1 / 48

Applets and Graphics Yangjun Chen Dept. Business Computing University of Winnipeg

Applets and Graphics Yangjun Chen Dept. Business Computing University of Winnipeg. Outline: Applets and Graphics. Applet - HelloWorld Applet - import statement - Hypertext Mark Language (HTML) Graphic - line, rectangle, polygon, ovals, arcs, color, font. Applets.

giona
Télécharger la présentation

Applets and Graphics Yangjun Chen Dept. Business Computing University of Winnipeg

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Applets and Graphics Yangjun Chen Dept. Business Computing University of Winnipeg

  2. Outline: Applets and Graphics • Applet • - HelloWorld Applet • - import statement • - Hypertext Mark Language (HTML) • Graphic • - line, rectangle, polygon, ovals, arcs, color, font

  3. Applets • There are two types of Java programs: • - Applications and Applets • We will focus on applets today. • - an applet is a Java program that can be viewed on a Web browser that supports the Java language. • The easiest way to explain what an applet is and how it • works is by example. • Let’s look at the applet-version of the HelloWorld example from the first class in greater detail.

  4. HelloWorld Applet • The HelloWorld applet: • import java. applet.*; • import java. awt.*; • // A simple Java Applet • public class HelloWorld extends Applet • { • public void paint( Graphics g) • { • g. drawString(“ HelloWorld!”, 20,10); • } • }

  5. HelloWorld Applet • After compiling the code, the class file is called by an HTML document in a web browser or applet runner (appletviewer) and the output will be displayed on the screen. • The HTML code (stored in file HelloWorld.html) to call an applet is: • <applet code = “filename.class” • width = “width of applet in pixels” • height = “height of applet in pixels”> • </applet> • applet runner: • - appletviewer HelloWorld.html

  6. HelloWorld Applet • Example (HelloWorld.html): • <HTML> • <BODY> • <APPLET CODE = HelloWorld.class • WIDTH = 200 • HEIGHT=200> • </ APPLET> • </BODY> • </HTML> • URL address: file://e:/javaprog/HelloWorld.html

  7. Life Cycle of an Applet • An Applet executes within an environment provided by a Web browser or a tool such as the applet viewer. • It does not have a main() method • There are four methods that are called during the life cycle of an applet: • init(), • start(), • stop(), • destroy().

  8. Life Cycle of an Applet • init() method is called only when the applet begins execution. It is common to place code here that needs to be executed only once, such as reading parameters that are defined in the HTML file. • start() method is executed after the init() method completes execution. In addition, this method is called by the applet viewer or Web browser to resume execution of the applet. • stop() method is called by the applet viewer or Web browser to suspend execution of an applet. • - the start() and stop() methods may be called multiple times during the life cycle of the applet.

  9. Life Cycle of an Applet • destroy() method is called by the aplet viewer or Web browser before the applet is terminated. • import java.applet.*; • import java.awt.*; • //A simple java Applet • public class AppletLifecycle extends Applet { • String str = ""; • public void init() { • str += "init; ";}

  10. Life Cycle of an Applet public void start() { str += "start; "; } public void stop() { str += "stop; "; } public void destroy() { System.out.println(str + "destroy; ”); } public void paint(Graphics g) { g.drawString(str, 10, 25);} }

  11. import Statements • The first two lines of the program are: • import java.applet.*; • import.java.awt.*; • These two lines “import” or let the Java compiler know • that we want to use classes that are in the packages • java. applet and java. awt. • - The java. applet package: • contains definitions for the applet class • - The java. awt package: • contains classes for displaying graphics

  12. import Statements • The “*” acts as a wildcard that will import all of the • classes in the package • Difference between this “*” and the one used at a command • prompt. • - You can not use it to indicate partial names such as L* to • import all the classes that start with L. • The “*” will import all the public classes in a package but • does not import the subpackages.

  13. import Statements - To import all classes in a package hierarchy, you must import each level (or subpackage) explicitly. import java. awt.*; does not import the “peer” subpackage. To import the “peer” subpackage you must do it explicitly. Example: import java. awt.event.*; import.java.awt.image.*;

  14. import Statement Syntax • The form of an import statement is as follows: • - import packageName .*; • or • import packageName. className ; • Examples: import java.applet.Applet; • import java.awt.Graphics; • import statements must appear before any of the names • defined in the import are used. • It is a strong recommendation that all imports appear at the • beginning of your program.

  15. Importing Classes • Should you take time to import classes individually or • import them as a group? • - Importing them as a group does not add any overhead • because only the classes that are used in your code are • actually loaded as they are needed. • - Importing classes as a group makes it a little more confusing • for others reading your code to figure out where your classes • are coming from. • - The textbook prefers the first method. • - It is really up to your own coding style.

