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Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-1 Outline Graphics Applets Drawing Shapes Components and Containers Images.

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Presentation on theme: "Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-1 Outline Graphics Applets Drawing Shapes Components and Containers Images."— Presentation transcript:

1 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-1 Outline Graphics Applets Drawing Shapes Components and Containers Images Graphical User Interfaces Buttons and Text Fields More Components

2 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-2 Introduction to Graphics The last few sections of each chapter of the textbook focus on graphics and graphical user interfaces A picture or drawing must be digitized for storage on a computer A picture is made up of pixels (picture elements), and each pixel is stored separately The number of pixels used to represent a picture is called the picture resolution The number of pixels that can be displayed by a monitor is called the monitor resolution

3 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-3 Coordinate Systems Each pixel can be identified using a two-dimensional coordinate system When referring to a pixel in a Java program, we use a coordinate system with the origin in the top-left corner Each color is represented by three numbers between 0 and 255 that collectively are called an RGB value Y X(0, 0) (112, 40) 112 40

4 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-4 The Color Class A color in a Java program is represented as an object created from the Color class The Color class also contains several predefined colors, including the following: Object Color.black Color.blue Color.cyan Color.orange Color.white Color.yellow RGB Value 0, 0, 0 0, 0, 255 0, 255, 255 255, 200, 0 255, 255, 255 255, 255, 0

5 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-5 Outline Graphics Applets Drawing Shapes Components and Containers Images Graphical User Interfaces Buttons and Text Fields More Components

6 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-6 Applets A Java application is a stand-alone program with a main method (like the ones we've seen so far) A Java applet is a program that is intended to transported over the Web and executed using a web browser An applet also can be executed using the appletviewer tool of the Java Software Development Kit An applet doesn't have a main method Instead, there are several special methods that serve specific purposes

7 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-7 Applets The paint method, for instance, is executed automatically and is used to draw the applet’s contents The paint method accepts a parameter that is an object of the Graphics class A Graphics object defines a graphics context on which we can draw shapes and text The Graphics class has several methods for drawing shapes

8 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-8 Applets The class that defines an applet extends the Applet class This makes use of inheritance, which is explored in more detail in Chapter 8 See Einstein.javaEinstein.java An applet is embedded into an HTML file using a tag that references the bytecode file of the applet The bytecode version of the program is transported across the web and executed by a Java interpreter that is part of the browser

9 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-9 The HTML applet Tag The Einstein Applet

10 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-10 Outline Graphics Applets Drawing Shapes Components and Containers Images Graphical User Interfaces Buttons and Text Fields More Components

11 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-11 Drawing Shapes Let's explore some of the methods of the Graphics class that draw shapes in more detail A shape can be filled or unfilled, depending on which method is invoked The method parameters specify coordinates and sizes Shapes with curves, like an oval, are usually drawn by specifying the shape’s bounding rectangle An arc can be thought of as a section of an oval

12 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-12 Drawing a Line X Y 10 20 150 45 page.drawLine (10, 20, 150, 45); page.drawLine (150, 45, 10, 20); or

13 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-13 Drawing a Rectangle X Y page.drawRect (50, 20, 100, 40); 50 20 100 40

14 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-14 Drawing an Oval X Y page.drawOval (175, 20, 50, 80); 175 20 50 80 bounding rectangle

15 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-15 Drawing Shapes Every drawing surface has a background color Every graphics context has a current foreground color Both can be set explicitly See Snowman.javaSnowman.java

16 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-16 Summary Chapter 2 focused on: –character strings –primitive data –the declaration and use of variables –expressions and operator precedence –data conversions –accepting input from the user –Java applets –introduction to graphics

17 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-17 Outline Graphics Applets Drawing Shapes Components and Containers Images Graphical User Interfaces Buttons and Text Fields More Components

18 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-18 Graphical Applications Except for the applets seen in Chapter 2, the example programs we've explored thus far have been text-based They are called command-line applications, which interact with the user using simple text prompts Let's examine some Java applications that have graphical components These components will serve as a foundation to programs that have true graphical user interfaces (GUIs)

