy that can be used to reset the image. The image that is displayed in the GUI then needs to be updated, so the setIcon method is called, taking the image file as a parameter. This new image then replaces the image_icon variable, meaning the image displayed on the GUI is replaced.

<<invert button event handler>>=
else if (event.getSource()==invert_button) {
    image=Invert(image);
    image_icon.setIcon(new ImageIcon(image));
}
gamma button event handler

If the result of getSource method doesnt match the value of theselect_image_button, the result is checked against the value of the invert_button. If the results are equal, the Invert method of the ImageProcessor is called to manipulate the image. What this method does will be explained later in the literate program. The result is then stored in the image variable. The setIcon method of the swing is used to update the GUI componentimage_icon.

<<gamma button event handler>>=
else if (event.getSource()==gamma_button) {
    top_container.setVisible(false);
    bottom_container.setVisible(false);
    top_container.removeAll();
    bottom_container.removeAll();
    top_container.add(gamma_label);
    top_container.add(gamma_value_height);
    gamma_value_height.setText("1");
    top_container.add(slow_gamma_button);
    top_container.add(fast_gamma_button);
    top_container.setVisible(true);
}
convolve button event handler

If the previous check was unsuccesful, the gamma_button value is checked. If the result of gamma_button matches the result of the getSource method the GUI is re-organised to allow for the gamma options. To add new icons to a container, it needs to be emptied and the new components need to be added to it once its empty. The top_container and bottom_container are made invisible by passing a false parameter to the setVisible method of the swing library class. The components of each container are removed by calling the removeAll method of the swing library class. Once the containers are empty, new components are added to them using the add method of the swing library class. These components are gamma_label and gamma_value_height. The setText method of the awt library class is called to set the value of gamma_value_height to 1. The components slow_gamma_button and fast_gamma_button are then added to top_container by calling the add method of the swing library class. All the new components of the top_container are displayed by calling the setVisible method of the swing library class and passing a true parameter to it.

<<convolve button event handler>>=
else if (event.getSource()==convolve_button) {
    top_container.setVisible(false);
    bottom_container.setVisible(false);
    top_container.removeAll();
    bottom_container.removeAll();
    top_container.add(box_3x3_button);
    top_container.add(box_5x5_button);
    top_container.add(box_6x4_button);
    top_container.add(gaussian_3x3_button);
    top_container.add(high_3x3_button);
    bottom_container.add(select_file_button);
    bottom_container.add(custom_filter_button);
    top_container.setVisible(true);
    bottom_container.setVisible(true);
}
reset button event handler

If the previous check was unsuccesful, the result of getSource is checked against the value of convolve_button. If these are equal, the GUI needs to be re-organised to accomodate the convolution components. The top_container and bottom_container are made invisible and emptied in the same manor as described above. The buttons are then added to the top_container by calling the add method of the swing library class. These buttons are box_3x3_button, box_5x5_button, box_6x4_button, gaussian_3x3_button, high_3x3_button. The same is repeated for bottom_container, adding the select_file_button and the customer_filter_button buttons. The new components are then displayed by calling the setVisible method and passing true as a parameter.

<<reset button event handler>>=
else if (event.getSource()==reset_button) {
    image=Reset(image);
    image_icon.setIcon(new ImageIcon(image));
}
slow gamma button event handler

The result of the method call getSource is then checked against the value of reset_button, providing the previous check was unsuccseful. If the result is equal to the value of reset_button, the Reset method of the ImageProcessor class is then called. What this method does is explained later in the literate program. The result of this method is then stored in the image variable. The new value of image is then passed as a parameter to the setIcon of the swing library class, which updates the image_icon GUI component.

<<slow gamma button event handler>>=
else if (event.getSource()==slow_gamma_button) {
    image=SlowGamma(image);
    image_icon.setIcon(new ImageIcon(image));
}
fast gamma button event handler

If the results of the previous comparison are equal, the next button to be tested against the result of getSource is the slow_gamma_button. If the values match, the SlowGamma method of the ImageProcessor class is called. This takes the image variable as a parameter, processes it in some way and returns a new version of the image. The processing of this method will be descibred later in the literate program. The new result is stored in the image variable, which is then passed as a parameter to the setIcon method of the swing library class, which updates the image_icon GUI component.

<<fast gamma button event handler>>=
else if (event.getSource()==fast_gamma_button) {
    image=FastGamma(image);
    image_icon.setIcon(new ImageIcon(image));
}
box 3x3 button event handler

If the result of getSource doesnt match the value of slow_gamma_button, it is compared with the value of fast_gamma_button. If the result matches the value of the button, the FastGamma method is called. This method is part of the ImageProcessor class and it takes the image variable as a parameter. The method does some processing, which is described later in the literate program and returns the new value of the image variable. This new value is stored in theimage variable, which is passed as a parameter to the setIcon method of the swing library class. This is used to update the image_icon GUI component.

