Containers and Components
There are two types of GUI elements:
- Component: Components are elementary GUI entities (such as
Button,Label, andTextField.) - Container: Containers (such as
Frame,PanelandApplet) are used to hold components in a specific layout. A container can also hold sub-containers.
GUI components are also called controls (Microsoft ActiveX Control), widgets (Eclipse's Standard Widget Toolkit, Google Web Toolkit), which allow users to interact with the application via mouse, keyboard, and other forms of inputs such as voice.
In the above example, there are three containers: a
Frame and two Panels. A Frame is the top-level container of an AWT GUI program. AFrame has a title bar (containing an icon, a title, and the minimize/maximize(restore-down)/close buttons), an optional menu bar and the content display area. A Panel is a rectangular area (or partition) used to group related GUI components in a certain layout. In the above example, the top-level Frame contains two Panels. There are five components: a Label (providing description), a TextField (for users to enter text), and three Buttons (for user to trigger certain programmed actions).
In a GUI program, a component must be kept in a container. You need to identify a container to hold the components. Every container has a method called
add(Component c). A container (says aContainer) can invokeaContainer.add(aComponent) to add aComponent into itself. For example,Panel panel = new Panel(); // Panel is a Container Button btn = new Button("Press"); // Button is a Component panel.add(btn); // The Panel Container adds a Button Component
2.3 AWT Container Classes
Top-Level Containers: Frame, Dialog and Applet
Each GUI program has a top-level container. The commonly-used top-level containers in AWT are
Frame, Dialog and Applet:A
Frameprovides the "main window" for the GUI application, which has a title bar (containing an icon, a title, the minimize, maximize/restore-down and close buttons), an optional menu bar, and the content display area. To write a GUI program, we typically start with a subclass extending fromjava.awt.Frameto inherit the main window as follows:import java.awt.Frame; // Using Frame class in package java.awt // A GUI program is written as a subclass of Frame - the top-level container // This subclass inherits all properties from Frame, e.g., title, icon, buttons, content-pane public class MyGUIProgram extends Frame { // Constructor to setup the GUI components public MyGUIProgram() { ...... } ...... ...... // The entry main() method public static void main(String[] args) { // Invoke the constructor (to setup the GUI) by allocating an instance MyGUIProgram m = new MyGUIProgram(); } }
An AWT
Dialogis a "pop-up window" used for interacting with the users. ADialoghas a title-bar (containing an icon, a title and a close button) and a content display area, as illustrated.- An AWT
Applet(in packagejava.applet) is the top-level container for an applet, which is a Java program running inside a browser. Applet will be discussed in the later chapter.
Secondary Containers: Panel and ScrollPane
Secondary containers are placed inside a top-level container or another secondary container. AWT also provide these secondary containers:
Panel: a rectangular box (partition) under a higher-level container, used to layout a set of related GUI components. See the above examples for illustration.ScrollPane: provides automatic horizontal and/or vertical scrolling for a single child component.- others.
Hierarchy of the AWT Container Classes
The hierarchy of the AWT
Container classes is as follows:2.4 AWT Component Classes
AWT provides many ready-made and reusable GUI components. The frequently-used are:
Button, TextField, Label, Checkbox, CheckboxGroup (radio buttons), List, and Choice, as illustrated below.AWT GUI Component: Label
A
java.awt.Label provides a text description message. Take note that System.out.println() prints to the system console, not to the graphics screen. You could use a Label to label another component (such as text field) or provide a text description.
Check the JDK API specification for
java.awt.Label.
Constructors
public Label(String strLabel, int alignment); // Construct a Label with the given text String, of the text alignment public Label(String strLabel); // Construct a Label with the given text String public Label(); // Construct an initially empty Label
The
Label class has three constructors:- The first constructor constructs a
Labelobject with the given text string in the given alignment. Note that threestaticconstantsLabel.LEFT,Label.RIGHT, andLabel.CENTERare defined in the class for you to specify the alignment (rather than asking you to memorize arbitrary integer values). - The second constructor constructs a
Labelobject with the given text string in default of left-aligned. - The third constructor constructs a
Labelobject with an initially empty string. You could set the label text via thesetText()method later.
Constants
public static final LEFT; // Label.LEFT public static final RIGHT; // Label.RIGHT public static final CENTER; // Label.CENTER
These three constants are defined for specifying the alignment of the
Label's text.
Public Methods
// Examples
public String getText();
public void setText(String strLabel);
public int getAlignment();
public void setAlignment(int alignment);
The
getText() and setText() methods can be used to read and modify the Label's text. Similarly, the getAlignment() and setAlignment() methods can be used to retrieve and modify the alignment of the text.Constructing a Component and Adding the Component into a Container
Three steps are necessary to create and place a GUI component:
- Declare the component with an identifier;
- Construct the component by invoking an appropriate constructor via the
newoperator; - Identify the container (such as
FrameorPanel) designed to hold this component. The container can then add this component onto itself viaaContainer.add(aComponent)method. Every container has aadd(Component)method. Take note that it is the container that actively and explicitly adds a component onto itself, instead of the other way.
AWT GUI Component: Button
A
java.awt.Button is a GUI component that triggers a certain programmed action upon clicking.
Constructors
public Button(String buttonLabel); // Construct a Button with the given label public Button(); // Construct a Button with empty label
The
Button class has two constructors. The first constructor creates a Button object with the given label painted over the button. The second constructor creates a Button object with no label.AWT GUI Component: TextField
A
java.awt.TextField is single-line text box for users to enter texts. (There is a multiple-line text box called TextArea.) Hitting the "ENTER" key on a TextField object triggers an action-event.
Constructors
public TextField(String strInitialText, int columns); // Construct a TextField instance with the given initial text string with the number of columns. public TextField(String strInitialText); // Construct a TextField instance with the given initial text string. public TextField(int columns); // Construct a TextField instance with the number of columns.
No comments:
Post a Comment