  16. drawString() method • The drawString() method belongs to the Graphics class • g is a Graphics object and we want it to execute it’s own • drawString() method. • We also pass it what we want to draw on the screen and • where we want the graph to be drawn. • The drawString() method is defined in the Graphics as • follows: • Public void drawString( String s, int x, int y) • { • Code to draw s on the screen at location x, y • }

  17. Where does paint() start? • We are finished with the program, but where does the • paint() method invoked? • A lot of actions in a Java program are done behind the scenes • and in this case it is up to the Web browser or applet runner to decide when to invoke the paint() method. • It could be when the applet first appears, when you resize a • window, or when you uncover the applet.

  18. Hypertext Markup Language (HTML) • HTML is a purely text based language. • All Web browsers are designed to recognize HTML. • HTML elements are known as tags which consist of • keywords that are enclosed between angle brackets, “<“ • and “>”: <H1> • Everything that is not a tag is considered to be plain text • and displayed by your browser. • HTML is platform independent.

  19. HTML Tags • HTML tags are case- insensitive, but are usually capitalized • to make them stand out. • A tag is enclosed in angle brackets, for example <H1> is a • tag that would make a level 1 heading. To end the level 1 • heading we would put in an end tag </H1>. • - Example: • <H1> This is a level one heading </H1> • This would appear on the screen as: • This is a level one heading • <H6> This is a level six heading </H6> • This is a level one heading

  20. HTML Tags • HTML elements can not overlap: • - the following is not allowed • <H1>< B> Bold and H1 overlap - this is illegal</ H1></ B> • Some elements can also take attributes: • - <H1 ALIGN=“ center”> This is a heading</ H1> • This will center the heading whenever it is possible. • Attributes always appear in the the start tag of an element. • The value assigned to the attribute may be case sensitive. • <IMG SRC=“ filename. gif”> • in this case the filename is case- sensitive and is preserved • by putting the filename in quotation marks.

  21. HTML Skeleton <HTML> <!- Comment Line. -> <HEAD> <TITLE> This is the document Title</ TITLE> </ HEAD> <BODY> … This is the document text. … </ BODY> </ HTML>

  22. Applet Tag <HTML> <!- Comment Line. -> <HEAD> <TITLE> This is the document Title</ TITLE> </ HEAD> <BODY> … <APPLET CODE=“ HelloWorld. class” width= 100 height= 100> </ APPLET> … </ BODY> </ HTML>

  23. Some Common HTML Tags • <BR> - This gives you an end of line • <HR> - Horizontal Rule - draws a horizontal line • <PRE>…</PRE> - Preformatted text - everything between • the tags will appear on the web page as it does in your • editor. • <A HREF=“ someURL”> click here</A> - Creates a • hyperlink to “someURL” • <A HREF=“ mailto: name@ company. com”> text to • highlight</A> - sends an email to the address given. • <IMG SRC=“ filename. gif”> - displays an image • <B> BOLD </B> <I> ITALICS </I>

  24. Building Your Web Page • Your unix account should have a directory call • “public_ html” • - in this directory you should find a file called “index. html” • - this is the file that the web browser will display by default if • no specific file is specified in the URL. • “http:// www. uwinnipeg. ca” is the same as • “http:// www. uwinnipeg. ca/public_html/index. html” • - You want to save your HTML with the filename “index. html”

  25. Graphics • The java. awt package contains all the necessary classes • you need to create graphical user interfaces (GUIs). • Most of the graphics operations in Java are methods • defined in the Graphics class. • You don’t have to create an instance of the Graphics class • because in the applet’s paint() method, a Graphics object is • provided for you. By drawing in that object, you draw • onto your applet which appears on the screen. • The Graphics class is part of the java. awt package, so • make sure you import it into your Java code. • - import java. awt. Graphics;

  26. +X (0,0) (20,20) (60,50) +Y The Coordinate System • Java’s coordinate system has the origin (0,0) in the top left • corner of the applet. • - Positive x values are to the right and positive y values are downward • The coordinate system is represented by pixels. • - Pixels in Java are integer values only

  27. Lines • To draw a line onto the screen, use the drawLine() method: • - void drawLine( int x1, int y1, int x2, int y2); • - This draws a line from the point with coordinates (x1, y1) to the • point with coordinates (x2, y2). • - Example: • import java. awt. Graphics; • public class MyLine extends java. applet. Applet { • public void paint( Graphics g) { • g. drawLine( 25,25, 75,75); • } • } • - There is no way to change the line thickness in Java. • So how do we make thicker lines?

