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Liang,Introduction to Java Programming,revised by D ai-kaiyu 1 Chapter 11 Getting Started with GUI Programming Prerequisites for Part III Chapter11 G etting Started w ith G U IProgram ming Chapter8 Inheritance and Polym orphism Chapter13 Creating U serInterfaces Chapter14 A pplets, Im ages,A udio Chapter9 A bstractClassesand Interfaces Chapter12 Event-D riven Program ming 百百百百

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Page 1: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu1

Chapter 11 Getting Started with GUI Programming

Prerequisites for Part III

Chapter 11 Getting Started with GUI Programming

Chapter 8 Inheritance and Polymorphism

Chapter 13 Creating User Interfaces

Chapter 14 Applets, Images, Audio

Chapter 9 Abstract Classes and Interfaces

Chapter 12 Event-Driven Programming

百闻不如一见

Page 2: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu2

Objectives To distinguish simple GUI components (§11.2). To describe the Java GUI API hierarchy (§11.3). To create user interfaces using frames, panels, and simple UI components

(§11.4). To understand the role of layout managers (§11.5). To use the FlowLayout, GridLayout, and BorderLayout managers to layout

components in a container (§11.5). To specify colors and fonts using the Color and Font classes (§11.6-11.7). To use JPanel as subcontainers (§11.8). To paint graphics using the paintComponent method on a panel (§11.9). To draw strings, lines, rectangles, ovals, arcs, and polygons using the drawing

methods in the Graphics class (§11.9). To center display using the FontMetrics Class (§11.10). To develop a reusable component MessagePanel to display a message on a panel

(§11.11). To develop a reusable component StillClock to emulate an analog clock (§11.12

Optional).

Page 3: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu3

Introduction Graphical User Interface (GUI)

Gives program distinctive “look” and “feel” Provides users with basic level of familiarity Built from GUI components (controls, widgets, etc.)

User interacts with GUI component via mouse, keyboard, etc.

Page 4: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu4

Some basic GUI components.

Component Description JLabel An area where uneditable text or icons can be displayed. JTextField An area in which the user inputs data from the keyboard. The area

can also display information. JButton An area that triggers an event when clicked. JCheckBox A GUI component that is either selected or not selected. JComboBox A drop-down list of items from which the user can make a selection

by clicking an item in the list or possibly by typing into the box. JList An area where a list of items is displayed from which the user can

make a selection by clicking once on any element in the list. Double-clicking an element in the list generates an action event. Multiple elements can be selected.

JPanel A container in which components can be placed.

Fig. 12.2 Some basic GUI components.

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Liang,Introduction to Java Programming,revised by Dai-kaiyu5

Creating GUI Objects// Create a button with text OK JButton jbtOK = new JButton("OK");  // Create a label with text "Enter your name: "JLabel jlblName = new JLabel("Enter your name: ");  

// Create a text field with text "Type Name Here"JTextField jtfName = new JTextField("Type Name Here");  // Create a check box with text boldJCheckBox jchkBold = new JCheckBox("Bold");  // Create a radio button with text redJRadioButton jrbRed = new JRadioButton("Red");  // Create a combo box with choices red, green, and blueJComboBox jcboColor = new JComboBox(new String[]{"Red", "Green", "Blue"});

Button

Label Text field

Check Box

Radio Button

Combo Box

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Swing vs. AWTWhen Java was introduced, the GUI classes were bundled in a library known as the Abstract Windows Toolkit (AWT). For every platform on which Java runs, the AWT components are automatically mapped to the platform-specific components through their respective agents, known as peers. AWT is fine for developing simple graphical user interfaces, but not for developing comprehensive GUI projects. AWT is prone to platform-specific bugs because its peer-based approach relies heavily on the underlying platform. Swing components are painted directly on canvases using Java code, except for components that are subclasses of java.awt.Window or java.awt.Panel, which must be drawn using native GUI on a specific platform. Swing components are less dependent on the target platform and use less of the native GUI resource. For this reason, Swing components that don’t rely on native GUI are referred to as lightweight components, and AWT components are referred to as heavyweight components.

