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Applet Example

Applet Example. Applets and applications. An applet is a Java program that runs on a web page Applets can be run within any modern browser To run modern Java applets, old browsers need an up-to-date Java plugin appletviewer is a program that can run

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Applet Example

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  1. Applet Example

  2. Applets and applications • An applet is a Java program that runs on a web page • Applets can be run within any modern browser • To run modern Java applets, old browsers need an up-to-date Java plugin • appletviewer is a program that can run • An application is a Java program that runs all by itself

  3. Applet • An applet is a program that comes from server into a client and gets executed at client side and displays the result. • An applet represents byte code embedded in a html page. (applet = bytecode + html) and run with the help of Java enabled browsers such as Internet Explorer. • An applet is a Java program that runs in a browser. Unlike Java applications applets do not have a main () method. To create applet we can use java.applet.Applet .

  4. Applet

  5. 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

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

  7. 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

  8. 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!

  9. 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

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

  11. Your applet class 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 • The only way to make an applet is to extend Applet

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

  13. 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

  14. 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 • A Graphics (short for “Graphics context”) is an object 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 (but it doesn’t remember what you have painted)

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

  16. Colors • The java.awtpackage defines a class named Color • There are 13 predefined colors—here are their fully-qualified names: • For compatibility with older programs (before the naming conventions were established), Java also allows color names in lowercase: Color.black, Color.darkGray, etc. Color.BLACK Color.PINK Color.GREENColor.DARK_GRAY Color.RED Color.CYANColor.GRAY Color.ORANGE Color.BLUEColor.LIGHT_GRAY Color.YELLOWColor.WHITE Color.MAGENTA

  17. 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)

  18. Setting a color • To use a color, we tell our Graphicsgwhat color we want: g.setColor(Color.RED); • g will remember this color and use it for everything until we tell it some different color

  19. The paint method so far public void paint(Graphics g) { g.setColor(Color.BLUE);…draw a rectangle,write any string… g.setColor(Color.RED);…draw another rectangle write any string…}}

  20. 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

  21. (0, 0) (50, 0) (50, 20) (0, 20) (w-1, h-1) 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 - 1, h - 1) is just inside the bottom right corner, where w is the width of the window and h is its height

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

  23. The complete applet import java.applet.Applet;import java.awt.*; 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); }}

  24. 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); • g.drawString(string,x,y);

  25. The HTML page • You can only run an applet in an HTML page • The HTML looks something like this: • <html> <body> <h1>DrawingApplet Applet</h1> <applet code="DrawingApplet.class" width="250" height="200"> </applet> </body></html> • BlueJ will create this HTML for you

  26. Programme-2 • import java.applet.*; import java.awt.*;publicclass HelloWorld extendsApplet {public void init() {       resize(150,25);       }//initpublic void paint(Graphics g) {       g.setFont(newFont("Helvetica", Font.PLAIN, 8));       g.drawString("Hello world!", 50, 25);       }//paint   }//HelloWorld Compiling and Executing Program: javac HelloWorld.java appletviewer test.HelloWorld.html

  27. Programme-1

  28. Programme-1 import java.applet.*; import java.awt.*; public class DrawingLines extends Applet { int width, height; public void init() { width = getSize().width; height = getSize().height; setBackground( Color.black ); } public void paint( Graphics g ) { g.setColor( Color.green ); for ( int i = 0; i < 10; ++i ) { g.drawLine( width, height, i * width / 10, 0 ); } }}

  29. Basic Methods(1/2) • Methods for Milestones • init() – initialize the applet • start() – start the applet’s execution • stop() – stop the applet’s execution • destroy() – perform a final cleanup

  30. Basic Methods(2/2) • Typical Structure import java.applet.Applet; import java.awt.Graphics; public class Simple extends Applet { ... public void init() { ... } public void start() { ... } public void stop() { ... } public void destroy() { ... } public void paint(Graphics g) { ... } } <APPLET CODE=... CODEBASE=... WIDTH=... HEIGHT=...> ... </APPLET> <HTML Code> <Applet Code>

  31. import java.applet.Applet; import java.awt.Graphics; public class HelloWorld extends Applet { public void paint(Graphics g) { g.drawString("Hello", 50,20); } } <APPLET CODE="HelloWorld.class“ WIDTH=200 HEIGHT=140> </APPLET> Example • Source Code • Result HelloWorld.java HelloWorld.htm

  32. Programme- • publicclass SetGraphicsColorExample extends Applet{ • publicvoid paint(Graphics g) { •                 /* •                  * Graphic objects like lines and rectangles uses current •                  * foreground color. •                  * •                  * To change the current graphic color use •                  * void setColor(Color c) method of Graphics Class. •                  */ •                 //this will create light blue color •                 Color customColor = new Color(10,10,255); •                 g.setColor(customColor); •                 g.drawLine(10,10,30,30); •                 g.setColor(Color.red); •                 g.fillRect(40,40,40,40); •                 g.setColor(Color.green); •                 g.fillRect(80,80,40,40); •                 g.draw3DRect(81,81,40,40,true); •         } • }

  33. Program Program 1: Write an applet program with a message and display the message in paint () method. /* <applet code="MyApplet.class" width = 600 height= 450> </applet> */

  34. Program

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