  28. Rectangles • To draw a rectangle on the screen, use the drawRect() • method: • - void drawRect( int x, int y, int width, int height) • - This draws an outline of a rectangle with the top left corner of the • rectangle having the point (x, y). The size of the rectangle is • governed by the width and height arguments. • To fill in the rectangle we would use the method fillRect(). • This works in the same way as drawRect() but fills in the • rectangle with the current drawing color. • To change the current drawing color we use the method: • - void setColor( Color c) • - The drawing color stays fixed until it is changed by another call to • the setColor() method.

  29. Rectangles • Example: • import java. awt. *; • public class MyRect extends java. applet. Applet { • public void paint( Graphics g) { • g. drawRect(20,20, 60,60); • g. setColor( Color. red); • g. fillRect( 120, 20,60, 60); • } • }

  30. Rounded Rectangles • These are rectangles with the corners rounded according to • the values of the arguments. • Like the rectangle, there are two methods for round • rectangles: • - void drawRoundRect( int x, int y, int width, int height, int arcWidth, int arcHeight) • - void fillRoundRect( int x, int y, int width, int height, int arcWidth, int arcHeight)

  31. 3D Rectangles • You can also draw three dimensional rectangles in Java • - Warning: They really don’t look too good though • There are two methods as well: • - void draw3DRect( int x, int y, int width, int height, boolean raised) • - void fill3DRect( int x, int y, int width, int height, boolean raised) • - The argument “raised”, when true, will paint the rectangle as if it • were raised from the surface. • - If it is false, the rectangle will appear as if it were depressed.

  32. Polygons • Polygons are shapes with an unlimited # of sides. • To draw a polygon, you need a set of x and y coordinates. • The polygon is then drawn by drawing a series of straight • lines from the first point to the second, to the third and so • on. • Once again, there is a drawPolygon() method and a • fillPoylgon() method. • There are two ways to indicate the list of coordinates: • - as arrays of x and y coordinates • - as an instance of the Polygon class • Note: Java will automatically close the polygon for you. • - If you want to leave it unclosed, use the drawPolyline() method.

  33. Polygon Using Arrays • Example: • import java. awt. Graphics; • public class MyPolygon extends java. applet. Applet { • public void paint( Graphics g) { • int exes[]={ 39, 94,97, 142,53, 58,26}; • int whys[]={ 33,74, 36,70,108,80,106}; • int pts= exes. length; • g. drawPolygon( exes, whys, pts); • } • }

  34. Polygons using the Polygon Class • The second way is to use a polygon object to store the • individual points of the polygon. • - To create a new Polygon object: • Polygon poly= new Polygon(); • - or create a polygon from a set of points: • int exes[]={ 39, 94,97, 142,53, 58,26}; • int whys[]={ 33,74, 36,70,108,80,106}; • int pts= exes. length; • Polygon poly= new Polygon(exes, whys, pts); • - with a Polygon object you can add points to the polygon as • needed: • poly. addPoint( 20,35); • So we can draw a polygon by passing our Polygon object • into the drawPolygon() or fillPolygon() method.

  35. Polygons using the Polygon Class • Example: • import java. awt. Graphics; • import java. awt. Polygon; • public class MyPolygon2 extends java. applet. Applet { • public void paint( Graphics g) { • int exes[]={ 39, 94,97, 142,53, 58,26}; • int whys[]={ 33,74, 36,70,108,80,106}; • int pts= exes. length; • Polygon poly= new Polygon( exes, whys, pts); • g.drawPolygon(poly); • g.fillPolygon( poly); • } • }

  36. Ovals • Ovals are drawn with the drawOval() or fillOval() methods • - void drawOval( int x, int y, int width, int height) • - void fillOval( int x, int y, int width, int height) • - This draws an oval within the bounding rectangle specified by the • arguments • - Example: • import java. awt. Graphics; • public class MyOval extends java. applet. Applet { • public void paint( Graphics g) { • g. drawOval( 20, 20, 60,60); • g. fillOval( 120, 20,60,60); • } • }

  37. Arcs • An arc is basically part of an oval. • Arcs are drawn using the method:— • - void drawArc( int x, int y, int width, int height, int startAngle, int arcAngle) • - void fillArc( int x, int y, int width, int height, int startAngle, int • arcAngle) • - This draws an arc within the rectangle specified starting from the • startAngle argument for a duration of arcAngle. • - Example: • g. drawArc( 10,10,100,80,45,210);

  38. Arcs • Example: • import java. awt. Graphics; • public class MyArc extends java. applet. Applet { • public void paint( Graphics g) { • g. drawArc( 120,20, 60,60,90, 180); • g. fillArc( 120,20,60, 60,90,180); • } • }