Page 7: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu7

GUI Class Hierarchy (Swing)

Dimension

Font

FontMetrics

Component

Graphics

Object Color

Container

Panel Applet

Frame

Dialog

Window

JComponent

JApplet

JFrame

JDialog

Swing Components in the javax.swing package

Lightweight

Heavyweight

Classes in the java.awt package

1

LayoutManager

*

Page 8: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu8

Container Classes

Dimension

Font

FontMetrics

Component

Graphics

Object Color

Container

Panel Applet

Frame

Dialog

Window

JComponent

JApplet

JFrame

JDialog

Swing Components in the javax.swing package

Lightweight

Heavyweight

Classes in the java.awt package

1

LayoutManager

*

JPanel Container classes can contain other GUI components.

Page 9: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu9

GUI Helper Classes

Dimension

Font

FontMetrics

Component

Graphics

Object Color

Container

Panel Applet

Frame

Dialog

Window

JComponent

JApplet

JFrame

JDialog

Swing Components in the javax.swing package

Lightweight

Heavyweight

Classes in the java.awt package

1

LayoutManager

*

JPanel The helper classes are not subclasses of Component. They are used to describe the properties of GUI components such as graphics context, colors, fonts, and dimension.

Page 10: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu10

Swing GUI Components

JMenuItem

JCheckBoxMenuItem

AbstractButton

JComponent

JMenu

JRadioButtonMenuItem

JToggleButton JCheckBox

JRadioButton

JComboBox

JInternalFrame

JLayeredPane

JList

JMenuBar

JOptionPane

JPopupMenu

JProgressBar

JFileChooser

JScrollBar

JScrollPane JSeparator JSplitPane

JSlider

JTabbedPane

JTable JTableHeader

JTextField JTextComponent

JTextArea

JToolBar JToolTip

JTree

JRootPane

JPanel

JPasswordField

JColorChooser

JLabel

JEditorPane

JSpinner

JButton

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Liang,Introduction to Java Programming,revised by Dai-kaiyu11

Components Covered in the Custom Core

JMenuItem

JCheckBoxMenuItem

AbstractButton

JComponent

JMenu

JRadioButtonMenuItem

JToggleButton JCheckBox

JRadioButton

JComboBox

JInternalFrame

JLayeredPane

JList

JMenuBar

JOptionPane

JPopupMenu

JProgressBar

JFileChooser

JScrollBar

JScrollPane JSeparator JSplitPane

JSlider

JTabbedPane

JTable JTableHeader

JTextField JTextComponent

JTextArea

JToolBar JToolTip

JTree

JRootPane

JPanel

JPasswordField

JColorChooser

JLabel

JEditorPane

JSpinner

JButton

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Liang,Introduction to Java Programming,revised by Dai-kaiyu12

Components Covered in the Comprehensive Version

JMenuItem

JCheckBoxMenuItem

AbstractButton

JComponent

JMenu

JRadioButtonMenuItem

JToggleButton JCheckBox

JRadioButton

JComboBox

JInternalFrame

JLayeredPane

JList

JMenuBar

JOptionPane

JPopupMenu

JProgressBar

JFileChooser

JScrollBar

JScrollPane JSeparator JSplitPane

JSlider

JTabbedPane

JTable JTableHeader

JTextField JTextComponent

JTextArea

JToolBar JToolTip

JTree

JRootPane

JPanel

JPasswordField

JColorChooser

JLabel

JEditorPane

JSpinner

JButton

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Liang,Introduction to Java Programming,revised by Dai-kaiyu13

AWT (Optional)

AWTEvent

Font

FontMetrics

Component

Graphics

Object Color

Canvas

Button

TextComponent

Label

List

CheckBoxGroup

CheckBox

Choice

Container Panel Applet

Frame

Dialog FileDialog

Window

TextField

TextArea

MenuComponent MenuItem

MenuBar

Menu

Scrollbar

LayoutManager

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Liang,Introduction to Java Programming,revised by Dai-kaiyu14

