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A Simple Applet. Applets and applications An applet is a Java program that runs on a web page –Applets can be run from: Internet Explorer Netscape Navigator.

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Presentation on theme: "A Simple Applet. Applets and applications An applet is a Java program that runs on a web page –Applets can be run from: Internet Explorer Netscape Navigator."— Presentation transcript:

1 A Simple Applet

2 Applets and applications An applet is a Java program that runs on a web page –Applets can be run from: Internet Explorer Netscape Navigator (sometimes) appletviewer An application is a Java program that runs all by itself

3 Packages and classes Java supplies a huge library of pre-written “code,” ready for you to use in your programs Code is organized into classes Classes are grouped into packages One way to use this code is to import it You can import a single class, or all the classes in a package

4 The Applet class To create an applet, you must import the Applet class –This class is in the java.applet package The Applet class contains code that works with a browser to create a display window Capitalization matters! –applet and Applet are different names

5 Importing the Applet class Here is the directive that you need: import java.applet.Applet; import is a keyword java.applet is the name of the package A dot (. ) separates the package from the class Applet is the name of the class There is a semicolon ( ; ) at the end

6 The java.awt package “awt” stands for “Abstract Window Toolkit” The java.awt package includes classes for: –Drawing lines and shapes –Drawing letters –Setting colors –Choosing fonts If it’s drawn on the screen, then java.awt is probably involved!

7 Importing the java.awt package Since you may want to use many classes from the java.awt package, simply import them all: import java.awt.*; The asterisk, or star (*), means “all classes” The import directives can go in any order, but must be the first lines in your program

8 C and C++ programmers only C and C++ have an #include directive that copies a library function into your program This makes your program bigger Java’s import gives you access to the library It does not make your program bigger It’s OK to use lots of include directives!

9 The applet so far import java.applet.Applet; import java.awt.*;

10 Comments A comment adds information for the reader Java ignores everything inside comments There are three kinds of comments: // starts a comment that goes to the end of the line /* starts a comment that can extend over many lines, and ends at */ /** is a “javadoc” comment that can be extracted from your program and used in documentation */

11 Classes In Java, all code occurs in classes –Except for the package and import directives –We will talk about package some day The code that you import is in classes Your code will also be in classes For now, a class is a bundle of code –We will talk about what it really is very soon

12 Your first class public class Drawing extends Applet { …the code for your class goes in here… } public says your class is not hidden –This makes your class visible to BlueJ –We will talk later about why we hide code class says we are making a class (Duh!)

13 Your first class, part 2 public class Drawing extends Applet { … } Drawing is the name of your class –Class names should always be capitalized extends Applet says that our Drawing is a kind of Applet, but with added capabilities –Java’s Applet just makes an empty window –We are going to draw in that window

14 Your first class, part 3 public class Drawing extends Applet { …the code for your class goes in here… } The braces, { }, mark the beginning and ending of your code

15 The applet so far import java.applet.Applet; import java.awt.*; // CIT 591 example public class Drawing extends Applet { …we still need to put some code in here... }

16 Methods A method is a group of commands that tell the computer to do something –C programmers: methods are similar to functions A method takes information in, does something with it, and returns a result –The input information is called the method’s parameters, or arguments –The result is just called a result

17 The paint method Our applet is going to have a method to paint some colored rectangles on the screen This method must be named paint paint needs to be told where on the screen it can draw –this will be the only parameter it needs paint doesn’t return any result

18 The paint method, part 2 public void paint(Graphics g) { … } public says that anyone can use this method void says that it does not return a result paint is the name of the method The argument (there’s only one) is inside parentheses The method’s commands are inside braces

19 By the way…names ( ) are parentheses { } are braces [ ] are brackets

20 The paint method, part 3 public void paint(Graphics g) { … } A Graphics is something that holds information about a painting –It remembers what color you are using –It remembers what font you are using –You can “paint” on it, and it remembers what you have painted

21 Classes and objects A class is a description of some objects An object is a member of a class –The type of an object is the class it belongs to –Classes are more abstract than objects If I have a dog named Fido, I can’t pet “dog,” but I can pet “Fido” –Fido is an object of type Dog

22 The paint method, part 4 public void paint(Graphics g) { … } g is the parameter, or argument –we could use any name we wanted for it –but it should not begin with a capital letter The type of a name tells what kind of thing the name refers to Graphics g says g is an object of type Graphics We can paint on g

23 The applet so far import java.applet.Applet; import java.awt.*; // CIT 591 example public class Drawing extends Applet { public void paint(Graphics g) { …we still need to put some code in here… } }

24 Colors The java.awt package defines a class named Color There are 13 predefined colors--here are their fully-qualified names: Color.black Color.pink Color.green Color.darkGray Color.red Color.cyan Color.gray Color.orange Color.blue Color.lightGray Color.yellow Color.white Color.magenta

25 New colors Every color is a mix of red, green, and blue You can make your own colors: new Color( red, green, blue ) Amounts range from 0 to 255 Black is (0, 0, 0), white is (255, 255, 255) We are mixing lights, not pigments Yellow is red + green, or (255, 255, 0)

26 Setting a color To use a color, we tell our Graphics g what color we want: g.setColor(Color.red); g will remember this color and use it for everything until we tell it some different color

27 The paint method so far public void paint(Graphics g) { g.setColor(Color.blue); …draw a rectangle… g.setColor(Color.red) …draw another rectangle… } }

28 Pixels A pixel is a picture (pix) element –one pixel is one dot on your screen –there are typically 72 to 90 pixels per inch java.awt measures everything in pixels

29 Java’s coordinate system Java uses an (x, y) coordinate system (0, 0) is the top left corner (50, 0) is 50 pixels to the right of (0, 0) (0, 20) is 20 pixels down from (0, 0) (w, h) is the bottom right corner, where w is the width of the window and h is its height

30 Drawing rectangles There are two ways to draw rectangles: g.drawRect( left, top, width, height ); g.fillRect( left, top, width, height );

31 The complete applet import java.applet.Applet; import java.awt.*; // CIT 591 example public class Drawing extends Applet { public void paint(Graphics g) { g.setColor(Color.blue); g.fillRect(20, 20, 50, 30); g.setColor(Color.red); g.fillRect(50, 30, 50, 30); } }

32 Some more java.awt methods g.drawLine( x1, y1, x2, y2 ); g.drawOval( left, top, width, height ); g.fillOval( left, top, width, height ); g.drawRoundRect( left, top, width, height ); g.fillRoundRect( left, top, width, height ); g.drawArc( left, top, width, height, startAngle, arcAngle );

33 Drawing Strings A String is a sequence of characters enclosed in double quote marks –"Hello, World!" A double quote mark in a String must be preceded by a backslash ( \ ) –"He said, \"Please don't go.\"" g.drawString( string, x, y );

34 The End


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