Running problem with NoughtsAndCrossesGame in blank

Running problem with NoughtsAndCrossesGame in blank

Hi i was having problem created NoughtsAndCrossesGame in end the it works but i runs the gui in blank. Its another way to solve it

/*
 * To change this template, choose Tools | Templates
 * and open the template in the editor.
 */
package test;

import java.awt.*;
import java.awt.event.*;
import javax.swing.*;

/**
 *
 * @author 000621812
 */

public class NoughtsAndCrossesGamev2 {

    /**
     * @param args the command line arguments
     */
    public static void main(String[] args) {
        // TODO code application logic here
        NoughtsAndCrossesGameFrame noughtsAndCrossesGame;

        noughtsAndCrossesGame = new NoughtsAndCrossesGameFrame();
        noughtsAndCrossesGame.setVisible(true);


    }
}

class NoughtsAndCrossesGameFrame extends JFrame {

    NoughtsAndCrossesGamePanel gamePanel;
    NoughtsAndCrossesButtonPanel buttonPanel;
    private ButtonPlayActionHandle playHandler;
    private ButtonExitActionHandler exitHandler;
    private JButton playButton;
    private JButton exitButton;

    public NoughtsAndCrossesGameFrame() {

       gamePanel = new NoughtsAndCrossesGamePanel();
       buttonPanel = new NoughtsAndCrossesButtonPanel();



            this.setLayout(new BorderLayout());
            this.setLayout(new GridLayout(3, 0));
            this.setSize(200, 200);
            this.setVisible(true);
            this.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
            this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            this.setTitle("Noughts and Crosses");

    }

    /**
* Asks the panel containing the game to reset the game.
*/

    private void resetGame() {



        //**
//* The button panel
//*/
    }

    class NoughtsAndCrossesButtonPanel extends JPanel {

      /**
* The game panel
       *
*/ public NoughtsAndCrossesButtonPanel() {
         playButton=new JButton("Play");
         playHandler=new ButtonPlayActionHandle();
     playButton.addActionListener(playHandler);

         exitButton =new JButton("Exit");
         exitHandler=new ButtonExitActionHandler();
         exitButton .addActionListener(exitHandler);
         this.add(playButton);
         this.add(exitButton);

}

    }
    }

    class NoughtsAndCrossesGamePanel extends JPanel {

       private int clickCount = 0;
    private JButton[] btnKeypad = new JButton[9];


        public NoughtsAndCrossesGamePanel() {
            /**
* Resets the buttons and clicjCount ready for a new game
*/

            HandlePlayerShot shotHandler = new HandlePlayerShot();
            // Set some JFrame details

            // NOTE - In grid layout you provide the number of
            // rows and columns but columns are ignored and always set equal to rows
            // unless the rows are zero.
            //TODO
            //this.setLayout(.....);


            // Create the buttons and add them  to the JFrame
            for (int i = 0; i < 9; i++) {
                btnKeypad[i] = new JButton(" ");
                this.add(btnKeypad[i]);
                btnKeypad[i].addActionListener(shotHandler);

                //TODO
            }

            // Register the same listener for each button as the action needed is always the same.
            // Note - this could have been done in the above loop but is shown separately here to make
            // it clearer.
            shotHandler = new HandlePlayerShot();

            this.setSize(250, 250);

        }

        private void resetGame() {
           /**
* Disables all the buttons when the game ends
            *
*/
            clickCount = 0;
            for (int i = 0; i < 9; i++){
                btnKeypad[i].setText("");
            }

        }

        private void gameFinished() {
            /**
* Inner class of NoughtsAndCrossesGamePanel to handle a players shot
* ie when a game button is pressed.
*/
        }

        class HandlePlayerShot implements ActionListener { //TODO  implements ????


/**
* Inner class of NoughtsAndCrossesGameFrame to respond to the Exit Button being
* pressed. Dispose of the frame and exits the application
*/
            @Override
            /**
             * Responds to the button press - ie player shot
             */
            public void actionPerformed(ActionEvent e) {
                JButton currentButton;
                String winner;

                clickCount++;
                currentButton = (JButton) (e.getSource());
                // If it is an odd click count (button press count) then it is "X"
                // shot as "X" player always goes first
                if (clickCount % 2 == 1) {
                    currentButton.setText("X");
                } else {
                    currentButton.setText("0");
                }
                currentButton.setEnabled(false);
                winner = checkForWinner();
                if (winner != null) {
                    //Display a message showing who the winner is
                    //TODO
                    JOptionPane.showMessageDialog(null, "The winner is " + winner);

                   //NoughtsAndCrossesGamePanel.this.dispose();
                } else {
                    // check that all possible shots have been had
                    if (clickCount == 9) {
                        //Display a message saying it is a drawn game
                        //TODO
                        JOptionPane.showMessageDialog(null, "Draw!");
                        //NoughtsAndCrossesGamePanel.this.dispose();
                    }
                }
            }

            /**
             * Checks if the button in btnKeypad array in positions i, j, k
             * all have the same text.
             * @param i - button number
             * @param j - button number
             * @param k - button number
             * @return true if button i,j,k
             */
            private boolean isAWinner(int i, int j, int k) {
                return !btnKeypad[i].getText().equals(" ")
                        && btnKeypad[i].getText().equals(btnKeypad[j].getText())
                        && btnKeypad[i].getText().equals(btnKeypad[k].getText());
            }

            /**
             * Checks for all possible winning scenarios
             * @return null if there is no winner or the text on the button of the
             * winner
             */
            public String checkForWinner() {
                /* Assumed mapping of button indexes to position in game is -
                 *  012
                 *  345
                 *  678
                 */
                int winner = -1; // -1 value means there was no winner

                if (isAWinner(0, 1, 2)) {// Horizontal row 1
                    winner = 0;
                } else if (isAWinner(3, 4, 5)) {    // Horizontal row 2
                    winner = 3;
                } else if (isAWinner(6, 7, 8)) {    // Horizontal row 3
                    winner = 6;
                } else if (isAWinner(0, 3, 6)) {    // Vertical row 1
                    winner = 0;
                } else if (isAWinner(1, 4, 7)) {    // Vertical row 2
                    winner = 1;
                } else if (isAWinner(2, 5, 8)) {    // Vertical row 3
                    winner = 2;
                } else if (isAWinner(0, 4, 8)) {    // Diagonal 1
                    winner = 0;
                } else if (isAWinner(2, 4, 6)) {    // Diagonal 2
                    winner = 2;
                }

                if (winner != -1) {
                    return btnKeypad[winner].getText();
                } else {
                    return null;
                }
            }
        }
}

        class ButtonExitActionHandler implements ActionListener {

            /**
* Inner class of NoughtsAndCrossesGameFrame to respond to the Play Button being
* pressed. Asks the frame to reset the game by calling the frames resetGame
* method
*/


            public void actionPerformed(ActionEvent e)
        {

            System.exit(0);

        }

        }

        class ButtonPlayActionHandle implements ActionListener {
            public void actionPerformed(ActionEvent e)
        {
            //resetGame();
        }
        }
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