Draw Image 2D Graphics












0















I am doing a game in java, but I didnt put image, I already tried to put it by "drawimage", but it is not working right = (
I do not know where would be the best place to save the image and how would be the best method to call the image.`



    public void paint(Graphics2D g2){
g2.setColor(getRandomColor());
g2.fillOval((int)x, (int)y, (int)diametro, (int)diametro);
}


`


This code is from my class asteroides they are a circle (because I'm going to test the collision with circles).
Thanks










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  • 1





    English please.

    – shmosel
    Nov 14 '18 at 1:11











  • Bem-vindo ao StackOverflow! Este é um site somente em inglês. Eu recomendo tentar pt.stackoverflow.com

    – Marcus Campbell
    Nov 14 '18 at 1:20
















0















I am doing a game in java, but I didnt put image, I already tried to put it by "drawimage", but it is not working right = (
I do not know where would be the best place to save the image and how would be the best method to call the image.`



    public void paint(Graphics2D g2){
g2.setColor(getRandomColor());
g2.fillOval((int)x, (int)y, (int)diametro, (int)diametro);
}


`


This code is from my class asteroides they are a circle (because I'm going to test the collision with circles).
Thanks










share|improve this question




















  • 1





    English please.

    – shmosel
    Nov 14 '18 at 1:11











  • Bem-vindo ao StackOverflow! Este é um site somente em inglês. Eu recomendo tentar pt.stackoverflow.com

    – Marcus Campbell
    Nov 14 '18 at 1:20














0












0








0








I am doing a game in java, but I didnt put image, I already tried to put it by "drawimage", but it is not working right = (
I do not know where would be the best place to save the image and how would be the best method to call the image.`



    public void paint(Graphics2D g2){
g2.setColor(getRandomColor());
g2.fillOval((int)x, (int)y, (int)diametro, (int)diametro);
}


`


This code is from my class asteroides they are a circle (because I'm going to test the collision with circles).
Thanks










share|improve this question
















I am doing a game in java, but I didnt put image, I already tried to put it by "drawimage", but it is not working right = (
I do not know where would be the best place to save the image and how would be the best method to call the image.`



    public void paint(Graphics2D g2){
g2.setColor(getRandomColor());
g2.fillOval((int)x, (int)y, (int)diametro, (int)diametro);
}


`


This code is from my class asteroides they are a circle (because I'm going to test the collision with circles).
Thanks







java java-2d drawimage






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 14 '18 at 1:27







Sansone

















asked Nov 14 '18 at 1:10









Sansone Sansone

11




11








  • 1





    English please.

    – shmosel
    Nov 14 '18 at 1:11











  • Bem-vindo ao StackOverflow! Este é um site somente em inglês. Eu recomendo tentar pt.stackoverflow.com

    – Marcus Campbell
    Nov 14 '18 at 1:20














  • 1





    English please.

    – shmosel
    Nov 14 '18 at 1:11











  • Bem-vindo ao StackOverflow! Este é um site somente em inglês. Eu recomendo tentar pt.stackoverflow.com

    – Marcus Campbell
    Nov 14 '18 at 1:20








1




1





English please.

– shmosel
Nov 14 '18 at 1:11





English please.

– shmosel
Nov 14 '18 at 1:11













Bem-vindo ao StackOverflow! Este é um site somente em inglês. Eu recomendo tentar pt.stackoverflow.com

– Marcus Campbell
Nov 14 '18 at 1:20





Bem-vindo ao StackOverflow! Este é um site somente em inglês. Eu recomendo tentar pt.stackoverflow.com

– Marcus Campbell
Nov 14 '18 at 1:20












2 Answers
2






active

oldest

votes


















1














I'm pretty sure you mean you want do draw an image on the Panel. First of all, I'd recommend you create a resources folder inside the projects src folder, and add all images there. Once you're done, you have to load the image with imageIO and draw it with drawImage. Here's a short example:



package asteroid;

import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;

public class Nave {

BufferedImage iconeNave;

public Nave( ... ) {
try{
iconeNave = ImageIO.read(getClass().getResource("/resources/nave.png"));
}catch(IOException e){e.printStackTrace();}
catch(Exception e){e.printStackTrace();}
}

@Override
public void paint(Graphics2D g2){
AffineTransform at = new AffineTransform();
at.translate((int)x + radius/2.5,(int)y + radius/2.5);
at.rotate(Math.PI/2 + angle);
at.translate(-iconeNave.getWidth()/2, -iconeNave.getHeight()/2);
g2.drawImage(iconeNave, at, null);
}
}





share|improve this answer
























  • Caio Issa Thanks you. Now it's working.