19 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-19 GUI Components A GUI component is an object that represents a screen element such as a button or a text field GUI-related classes are defined primarily in the java.awt and the javax.swing packages The Abstract Windowing Toolkit (AWT) was the original Java GUI package The Swing package provides additional and more versatile components Both packages are needed to create a Java GUI-based program

20 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-20 GUI Containers A GUI container is a component that is used to hold and organize other components A frame is a container that is used to display a GUI- based Java application A frame is displayed as a separate window with a title bar – it can be repositioned and resized on the screen as needed A panel is a container that cannot be displayed on its own but is used to organize other components A panel must be added to another container to be displayed

21 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-21 GUI Containers A GUI container can be classified as either heavyweight or lightweight A heavyweight container is one that is managed by the underlying operating system A lightweight container is managed by the Java program itself Occasionally this distinction is important A frame is a heavyweight container and a panel is a lightweight container

22 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-22 Labels & Panels A label is a GUI component that displays a line of text Labels are usually used to display information or identify other components in the interface Containers that contain other components make up the containment hierarchy of an interface This hierarchy can be as intricate as needed to create the visual effect desired The following example nests two panels inside a third panel See NestedPanels.javaNestedPanels.java

23 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-23 Outline Graphics Applets Drawing Shapes Components and Containers Images Graphical User Interfaces Buttons and Text Fields More Components

24 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-24 Images Images are often used in a programs with a graphical interface Java can manage images in both JPEG and GIF formats As we've seen, a JLabel object can be used to display a line of text It can also be used to display an image That is, a label can be composed of text, and image, or both at the same time

25 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-25 Images The ImageIcon class is used to represent an image that is stored in a label The position of the text relative to the image can be set explicitly The alignment of the text and image within the label can be set as well See LabelDemo.javaLabelDemo.java

26 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-26 Graphical Objects Some objects contain information that determines how the object should be represented visually Most GUI components are graphical objects We can have some effect on how components get drawn We did this in Chapter 2 when we defined the paint method of an applet Let's look at some other examples of graphical objects

27 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-27 Smiling Face Example The SmilingFace program draws a face by defining the paintComponent method of a panel See SmilingFace.javaSmilingFace.java See SmilingFacePanel.javaSmilingFacePanel.java The main method of the SmilingFace class instantiates a SmilingFacePanel and displays it The SmilingFacePanel class is derived from the JPanel class using inheritance

28 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-28 Smiling Face Example Every Swing component has a paintComponent method The paintComponent method accepts a Graphics object that represents the graphics context for the panel We define the paintComponent method to draw the face with appropriate calls to the Graphics methods Note the difference between drawing on a panel and adding other GUI components to a panel

29 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-29 Splat Example The Splat example is structured a bit differently It draws a set of colored circles on a panel, but each circle is represented as a separate object that maintains its own graphical information The paintComponent method of the panel "asks" each circle to draw itself See Splat.javaSplat.java See SplatPanel.javaSplatPanel.java See Circle.javaCircle.java

30 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-30 Outline Graphics Applets Drawing Shapes Components and Containers Images Graphical User Interfaces Buttons and Text Fields More Components

31 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-31 Graphical User Interfaces A Graphical User Interface (GUI) in Java is created with at least three kinds of objects: –components –events –listeners We've previously discussed components, which are objects that represent screen elements –labels, buttons, text fields, menus, etc. Some components are containers that hold and organize other components –frames, panels, applets, dialog boxes

32 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-32 Events An event is an object that represents some activity to which we may want to respond For example, we may want our program to perform some action when the following occurs: –the mouse is moved –the mouse is dragged –a mouse button is clicked –a graphical button is clicked –a keyboard key is pressed –a timer expires Events often correspond to user actions, but not always

33 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-33 Events and Listeners The Java standard class library contains several classes that represent typical events Components, such as a graphical button, generate (or fire) an event when it occurs A listener object "waits" for an event to occur and responds accordingly We can design listener objects to take whatever actions are appropriate when an event occurs

34 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-34 Events and Listeners Component A component object may generate an event Listener A corresponding listener object is designed to respond to the event Event When the event occurs, the component calls the appropriate method of the listener, passing an object that describes the event

35 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-35 GUI Development Generally we use components and events that are predefined by classes in the Java class library Therefore, to create a Java program that uses a GUI we must: –instantiate and set up the necessary components –implement listener classes for any events we care about –establish the relationship between listeners and components that generate the corresponding events Let's now explore some new components and see how this all comes together