Swing Overview (cont.) Class Component

Contains method paint for drawing Component onscreen Class Container

Collection of related components Contains method add for adding components SetLayout

Class JComponent Pluggable look and feel for customizing look and feel Shortcut keys (mnemonics) Common event-handling capabilities

Page 15: Liang,Introduction to Java Programming,revised by Dai-kaiyu 1 Chapter 11 Getting Started with GUI Programming 百闻不如一见

Liang,Introduction to Java Programming,revised by Dai-kaiyu15

Common superclasses of many of the Swing components.

java.lang.Object

java.awt.Component

java.awt.Container

javax.swing.JComponent

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Liang,Introduction to Java Programming,revised by Dai-kaiyu16

Frames

Frame is a window that is not contained inside another window. Frame is the basis to contain other user interface components in Java GUI applications.

The Frame class can be used to create windows.

For Swing GUI programs, use JFrame class to create widows.

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Liang,Introduction to Java Programming,revised by Dai-kaiyu17

Creating Frames

RunRun

import javax.swing.*;public class MyFrame { public static void main(String[] args) { JFrame frame = new JFrame("Test Frame"); frame.setSize(400, 300); frame.setVisible(true); frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE); }

}

NOTE: You must have JDK 1.3 or higher to run the slides.

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Liang,Introduction to Java Programming,revised by Dai-kaiyu18

Adding Components into a Frame

// Add a button into the frameframe.getContentPane().add( new JButton("OK"));

RunRunMyFrameWithComponentsMyFrameWithComponents

Title bar

Content pane

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Liang,Introduction to Java Programming,revised by Dai-kaiyu19

NOTE

The content pane is a subclass of Container. The statement in the preceding slide can be replaced by the following two lines:

Container container = frame.getContentPane();container.add(new JButton("OK"));

You may wonder how a Container object is created. It is created when a JFrame object is created. A JFrame object uses the content pane to hold components in the frame.

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Liang,Introduction to Java Programming,revised by Dai-kaiyu20

Centering Frames

By default, a frame is displayed in the upper-left corner of the screen. To display a frame at a specified location, you can use the setLocation(x, y) method in the JFrame class. This method places the upper-left corner of a frame at location (x, y).

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Centering Frames, cont.

RunRunCenterFrameCenterFrame

screenHeight

screenWidth

getHeight()

getWidth()

(x, y)

Frame

Screen

(0, 0)

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Liang,Introduction to Java Programming,revised by Dai-kaiyu22

Layout Managers

Java’s layout managers provide a level of abstraction to automatically map your user interface on all window systems.

The UI components are placed in containers. Each container has a layout manager to arrange the UI components within the container.

Layout managers are set in containers using the setLayout(LayoutManager) method in a container.

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Kinds of Layout Managers

FlowLayout (Chapter 11)

GridLayout (Chapter 11)

BorderLayout (Chapter 11)

Several other layout managers will be introduced in Chapter 23, “Containers, Layout Managers, and Borders”

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FlowLayout Constructors

public FlowLayout(int align, int hGap, int vGap)

Constructs a new FlowLayout with a specified alignment, horizontal gap, and vertical gap. The gaps are the distances inpixel between components.

public FlowLayout(int alignment)

Constructs a new FlowLayout with a specified alignment and a default gap of five pixels for both horizontal and vertical.

public FlowLayout()

Constructs a new FlowLayout with a defaultcenter alignment and a default gap of five pixelsfor both horizontal and vertical.

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Example 11.1Testing the FlowLayout Manager

The components are arranged in the container from left to right in the order in which they were added. When one row becomes filled, a new row is started.

ShowFlowLayoutShowFlowLayout RunRun

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Example 11.1(New) Testing the FlowLayout Manager

Write a program that adds three labels and text fields into the content pane of a frame with a FlowLayout manager.