<<box 3x3 button event handler>>=
else if (event.getSource()==box_3x3_button) {
    height = 3;
    width = 3;
    int[][] filter = new int[height][width];
    int j, i;
    for (j = 0; j < height; j ++) {
       for (i = 0; i < width; i++) {
          filter[j][i] = 1;
       }
     }
     image=Convolve(image, filter, width, height);
     image_icon.setIcon(new ImageIcon(image));
}
<<box 5x5 button event handler>>=

If the previous check was unsucessful, the next value to be checked is the value of the box_3x3_button. If the result of getSource is equal to the value, the variables height and width are set to 3. This represents the size of the filter that is going to be used, ie 3x3. These values are used to represent elements of an array of type int. This array is called filter. A for loop is created, which uses loop variables j and i. These loop variables are used to iterate through the array until the size of height and weight are reached, in this case 3 for both variables. After the initialising and defining the array, the method Convolve is called. The fields image, filter, width and height are passed as parameters. The method applies some processing that will be explained later in the literate program and updates the image variable with the new result. The updated image variable is then passed as a parameter when the setIcon method of the swing library class is called to update the image_icon GUI component.

<<box 5x5 button event handler>>=
else if (event.getSource()==box_5x5_button) {
    height = 5;
    width = 5;
    int[][] filter = new int[height][width];
    int j, i;
    for (j = 0; j < height; j ++) {
       for (i = 0; i < width; i++) {
          filter[j][i] = 1;
       }
    }
    image=Convolve(image, filter, width, height);
    image_icon.setIcon(new ImageIcon(image));
}
box 6x4 button event handler

If the previous check was unsuccesful, the result of getSource is checked against the value of box_5x5_button. If the values are equal, the variables height and width are set to the value of 5. The new values are then used to set the size of the array filter. A for loop is created, which uses loop variables j and i. These loop variables are used to iterate through the array until the size of height and weight are reached, in this case 5 for both variables. After the initialising and defining the array, the method Convolve is called. The fields image, filter, width, height are passed as parameters. The method applies some processing that will be explained later in the literate program and updates the image variable with the new result. The updated image variable is then passed as a parameter when the setIcon method of the swing library class is called to update the image_icon GUI component.

<<box 6x4 button event handler>>=
else if (event.getSource()==box_6x4_button) {
    height = 6;
    width = 4;
    int[][] filter = new int[height][width];
    int j, i;
    for (j = 0; j < height; j ++) {
       for (i = 0; i < width; i++) {
          filter[j][i] = 1;
       }
    }
    image=Convolve(image, filter, width, height);
    image_icon.setIcon(new ImageIcon(image));
}
gaussian 3x3 button event handler

The next button to be compared against the result of getSource is the box_6x4_button button. If the result matches the value, the value of height is set to 6 and the value of width is set to 4. The new values are then used to set the size of the array filter. A for loop is created, which uses loop variables j and i. These loop variables are used to iterate through the array until the size of height and weight are reached, in this case 6 and 4 for each variable, respectively. After the initialising and defining the array, the methodConvolve is called. The fields image, filter, width and height are passed as parameters. The method applies some processing that will be explained later in the literate program and updates the image variable with the new result. The updated image variable is then passed as a parameter when the setIcon method of the swing library class is called to update the image_icon GUI component.

<<gaussian 3x3 button event handler>>=
else if (event.getSource()==gaussian_3x3_button) {
    height = 3;
    width = 3;
    int[][] filter = new int[height][width];
    filter[0][0] = 1;
    filter[0][1] = 3;
    filter[0][2] = 1;
    filter[1][0] = 3;
    filter[1][1] = 9;
    filter[1][2] = 3;
    filter[2][0] = 1;
    filter[2][1] = 3;
    filter[2][2] = 1;
    image=Convolve(image, filter, width, height);
    image_icon.setIcon(new ImageIcon(image));
}
high pass 3x3 button event handler

If the previous check was unsuccesful, the result of the getSource method call is compared to the value of gaussian_3x3_button. If these values are equal, the value of height and width are set to the value of 3. Each element of the array is set to a certain value, in this case, the filter that is going to be appiled to the image is a gaussian 3x3 filter, so the array elements each represent one value in the filter ie 1,3,1,3,9,3,1,3,1. After the initialising and defining the array, the methodConvolve is called. The fields image, filter, width and height are passed as parameters. The method applies some processing that will be explained later in the literate program and updates the image variable with the new result. The updated image variable is then passed as a parameter when the setIcon method of the swing library class is called to update the image_icon GUI component.