36 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-36 Outline Graphics Applets Drawing Shapes Components and Containers Images Graphical User Interfaces Buttons and Text Fields More Components

37 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-37 Buttons A push button is a component that allows the user to initiate an action by pressing a graphical button using the mouse A push button is defined by the JButton class It generates an action event The PushCounter example displays a push button that increments a counter each time it is pushed See PushCounter.javaPushCounter.java See PushCounterPanel.javaPushCounterPanel.java

38 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-38 Push Counter Example The components of the GUI are the button, a label to display the counter, a panel to organize the components, and the main frame The PushCounterPanel class is represents the panel used to display the button and label The PushCounterPanel class is derived from JPanel using inheritance The constructor of PushCounterPanel sets up the elements of the GUI and initializes the counter to zero

39 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-39 Push Counter Example The ButtonListener class is the listener for the action event generated by the button It is implemented as an inner class, which means it is defined within the body of another class That facilitates the communication between the listener and the GUI components Inner classes should only be used in situations where there is an intimate relationship between the two classes and the inner class is not needed in any other context

40 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-40 Push Counter Example Listener classes are written by implementing a listener interface The ButtonListener class implements the ActionListener interface An interface is a list of methods that the implementing class must define The only method in the ActionListener interface is the actionPerformed method The Java class library contains interfaces for many types of events We discuss interfaces in more detail in Chapter 6

41 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-41 Push Counter Example The PushCounterPanel constructor: –instantiates the ButtonListener object –establishes the relationship between the button and the listener by the call to addActionListener When the user presses the button, the button component creates an ActionEvent object and calls the actionPerformed method of the listener The actionPerformed method increments the counter and resets the text of the label

42 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-42 Text Fields Let's look at another GUI example that uses another type of component A text field allows the user to enter one line of input If the cursor is in the text field, the text field component generates an action event when the enter key is pressed See Fahrenheit.javaFahrenheit.java See FahrenheitPanel.javaFahrenheitPanel.java

43 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-43 Fahrenheit Example Like the PushCounter example, the GUI is set up in a separate panel class The TempListener inner class defines the listener for the action event generated by the text field The FahrenheitPanel constructor instantiates the listener and adds it to the text field When the user types a temperature and presses enter, the text field generates the action event and calls the actionPerformed method of the listener The actionPerformed method computes the conversion and updates the result label

44 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-44 Determining Event Sources Recall that interactive GUIs require establishing a relationship between components and the listeners that respond to component events One listener object can be used to listen to two different components The source of the event can be determined by using the getSource method of the event passed to the listener See LeftRight.javaLeftRight.java See LeftRightPanel.javaLeftRightPanel.java

45 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Interaction between Graphics and Components Components are declared as attributes As are variables to store the ‘state’ of the program A paintComponent method that calls super.paintComponent and shows how to draw the ‘state’ must be written Listeners must call repaint() See PushDraw.java See PushDrawPanel.java 2-45

46 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-46 Outline Graphics Applets Drawing Shapes Components and Containers Images Graphical User Interfaces Buttons and Text Fields More Components

47 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-47 Dialog Boxes A dialog box is a window that appears on top of any currently active window It may be used to: –convey information –confirm an action –allow the user to enter data –pick a color –choose a file A dialog box usually has a specific, solitary purpose, and the user interaction with it is brief

48 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-48 Check Boxes A check box is a button that can be toggled on or off It is represented by the JCheckBox class Unlike a push button, which generates an action event, a check box generates an item event whenever it changes state (is checked on or off) The ItemListener interface is used to define item event listeners The check box calls the itemStateChanged method of the listener when it is toggled

49 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-49 Radio Buttons A group of radio buttons represents a set of mutually exclusive options – only one can be selected at any given time When a radio button from a group is selected, the button that is currently "on" in the group is automatically toggled off To define the group of radio buttons that will work together, each radio button is added to a ButtonGroup object A radio button generates an action event

50 Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 2-50 Summary Chapter 5 focused on: –boolean expressions –conditional statements –comparing data –repetition statements –iterators –more drawing techniques –more GUI components


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