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Java applet basics, loading & displaying images

Java applet basics, loading & displaying images. After this section, you should be able to : Use the applet tag and applet parameters Describe what a Java package is Import a package containing additional Java types Describe what the paint method do Understand the function of Graphics class

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Java applet basics, loading & displaying images

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  1. Java applet basics, loading & displaying images After this section, you should be able to : • Use the applet tag and applet parameters • Describe what a Java package is • Import a package containing additional Java types • Describe what the paint method do • Understand the function of Graphics class • Declare a reference to an image object • Load an image in an applet • Code a paint method • Draw an image into a Graphics object

  2. The Applet tag and Applet Parameters • The <APPLET> tag is used to add a Java applet to a Web page <APPLET CODE="HelloWorldApplet.class" HEIGHT=50 WIDTH=150> </APPLET> • Applets use applet parameters to customize their behaviour. Applet parameters are specified by using <PARAM> tags, which can only occur between an <APPLET> tag and the closing </APPLET>. The PARAM tag has required modifiers named NAME and VALUE, and it takes the form <PARAM  NAME="param-name"  VALUE="param-value">

  3. An example of an Applet tag with PARAMs <APPLET code="ShowMessage.class" WIDTH=200 HEIGHT=50> <PARAM NAME="message" VALUE="Goodbye World!"> <PARAM NAME="font" VALUE="Serif"> <PARAM NAME="size" VALUE="36"> <p align=center>Sorry, but your browser doesn't support Java!</p> </APPLET> String display; // Instance variable: message to be displayed. String fontName; // Instance variable: font to use for display. public void init() { String value; value = getParameter("message"); // Get message PARAM, if any. if (value == null) display = "Hello World!"; // default value else display = value; // Value from PARAM tag. value = getParameter("font"); if (value == null) fontName = "SansSerif" else fontName = value; ……………………}

  4. Packages A package is a named group of classes for a common domain: java.lang, java.awt, java.util, java.io. Packages can be imported by other source files making the names available: import java.awt.*; // All classes import java.awt.Image; // One class Explicit type name: java.awt.Image i1; Implicit type name: import java.awt.*; Image i2; The java.lang package is automatically imported by the compiler.

  5. The java.lang package The java.lang package contains more than 20 classes, of which the most useful are System, String, and Math. It also contains the Thread class, the Runnable interface, and the various wrapping classes (such as Integer). • java.lang.System class provides the standard streams in, out, and err as public class variables. • java.lang.String class contains methods that provide functions similar to C's strxxx functions, including charAt, compareTo, concat, endsWith equals, length, replace, startsWith, subString, toLowerCase, and trim. • java.lang.Math class contains a number of mathematical methods such as abs, sin, cos, atan, max, min, log, random, and sqrt. It also contains E and PI as class constants (static final).

  6. Applet class • The Applet class, defined in the package java.applet, is really only useful as a basis for making subclasses. • An object of type Applet has certain basic behaviours, but doesn't actually do anything useful. It's just a blank area on the screen that doesn't respond to any events. To create a useful applet, a programmer must define a subclass that extends the Applet class. • There are several methods in the Applet class that are defined to do nothing at all. The programmer must override at least some of these methods and give them something to do.

  7. Paint method • One of the methods that is defined in the Applet class to do nothing is the paint() method. • The paint() method is called by the system when the applet needs to be drawn. In a subclass of Applet, the paint() method can be redefined to draw various graphical elements such as rectangles, lines, and text on the applet. The definition of this method must have the form: public void paint(Graphics g) { // draw some stuff } The parameter g, of type Graphics, is provided by the system when it calls the paint() method. In Java, all drawing of any kind is done using methods provided by a Graphics object. There are many such methods and I will introduce them to you soon

  8. Something paint cannot do • The paint() method of an applet does not draw GUI components such as buttons and text input boxes that the applet might contain. Such GUI components are objects in their own right, defined by other classes. All component objects, not just applets, have paint() methods. Each component is responsible for drawing itself, in its own paint() method.