ShowFlowLayoutShowFlowLayout RunRun

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Liang,Introduction to Java Programming,revised by Dai-kaiyu27

GridLayout Constructors

public GridLayout(int rows,int columns)

Constructs a new GridLayout with the specified number of rows and columns.

public GridLayout(int rows, int columns, int hGap, int vGap)

Constructs a new GridLayout with thespecified number of rows and columns,along with specified horizontal andvertical gaps between components.

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Example 11.2Testing the GridLayout Manager

The GridLayout manager arranges componentsin a grid (matrix) formation with the number ofrows and columns defined by the constructor. The components are placed in the grid from left to right starting with the first row, then the second, and so on.

ShowGridLayoutShowGridLayout RunRun

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Example 11.2(New) Testing the GridLayout Manager

Rewrite the program in the preceding example using a GridLayout manager instead of a FlowLayout manager to display the labels and text fields.

ShowGridLayoutShowGridLayout RunRun

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Example 11.3Testing the BorderLayout Manager

The BorderLayout manager divides the container into five areas: East, South, West, North, and Center. Components are added to a BorderLayout by using the add method.

add(Component, constraint), where constraint is BorderLayout.EAST, BorderLayout.SOUTH, BorderLayout.WEST, BorderLayout.NORTH, or BorderLayout.CENTER.

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Example 11.3, cont.

ShowBorderLayoutShowBorderLayout RunRun

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The Color Class

You can set colors for GUI components by using the java.awt.Color class. Colors are made of red, green, and blue components, each of which is represented by a byte value that describes its intensity, ranging from 0 (darkest shade) to 255 (lightest shade). This is known as the RGB model.

Color c = new Color(r, g, b);

r, g, and b specify a color by its red, green, and blue components.

Example:Color c = new Color(228, 100, 255);

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Standard Colors

Thirteen standard colors (black, blue, cyan, darkGray, gray, green, lightGray, magenta, orange, pink, red, white, yellow) are defined as constants in java.awt.Color.

Footprint:

The standard color names are constants, but they are named as variables with lowercase for the first word and uppercase for the first letters of subsequent words. Thus the color names violate the Java naming convention. Since JDK 1.4, you can also use the new constants: BLACK, BLUE, CYAN, DARK_GRAY, GRAY, GREEN, LIGHT_GRAY, MAGENTA, ORANGE, PINK, RED, WHITE, and YELLOW.

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Setting Colors

You can use the following methods to set the component’s background and foreground colors:

setBackground(Color c)

setForeground(Color c)

Example:

jbt.setBackground(Color.yellow);

jbt.setForeground(Color.red);

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The Font Class

Font myFont = Font(name, style, size);

Example:Font myFont = new Font("SansSerif ", Font.BOLD, 16);Font myFont = new Font("Serif", Font.BOLD+Font.ITALIC, 12);

JButton jbtOK = new JButton("OK“);jbtOK.setFont(myFont);

Font NamesStandard font names that are supported in all platforms are: SansSerif, Serif, Monospaced, Dialog, or DialogInput.

Font StyleFont.PLAIN (0), Font.BOLD (1), Font.ITALIC (2), and Font.BOLD + Font.ITALIC (3)

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Finding All Available Font Names

GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment();

String[] fontnames = e.getAvailableFontFamilyNames();

for (int i = 0; i < fontnames.length; i++) System.out.println(fontnames[i]);

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Using Panels as Sub-Containers

Panels act as sub-containers for grouping user interface components.

It is recommended that you place the user interface components in panels and place the panels in a frame. You can also place panels in a panel.

To add a component to JFrame, you actually add it to the content pane of JFrame. To add a component to a panel, you add it directly to the panel using the add method.