    – Sansone
    Nov 16 '18 at 19:28





















0














In order to create an image in Java, you will first need to create a JPanel (essentially a window on your screen). It will look something like this (taken from javacodex.com):



import java.awt.*;
import java.awt.image.*;
import java.io.*;
import javax.swing.*;
import javax.imageio.ImageIO;

public class JPanelExample {

public static void main(String arguments) throws IOException {

JPanel panel = new JPanel();

BufferedImage image = ImageIO.read(new File("./java.jpg"));
JLabel label = new JLabel(new ImageIcon(image));
panel.add(label);

// main window
JFrame.setDefaultLookAndFeelDecorated(true);
JFrame frame = new JFrame("JPanel Example");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

// add the Jpanel to the main window
frame.add(panel);

frame.pack();
frame.setVisible(true);

}
}


However, I am assuming that by "image," you mean a shape drawn out onto the screen instead (since you are using a paint method that draws a circle in your example). Then, you have your code in the correct method but need to implement a JPanel (since without a JPanel or JFrame you can't really display anything onto the screen graphics-wise).



Here is an example taken from Board.java of my Atari Breakout mini-game:



public class Board extends JPanel implements KeyListener {

// Other Game Code

public void paint(Graphics g) {
super.paint(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);

// Shows lives left and score on screen
g2.drawString("Lives left: " + lives, 400, 600);
g2.drawString("Score: " + score, 400, 500);

// Paints Walls (separate paint method created in wall class)
topWall.paint(g2);
bottomWall.paint(g2);
leftWall.paint(g2);
rightWall.paint(g2);

// Paints 2 Balls (separate paint method created in ball class)
b.paint(g2);
b2.paint(g2);

// Paints Paddle (separate paint method created in paddle class)
paddle.paint(g2);

// Paints Bricks based on current level (separate paint method created in brick class)
// Bricks were created/stored in 2D Array, so drawn on screen through 2D Array as well.
if (level == 1) {
for (int x = 0; x < bricks.length; x++) {
for (int i = 0; i < bricks[0].length; i++) {
bricks[x][i].paint(g2);
}
}
}
if (level == 2) {
for (int x = 0; x < bricks.length; x++) {
for (int i = 0; i < bricks[0].length; i++) {
bricks[x][i].paint(g2);
}
}
}


}


Here is an example of a Paint Method in the Paddle Class:



// Constructor
public Paddle(int x, int y, int w, int h){

xpos = x;
ypos = y;
width = w;
height = h;

r = new Rectangle(xpos, ypos, width, height);
}

public void paint(Graphics2D g2){

g2.fill(r);
}


Output (What is shown on Screen):



enter image description here



Hope this helps you in drawing your circle!






share|improve this answer

























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    2 Answers
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    active

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    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

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    active

    oldest

    votes









    1














    I'm pretty sure you mean you want do draw an image on the Panel. First of all, I'd recommend you create a resources folder inside the projects src folder, and add all images there. Once you're done, you have to load the image with imageIO and draw it with drawImage. Here's a short example:



    package asteroid;

    import java.awt.Graphics2D;
    import java.awt.geom.AffineTransform;
    import java.awt.image.BufferedImage;
    import javax.imageio.ImageIO;

    public class Nave {

    BufferedImage iconeNave;

    public Nave( ... ) {
    try{
    iconeNave = ImageIO.read(getClass().getResource("/resources/nave.png"));
    }catch(IOException e){e.printStackTrace();}
    catch(Exception e){e.printStackTrace();}
    }

    @Override
    public void paint(Graphics2D g2){
    AffineTransform at = new AffineTransform();
    at.translate((int)x + radius/2.5,(int)y + radius/2.5);
    at.rotate(Math.PI/2 + angle);
    at.translate(-iconeNave.getWidth()/2, -iconeNave.getHeight()/2);
    g2.drawImage(iconeNave, at, null);
    }
    }





    share|improve this answer
























    • Caio Issa Thanks you. Now it's working.