<<high pass 3x3 button event handler>>=
else if (event.getSource()==high_3x3_button) {
    height = 3;
    width = 3;
    int[][] filter = new int[height][width];
    filter[0][0] = -1;
    filter[0][1] = -1;
    filter[0][2] = -1;
    filter[1][0] = -1;
    filter[1][1] = 8;
    filter[1][2] = -1;
    filter[2][0] = -1;
    filter[2][1] = -1;
    filter[2][2] = -1;
    image=Convolve(image, filter, width, height);
    image_icon.setIcon(new ImageIcon(image));
}
<<select file button event handler>>=

If the check of getSource result and the previous button was unsuccesful, the result of the getSource method call is compared to the value of high_3x3_button. If these values are equal, the value of height and width are set to the value of 3. Each element of the array is set to a certain value, in this case, the filter that is going to be appiled to the image is a high pass 3x3 filter, so the array elements each represent one value in the filter ie -1, -1, -1, -1, 8, -1, -1, -1, -1. After the initialising and defining the array, the method Convolve is called. The fields image, filter, width, height are passed as parameters. The method applies some processing that will be explained later in the literate program and updates the image variable with the new result. The updated image variable is then passed as a parameter when the setIcon method of the swing library class is called to update the image_icon GUI component.

<<select file button event handler>>=
else if (event.getSource()==select_file_button) {
    Container parent = select_file_button.getParent();
    file_chooser.showOpenDialog(parent);
    try {
       File filter_file = file_chooser.getSelectedFile();
       if (filter_file.getName().endsWith(".filt") == false) {
          throw new IOException();
       }
       ArrayList filter_info = FileFilterArray(filter_file);
       int[][] filter = (int[][])filter_info.get(0);
       int[] dimentions = (int[])filter_info.get(1);
       width = dimentions[0];
       height = dimentions[1];
       image=Convolve(image, filter, width, height);
       image_icon.setIcon(new ImageIcon(image));
    }
    catch (NullPointerException e) {
       info_label.setText("ERROR: No File Selected");
    }
    catch (IOException e) {
       info_label.setText("ERROR: File Must Be Of Type .filt");
    }
}
custom filter button event handler

The next button to be compared against the result of the getSource is select_file_button. If the values match, the parent container is obtained by calling the getParent method of the awt library class. The result is stored in a field parent which is of type Container. This field is passed as a parameter to the showOpenDialog method of the swing library class. This is called to open the file_chooser window. Once the file_chooser window is open a try block is used to attempt to get the selected filter, this is achieved by calling the getSelectedFile of the swing library class. The result of this method call is passed to the field filter_file, which is of type File. A check is then performed on the file type of filter_file by calling the methods getName and endsWith of the library class lang. If the result of these method calls isnt .filt then an IOException is thrown. This is dealt with in a catch block that calls the setText method of the awt library class to change the value of info_label to inform the user a .filt file is needed.

If the file is of the correct type, the FileFilterArray method of the image_processor class is called, passing the filter_file as a parameter. This method creates a filter from a file. The result of the method call is stored in a field called filter_info, which is of type ArrayList. Before passing the fields image, filter, width and height as parameters to the Convolve method, the values in the filter need to be seperated from the dimensions of the filter. This is achieved by calling the get method of the ArrayList library class to retrieve the information of filter_info. The results are then cast using the (int[] []),to turn the information into type two dimensional array. This makes it compatible with the two dimesional array. The first element of filter_info is the values of the filter. These values are stored in the two dimensional array filter. The second element of the filter_info is the dimensions of the filter. These are stored in the one dimensional array dimentions. The values of the first two elements of dimentions are then stored in width and height, repectively.

Now that the values of the filter_info have been seperated, they can be passed to the Convolve method of the ImageProcessor class, which provides some form of image processing that will be described later in the literate program. The result of this method is stored in the image field, which is then passed as a parameter to the setIcon of the swing library class. This method is used to update the GUI component image_icon to the new value of image.

<<custom filter button event handler>>=
else if (event.getSource()==custom_filter_button) {
    top_container.setVisible(false);
    bottom_container.setVisible(false);
    top_container.removeAll();
    bottom_container.removeAll();
    top_container.add(height_label);
    top_container.add(gamma_value_height);
    gamma_value_height.setText("1");
    top_container.add(width_label);
    top_container.add(width_field);
    width_field.setText("1");
    top_container.add(select_size_button);
    top_container.add(execute_button);
    execute_button.setEnabled(false);
    top_container.setVisible(true);
}
select size button event handler

The custom_filter_button is then checked against the result ofgetSource providing the previous results do not match. If these results are equal, the GUI needs to be reorganised to accomodate the custom filter. The setVisible function of the awt library class is called, with a false value as a parameter to make the top_container and bottom_container invisible. Thier contents are then removed with a method call of removeAll, which is part of the awt library class. The new components are then added by calling the add method of the awt library class. Each component to be added is passed as a parameter to this method, these components are height_label, gamma_value_height, width_label, width_field, select_size_button and execute_button. The setText method of the awt is called to set the text of width_field and gamma_value_height to 1. The execute_button is disabled by calling the setEnabled method of the awtlibrary class and passing false as a parameter. Once all the components are added, the setVisible method is called, with true passed as a parameter. This displays the new components of the top_container on the GUI.

<<select size button event handler>>=
else if (event.getSource()==select_size_button) {
    bottom_container.setVisible