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Creating a JPanel

You can use new JPanel() to create a panel with a default FlowLayout manager or new JPanel(LayoutManager) to create a panel with the specified layout manager. Use the add(Component) method to add a component to the panel. For example,

JPanel p = new JPanel();

p.add(new JButton("OK"));

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Example 11.4 Testing Panels

This example uses panels to organize components. The program creates a user interface for a Microwave oven.

TestPanelsTestPanels RunRun

A button

A textfield

12

buttons

frame

p2

p1

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Drawing on Panels

JPanel can be used to draw graphics (including text) and enable user interaction.

To draw in a panel, you create a new class that extends JPanel and override the paintComponent method to tell the panel how to draw things. You can then display strings, draw geometric shapes, and view images on the panel.

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The paintComponent Method

The paintComponent method is defined in JComponent, and its header is as follows:

protected void paintComponent(Graphics g)

The Graphics object g is created automatically by the JVM for every visible GUI component. This object controls how information is drawn. You can use various drawing methods defined in the Graphics class to draw strings and geometric figures. For example, you can draw a string using the following method in the Graphics class:

public void drawString(String string, int x, int y)

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Drawing on Panels, cont.public class DrawMessage extends JPanel { /** Main method */ public static void main(String[] args) { JFrame frame = new JFrame("DrawMessage"); frame.getContentPane().add(new DrawMessage()); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(300, 200); frame.setVisible(true); }  /** Paint the message */ protected void paintComponent(Graphics g) { super.paintComponent(g);  g.drawString("Welcome to Java!", 40, 40); }}

RunRun(40, 40)

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Java Coordinate System

(0, 0) X Axis

Y Axis

(x, y)

x

y

Java Coordinate System

X Axis Traditional Coordinate System

(0, 0)

Y Axis

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NOTE

The Graphics class is an abstract class that provides a device-independent graphics interface for displaying figures and images on the screen on different platforms. The Graphics class is implemented on the native platform in the JVM. When you use the paintComponent method to draw things on a graphics context g, this g is an instance of a concrete subclass of the abstract Graphics class for the specific platform. The Graphics class encapsulates the platform details and enables you to draw things uniformly without concerning specific platforms.

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NOTEWhenever a component is displayed, a Graphics object is created for the component. The Swing components use the paintComponent method to draw things. The paintComponent method is automatically invoked to paint the graphics context when the component is first displayed or whenever the component needs to be redisplayed. Invoking super.paintComponent(g) is necessary to ensure that the viewing area is cleared before a new drawing is displayed.

Call repaint() to invoke paintComponent(g)

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NOTE

To draw things, normally you create a subclass of JPanel and override its paintComponent method to tell the system how to draw. In fact, you can draw things on any GUI component.

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Drawing Geometric Figures

Drawing Lines Drawing Rectangles Drawing Ovals Drawing Arcs Drawing Polygons

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Liang,Introduction to Java Programming,revised by Dai-kaiyu48

Drawing Lines

drawLine(int x1, int y1, int x2, int y2);

(0, 0) (getWidth(), 0)

(getWidth(), getHeight()) (0, getHeight())

(x1, y1)

(x2, y2)

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Liang,Introduction to Java Programming,revised by Dai-kaiyu49

Drawing Rectangles

drawRect(int x, int y, int w, int h);

fillRect(int x, int y, int w, int h);

DrawRectanglesDrawRectangles RunRun

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Drawing Rounded Rectangles

drawRoundRect(int x, int y, int w, int h, int aw, int ah);

fillRoundRect(int x, int y, int w, int h, int aw, int ah);

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Drawing OvalsdrawOval(int x, int y, int w, int h);

fillOval(int x, int y, int w, int h);

DrawOvalsDrawOvals RunRun

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Drawing Arcs

drawArc(int x, int y, int w, int h, int angle1, int angle2);fillArc(int x, int y, int w, int h, int angle1, int angle2);

Angles are in degree

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Drawing Arcs Example

DrawArcsDrawArcs RunRun

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Drawing Polygons and Polylines

int[] x = {40, 70, 60, 45, 20};

int[] y = {20, 40, 80, 45, 60};

g.drawPolygon(x, y, x.length);

g.drawPolyline(x, y, x.length);