      – Sansone
      Nov 16 '18 at 19:28


















    1














    I'm pretty sure you mean you want do draw an image on the Panel. First of all, I'd recommend you create a resources folder inside the projects src folder, and add all images there. Once you're done, you have to load the image with imageIO and draw it with drawImage. Here's a short example:



    package asteroid;

    import java.awt.Graphics2D;
    import java.awt.geom.AffineTransform;
    import java.awt.image.BufferedImage;
    import javax.imageio.ImageIO;

    public class Nave {

    BufferedImage iconeNave;

    public Nave( ... ) {
    try{
    iconeNave = ImageIO.read(getClass().getResource("/resources/nave.png"));
    }catch(IOException e){e.printStackTrace();}
    catch(Exception e){e.printStackTrace();}
    }

    @Override
    public void paint(Graphics2D g2){
    AffineTransform at = new AffineTransform();
    at.translate((int)x + radius/2.5,(int)y + radius/2.5);
    at.rotate(Math.PI/2 + angle);
    at.translate(-iconeNave.getWidth()/2, -iconeNave.getHeight()/2);
    g2.drawImage(iconeNave, at, null);
    }
    }





    share|improve this answer
























    • Caio Issa Thanks you. Now it's working.

      – Sansone
      Nov 16 '18 at 19:28
















    1












    1








    1







    I'm pretty sure you mean you want do draw an image on the Panel. First of all, I'd recommend you create a resources folder inside the projects src folder, and add all images there. Once you're done, you have to load the image with imageIO and draw it with drawImage. Here's a short example:



    package asteroid;

    import java.awt.Graphics2D;
    import java.awt.geom.AffineTransform;
    import java.awt.image.BufferedImage;
    import javax.imageio.ImageIO;

    public class Nave {

    BufferedImage iconeNave;

    public Nave( ... ) {
    try{
    iconeNave = ImageIO.read(getClass().getResource("/resources/nave.png"));
    }catch(IOException e){e.printStackTrace();}
    catch(Exception e){e.printStackTrace();}
    }

    @Override
    public void paint(Graphics2D g2){
    AffineTransform at = new AffineTransform();
    at.translate((int)x + radius/2.5,(int)y + radius/2.5);
    at.rotate(Math.PI/2 + angle);
    at.translate(-iconeNave.getWidth()/2, -iconeNave.getHeight()/2);
    g2.drawImage(iconeNave, at, null);
    }
    }





    share|improve this answer













    I'm pretty sure you mean you want do draw an image on the Panel. First of all, I'd recommend you create a resources folder inside the projects src folder, and add all images there. Once you're done, you have to load the image with imageIO and draw it with drawImage. Here's a short example:



    package asteroid;

    import java.awt.Graphics2D;
    import java.awt.geom.AffineTransform;
    import java.awt.image.BufferedImage;
    import javax.imageio.ImageIO;

    public class Nave {

    BufferedImage iconeNave;

    public Nave( ... ) {
    try{
    iconeNave = ImageIO.read(getClass().getResource("/resources/nave.png"));
    }catch(IOException e){e.printStackTrace();}
    catch(Exception e){e.printStackTrace();}
    }

    @Override
    public void paint(Graphics2D g2){
    AffineTransform at = new AffineTransform();
    at.translate((int)x + radius/2.5,(int)y + radius/2.5);
    at.rotate(Math.PI/2 + angle);
    at.translate(-iconeNave.getWidth()/2, -iconeNave.getHeight()/2);
    g2.drawImage(iconeNave, at, null);
    }
    }






    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered Nov 16 '18 at 17:21









    caio issacaio issa

    111




    111













    • Caio Issa Thanks you. Now it's working.