  39. Graphics Example • import java.awt.*; • public class Lamp extends java. applet. Applet{ • public void paint( Graphics g) { • g.setColor(Color.red); • g. fillRect( 0,250, 290, 290); // lamp platform • g. drawLine( 125, 250,125,160); // base of lamp • g. drawLine( 175, 250,175,160); • g. drawArc( 85,157,130, 50,- 65,312); // lamp shade • g. drawArc( 85,87, 130,50, 62,58); // top & bottom edges • g. drawLine( 85,177,119, 89); // lamp shade sides • g. drawLine( 215, 177,181,89); • g. fillArc( 78, 120,40, 40,63,- 174); // dots on shade • g. fillOval( 120, 90,40,40); • g. fillArc( 173,100, 40,40,110,180); • } • }

  40. Copying areas of the Screen • After drawing things on the screen, you might want to • move things around • The copyArea() method copies a rectangular area of the • screen to another area of the screen • - void copyArea( int x, int y, int width, int height, int dx, int dy) • - The first four arguments specify the rectangle to copy and dx and • dy represent the distance in the x and y direction. • - Example • g. copyArea( 0,0,100,100,100,0);

  41. Clearing the screen • Now that we have drawn things on the screen, we want to • clear them. • The way Java clears the screen is by drawing over it with • the background color. • This method is called clearRect() • - void clearRect( int x, int y, int width, int height) • - This clears a rectangular area specified by the arguments.

  42. The Color Class • This class contains 13 constant values that can be used: • - black, blue, cyan, darkGray, Gray, green, lightGray, magenta, • orange, pink, red, white, yellow • To address them we have to reference them through the • Color class • - eg. Color. black • - Too set the current color to blue: • g. setColor(Color. blue) • Colors in Java are described by the RGB (Red, Green, • Blue) model. • - This model specifies the amount of red, green, and blue in a color. • - The intensity of each component is measured as an integer between • 0 and 255, with 0 representing no light. • (0,0,0) is black • (128,128,128) is medium gray

  43. The Color Class • To declare a new color in Java, use the “new” operator • - Color myColor = new Color( 255, 0, 128); • - We now have a new color and since we know it is an object of the Color class we can use it directly • g. setColor(myColor); • - You can also define the color “on the fly” or in line with the • setColor() method • g. setColor( new Color( 255,0,128));

  44. The Font Class • There are five basic fonts in Java • - SanSerif (Helvetica), Serif (Times Roman), Monospaced (Courier), • Dialog, DialogInput • There are some constant values associated with the Font class • as well. • - Font.BOLD, Font.PLAIN, Font.ITALIC • Create a Font object by using the “new” operator • - Font myFont = new Font(“Helvetica”, Font.BOLD, 12); • - After creating a font, you have to set it before it can be used: • g.setFont( myFont); • - You can also do this in line with the setFont() method • g.setFont( new Font(“Helvetica”, Font.BOLD, 12)); • You can also combine styles by adding them together, for • example • Font myFont = new Font(“Helvetica”, Font.BOLD+ Font.ITALIC, 12)

  45. import java.applet.*; import java.awt.*; //A simple java Applet public class HelloWorldFont extends Applet { public void paint(Graphics g) { g. setFont(new Font("Helvetica", Font. BOLD + Font.ITALIC, 56)); g.drawString("HelloWorld!", 20, 100); } }

  46. Reading Parameters from HTML File • import java.applet.*; • import java.awt.*; • //A java Applet with parameters • /* • <applet code="AppletParameters" width=300 height=300> • <param name="background" value="0xeeeeee"> • <param name="foreground" value="0x555555"> • <param name="message" value="Testing Applet Parameters"> • </applet> • */

  47. Reading Parameters from HTML File • public class AppletParameters extends Applet { • public void paint(Graphics g) { • String background=getParameter("background"); • String foreground=getParameter("foreground"); • String message=getParameter("message"); • setBackground(Color.decode(background)); • setForeground(Color.decode(foreground)); • Font font=getFont(); • FontMetrics fm=getFontMetrics(font); • Dimension d=getSize(); • int x=(d.width - fm.stringWidth(message))/2; • int y=d.height/2; • g.drawString(message, x, y); • } • }

  48. Java course. Assignment #2, due Oct. 19, 2000 1. Tell the difference between the abstract class and the interface. 2. Tell the difference between the method overloading and the method overriding. 3. Read the program on Page 312 and specify what is "upcasting"? 4. Read the program on pages 317-318 and specify what I "polymorphism"? 5. In the program given on Pages 330-331 (Sandwich.java), create an interface called FastFood (with appropriate method) and change this program so that it also implements FastFood. 6. Create your home page. 7. Implement an "applet" which contains two parts: i) Lamp.html ii) Lamp.class

More Related