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Drawing Polygons Using the Polygon Class

Polygon polygon = new Polygon();

polygon.addPoint(40, 59);

polygon.addPoint(40, 100);

polygon.addPoint(10, 100);

g.drawPolygon(polygon);

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Drawing Polygons Example

DrawPolygonDrawPolygon RunRun

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Centering Display Using the FontMetrics Class You can display a string at any location in a panel. Can you display it centered? To do so, you need to use the FontMetrics class to measure the exact width and height of the string for a particular font. A FontMetrics can measure the following attributes:

public int getAscent()

public int getDescent()

public int getLeading()

getAscent()

getLeading()

getDescent()

getLeading()

public int getHeight()

public int stringWidth(String str)

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The FontMetrics Class

FontMetrics is an abstract class. To get a FontMetrics object for a specific font, use the following getFontMetrics methods defined in the Graphics class:

·  public FontMetrics getFontMetrics(Font f)

Returns the font metrics of the specified font.

·  public FontMetrics getFontMetrics()

Returns the font metrics of the current font.

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Welcome to Java stringWidth

stringAscent getHeight()

getWidth()

panel

CenterMessageCenterMessage RunRun

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Case Study I

MessagePanel

-xCoordinate: int

-yCoordinate: int

-centered: boolean

-message: String

-interval: int

+MessagePanel()

+MessagePanel(message: String)

+moveLeft(): void

+moveRight(): void

+moveUp(): void

+moveDown(): void

javax.swing.JPanel -char token +getToken +setToken +paintComponet +mouseClicked

The get and set methods for these data fields are provided in the class, but omitted in the UML diagram

The x-Coordinate for the message (default 20).

The y-Coordinate for the message (default 20).

Specifies whether the message is displayed centered.

The message to be displayed.

The interval to move the message in the panel.

Constructs a default message panel.

Constructs a message panel with a specified string.

Moves the message to the left.

Moves the message to the right.

Moves the message up.

Moves the message down.

MessagePanelMessagePanel RunRun

This case study develops a useful class that displays a message in a panel. The class enables the user to set the location of the message, center the message, and move the message with the specified interval.

TestMessagePanelTestMessagePanel

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Case Study II

DisplayClockDisplayClock RunRunStillClockStillClock

StillClock

-hour: int

-minute: int

-second: int

+StillClock()

+StillClock(hour: int, minute: int, second: int)

+setCurrentTime(): void

javax.swing.JPanel -char token +getToken +setToken +paintComponet +mouseClicked

The get and set methods for these data fields are provided in the class, but omitted in the UML diagram

The hour in the clock.

The minute in the clock.

The second in the clock.

Constructs a default clock for the current time.

Constructs a clock with a specified time.

Sets time to current time.

Dimemsion getPreferredSize(){} maybe used by layout manager

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Drawing Clock

xEnd = xCenter + handLength sin()

yEnd = yCenter - handLength cos()

Since there are sixty seconds in one minute, the angle for the second hand is

second (2/60)

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Drawing Clock, cont.

xEnd = xCenter + handLength sin()

yEnd = yCenter - handLength cos()

The position of the minute hand is determined by the minute and second. The exact minute value combined with seconds is minute + second/60. For example, if the time is 3 minutes and 30 seconds. The total minutes are 3.5. Since there are sixty minutes in one hour, the angle for the minute hand is (minute + second/60) (2/60)

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Drawing Clock, cont.

xEnd = xCenter + handLength sin()

yEnd = yCenter - handLength cos()

Since one circle is divided into twelve hours, the angle for the hour hand is (hour + minute/60 + second/(60 60))) (2/12)

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JavaFX Sample

import javafx.ui.*; Frame {

title: "Hello World JavaFX" width: 200 height: 200

content: Label {

text: 'Hello World!'}

visible: true};