      – Sansone
      Nov 16 '18 at 19:28





















    • Caio Issa Thanks you. Now it's working.

      – Sansone
      Nov 16 '18 at 19:28



















    Caio Issa Thanks you. Now it's working.

    – Sansone
    Nov 16 '18 at 19:28







    Caio Issa Thanks you. Now it's working.

    – Sansone
    Nov 16 '18 at 19:28















    0














    In order to create an image in Java, you will first need to create a JPanel (essentially a window on your screen). It will look something like this (taken from javacodex.com):



    import java.awt.*;
    import java.awt.image.*;
    import java.io.*;
    import javax.swing.*;
    import javax.imageio.ImageIO;

    public class JPanelExample {

    public static void main(String arguments) throws IOException {

    JPanel panel = new JPanel();

    BufferedImage image = ImageIO.read(new File("./java.jpg"));
    JLabel label = new JLabel(new ImageIcon(image));
    panel.add(label);

    // main window
    JFrame.setDefaultLookAndFeelDecorated(true);
    JFrame frame = new JFrame("JPanel Example");
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

    // add the Jpanel to the main window
    frame.add(panel);

    frame.pack();
    frame.setVisible(true);

    }
    }


    However, I am assuming that by "image," you mean a shape drawn out onto the screen instead (since you are using a paint method that draws a circle in your example). Then, you have your code in the correct method but need to implement a JPanel (since without a JPanel or JFrame you can't really display anything onto the screen graphics-wise).



    Here is an example taken from Board.java of my Atari Breakout mini-game:



    public class Board extends JPanel implements KeyListener {

    // Other Game Code

    public void paint(Graphics g) {
    super.paint(g);
    Graphics2D g2 = (Graphics2D) g;
    g2.setColor(Color.BLACK);

    // Shows lives left and score on screen
    g2.drawString("Lives left: " + lives, 400, 600);
    g2.drawString("Score: " + score, 400, 500);

    // Paints Walls (separate paint method created in wall class)
    topWall.paint(g2);
    bottomWall.paint(g2);
    leftWall.paint(g2);
    rightWall.paint(g2);

    // Paints 2 Balls (separate paint method created in ball class)
    b.paint(g2);
    b2.paint(g2);

    // Paints Paddle (separate paint method created in paddle class)
    paddle.paint(g2);

    // Paints Bricks based on current level (separate paint method created in brick class)
    // Bricks were created/stored in 2D Array, so drawn on screen through 2D Array as well.
    if (level == 1) {
    for (int x = 0; x < bricks.length; x++) {
    for (int i = 0; i < bricks[0].length; i++) {
    bricks[x][i].paint(g2);
    }
    }
    }
    if (level == 2) {
    for (int x = 0; x < bricks.length; x++) {
    for (int i = 0; i < bricks[0].length; i++) {
    bricks[x][i].paint(g2);
    }
    }
    }


    }


    Here is an example of a Paint Method in the Paddle Class:



    // Constructor
    public Paddle(int x, int y, int w, int h){

    xpos = x;
    ypos = y;
    width = w;
    height = h;

    r = new Rectangle(xpos, ypos, width, height);
    }

    public void paint(Graphics2D g2){

    g2.fill(r);
    }


    Output (What is shown on Screen):



    enter image description here



    Hope this helps you in drawing your circle!






    share|improve this answer






























      0














      In order to create an image in Java, you will first need to create a JPanel (essentially a window on your screen). It will look something like this (taken from javacodex.com):



      import java.awt.*;
      import java.awt.image.*;
      import java.io.*;
      import javax.swing.*;
      import javax.imageio.ImageIO;

      public class JPanelExample {

      public static void main(String arguments) throws IOException {

      JPanel panel = new JPanel();

      BufferedImage image = ImageIO.read(new File("./java.jpg"));
      JLabel label = new JLabel(new ImageIcon(image));
      panel.add(label);

      // main window
      JFrame.setDefaultLookAndFeelDecorated(true);
      JFrame frame = new JFrame("JPanel Example");
      frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

      // add the Jpanel to the main window
      frame.add(panel);

      frame.pack();
      frame.setVisible(true);

      }
      }


      However, I am assuming that by "image," you mean a shape drawn out onto the screen instead (since you are using a paint method that draws a circle in your example). Then, you have your code in the correct method but need to implement a JPanel (since without a JPanel or JFrame you can't really display anything onto the screen graphics-wise).