  9. Graphics class • A Graphics object is usually only obtained as an argument to update and paint methods: public void update(Graphics g) {...} public void paint(Graphics g) {...} • The Graphics class provides a set of drawing tools that include methods to draw: • rectangles (drawRect, fillRect) • ovals (drawOval, fillOval) • arcs (drawArc, fillArc) • polygons (drawPolygon, fillPolygon) • rounded rectangles (drawRoundRect, fillRoundRect) • strings (drawString) • images (drawImage) For example: g.drawImage(i, 0, 0, this);

  10. “Hello World” applet example import java.awt.*; import java.applet.*; public class HelloWorldApplet extends Applet { // An applet that simply displays the string Hello World! public void paint(Graphics g) { g.drawString("Hello World!", 10, 30); } } // end of class HelloWorldApplet

  11. Another “Hello World” applet example // An applet that says "Hello World" in a big bold font, // with a button to change the color of the message. import java.awt.*; // Defines basic classes for GUI programming. import java.awt.event.*; // Defines classes for working with events. import java.applet.*; // Defines the applet class. public class ColoredHelloWorldApplet extends Applet implements ActionListener { // Defines a subclass of Applet. The "implements ActionListener" // part says that objects of type ColoredHelloApplet are // capable of listening for ActionEvents. This is necessary // if the applet is to respond to events from the button. int colorNum; // Keeps track of which color is displayed; // 1 for red, 2 for blue, 3 for green. Font textFont; // The font in which the message is displayed. // A font object represent a certain size and // style of text drawn on the screen.

  12. public void init() { // This routine is called by the system to initialize // the applet. It sets up the font and initial colors // the applet. It adds a button to the applet for // changing the message color. setBackground(Color.lightGray); // The applet is filled with the background color before // the paint method is called. The button and the message // in this applet will appear on a light gray background. colorNum = 1;// The color of the message is set to red. textFont = new Font("Serif",Font.BOLD,24); // Create a font object representing a big, bold font. Button bttn = new Button("Change Color"); // Create a new button. "ChangeColor" is the text // displayed on the button. bttn.addActionListener(this); // Set up bttn to send an "action event" to this applet // when the user clicks the button. The parameter, this, // is a name for the applet object that we are creating. add(bttn); // Add the button to the applet, so that it // will appear on the screen. } // end init()

  13. public void paint(Graphics g) { // This routine is called by the system whenever the content // of the applet needs to be drawn or redrawn. It displays // the message "Hello World" in the proper color and font. switch (colorNum) { // Set the color. case 1: g.setColor(Color.red); break; case 2: g.setColor(Color.blue); break; case 3: g.setColor(Color.green); break; } g.setFont(textFont); // Set the font. g.drawString("Hello World!", 20,70); // Draw the message. } // end paint()

  14. public void actionPerformed(ActionEvent evt) { // This routine is called by the system when the user clicks // on the button. The response is to change the colorNum // which determines the color of the message, and to call // repaint() to see that the applet is redrawn with the // new color. if (colorNum == 1) // Change colorNum. colorNum = 2; else if (colorNum == 2) colorNum = 3; else colorNum = 1; repaint(); // Tell system that this applet needs to be redrawn } // end init() } // end class ColoredHelloWorldApplet

  15. Loading and drawing images The typical way to load images in Applets is via the getImage() method. Image getImage(URL) // Absolute URL Image getImage(URL, String) // Relative URL For example: Image img = getImage(getDocumentBase(), "x.gif"); This example returns a reference to an image object that is being asynchronously loaded. The getDocumentBase() method returns the address of the current Web site where the applet is being executed. The x.gif is the actual image being loaded After the image is loaded, you would typically render it to the screen in the Applet's paint method using the Graphics method. For example: g.drawImage(img, 0, 0, this); // img is the image that is drawn on the // screen in the 0, 0 position.

  16. Simple applet that loads and draws Image <applet code=ImgLoad width=300 height=200> </applet> import java.awt.*; public class ImgLoad extends java.applet.Applet { Image i; public void init() { System.out.println("In init"); i = getImage(getDocumentBase(), "Test.gif"); } public void paint(Graphics g) { System.out.println("In paint"); int x = (int)(Math.random() * size().width); int y = (int)(Math.random() * size().height); g.drawImage(i, x, y, this); } }

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