      Here is an example taken from Board.java of my Atari Breakout mini-game:



      public class Board extends JPanel implements KeyListener {

      // Other Game Code

      public void paint(Graphics g) {
      super.paint(g);
      Graphics2D g2 = (Graphics2D) g;
      g2.setColor(Color.BLACK);

      // Shows lives left and score on screen
      g2.drawString("Lives left: " + lives, 400, 600);
      g2.drawString("Score: " + score, 400, 500);

      // Paints Walls (separate paint method created in wall class)
      topWall.paint(g2);
      bottomWall.paint(g2);
      leftWall.paint(g2);
      rightWall.paint(g2);

      // Paints 2 Balls (separate paint method created in ball class)
      b.paint(g2);
      b2.paint(g2);

      // Paints Paddle (separate paint method created in paddle class)
      paddle.paint(g2);

      // Paints Bricks based on current level (separate paint method created in brick class)
      // Bricks were created/stored in 2D Array, so drawn on screen through 2D Array as well.
      if (level == 1) {
      for (int x = 0; x < bricks.length; x++) {
      for (int i = 0; i < bricks[0].length; i++) {
      bricks[x][i].paint(g2);
      }
      }
      }
      if (level == 2) {
      for (int x = 0; x < bricks.length; x++) {
      for (int i = 0; i < bricks[0].length; i++) {
      bricks[x][i].paint(g2);
      }
      }
      }


      }


      Here is an example of a Paint Method in the Paddle Class:



      // Constructor
      public Paddle(int x, int y, int w, int h){

      xpos = x;
      ypos = y;
      width = w;
      height = h;

      r = new Rectangle(xpos, ypos, width, height);
      }

      public void paint(Graphics2D g2){

      g2.fill(r);
      }


      Output (What is shown on Screen):



      enter image description here



      Hope this helps you in drawing your circle!






      share|improve this answer




























        0












        0








        0







        In order to create an image in Java, you will first need to create a JPanel (essentially a window on your screen). It will look something like this (taken from javacodex.com):



        import java.awt.*;
        import java.awt.image.*;
        import java.io.*;
        import javax.swing.*;
        import javax.imageio.ImageIO;

        public class JPanelExample {

        public static void main(String arguments) throws IOException {

        JPanel panel = new JPanel();

        BufferedImage image = ImageIO.read(new File("./java.jpg"));
        JLabel label = new JLabel(new ImageIcon(image));
        panel.add(label);

        // main window
        JFrame.setDefaultLookAndFeelDecorated(true);
        JFrame frame = new JFrame("JPanel Example");
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

        // add the Jpanel to the main window
        frame.add(panel);

        frame.pack();
        frame.setVisible(true);

        }
        }


        However, I am assuming that by "image," you mean a shape drawn out onto the screen instead (since you are using a paint method that draws a circle in your example). Then, you have your code in the correct method but need to implement a JPanel (since without a JPanel or JFrame you can't really display anything onto the screen graphics-wise).



        Here is an example taken from Board.java of my Atari Breakout mini-game:



        public class Board extends JPanel implements KeyListener {

        // Other Game Code

        public void paint(Graphics g) {
        super.paint(g);
        Graphics2D g2 = (Graphics2D) g;
        g2.setColor(Color.BLACK);

        // Shows lives left and score on screen
        g2.drawString("Lives left: " + lives, 400, 600);
        g2.drawString("Score: " + score, 400, 500);

        // Paints Walls (separate paint method created in wall class)
        topWall.paint(g2);
        bottomWall.paint(g2);
        leftWall.paint(g2);
        rightWall.paint(g2);

        // Paints 2 Balls (separate paint method created in ball class)
        b.paint(g2);
        b2.paint(g2);

        // Paints Paddle (separate paint method created in paddle class)
        paddle.paint(g2);

        // Paints Bricks based on current level (separate paint method created in brick class)
        // Bricks were created/stored in 2D Array, so drawn on screen through 2D Array as well.
        if (level == 1) {
        for (int x = 0; x < bricks.length; x++) {
        for (int i = 0; i < bricks[0].length; i++) {
        bricks[x][i].paint(g2);
        }
        }
        }
        if (level == 2) {
        for (int x = 0; x < bricks.length; x++) {
        for (int i = 0; i < bricks[0].length; i++) {
        bricks[x][i].paint(g2);
        }
        }
        }


        }


        Here is an example of a Paint Method in the Paddle Class:



        // Constructor
        public Paddle(int x, int y, int w, int h){

        xpos = x;
        ypos = y;
        width = w;
        height = h;

        r = new Rectangle(xpos, ypos, width, height);
        }

        public void paint(Graphics2D g2){

        g2.fill(r);
        }


        Output (What is shown on Screen):



        enter image description here



        Hope this helps you in drawing your circle!






        share|improve this answer















        In order to create an image in Java, you will first need to create a JPanel (essentially a window on your screen). It will look something like this (taken from javacodex.com):



        import java.awt.*;
        import java.awt.image.*;
        import java.io.*;
        import javax.swing.*;
        import javax.imageio.ImageIO;

        public class JPanelExample {

        public static void main(String arguments) throws IOException {

        JPanel panel = new JPanel();

        BufferedImage image = ImageIO.read(new File("./java.jpg"));
        JLabel label = new JLabel(new ImageIcon(image));
        panel.add(label);

        // main window
        JFrame.setDefaultLookAndFeelDecorated(true);
        JFrame frame = new JFrame("JPanel Example");
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

        // add the Jpanel to the main window
        frame.add(panel);

        frame.pack();
        frame.setVisible(true);

        }
        }


        However, I am assuming that by "image," you mean a shape drawn out onto the screen instead (since you are using a paint method that draws a circle in your example). Then, you have your code in the correct method but need to implement a JPanel (since without a JPanel or JFrame you can't really display anything onto the screen graphics-wise).



        Here is an example taken from Board.java of my Atari Breakout mini-game:



        public class Board extends JPanel implements KeyListener {

        // Other Game Code

        public void paint(Graphics g) {
        super.paint(g);
        Graphics2D g2 = (Graphics2D) g;
        g2.setColor(Color.BLACK);

        // Shows lives left and score on screen
        g2.drawString("Lives left: " + lives, 400, 600);
        g2.drawString("Score: " + score, 400, 500);

        // Paints Walls (separate paint method created in wall class)
        topWall.paint(g2);
        bottomWall.paint(g2);
        leftWall.paint(g2);
        rightWall.paint(g2);

        // Paints 2 Balls (separate paint method created in ball class)
        b.paint(g2);
        b2.paint(g2);

        // Paints Paddle (separate paint method created in paddle class)
        paddle.paint(g2);

        // Paints Bricks based on current level (separate paint method created in brick class)
        // Bricks were created/stored in 2D Array, so drawn on screen through 2D Array as well.
        if (level == 1) {
        for (int x = 0; x < bricks.length; x++) {
        for (int i = 0; i < bricks[0].length; i++) {
        bricks[x][i].paint(g2);
        }
        }
        }
        if (level == 2) {
        for (int x = 0; x < bricks.length; x++) {
        for (int i = 0; i < bricks[0].length; i++) {
        bricks[x][i].paint(g2);
        }
        }
        }


        }


        Here is an example of a Paint Method in the Paddle Class:



        // Constructor
        public Paddle(int x, int y, int w, int h){

        xpos = x;
        ypos = y;
        width = w;
        height = h;

        r = new Rectangle(xpos, ypos, width, height);
        }

        public void paint(Graphics2D g2){

        g2.fill(r);
        }


        Output (What is shown on Screen):



        enter image description here



        Hope this helps you in drawing your circle!







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Nov 14 '18 at 3:07

























        answered Nov 14 '18 at 3:00









        Henry WangHenry Wang

        358




        358






























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