Introduction to GUI with Swing by Paul Fischer

By Paul Fischer

Designing Graphical person Interfaces (GUIs) is a key part in constructing beautiful, consumer pleasant software program. This booklet is an creation to programming GUIs utilizing the Java Swing library for college students who've a basic/introductory wisdom of programming in Java. Swing is gaining in recognition and is changing into the most Java library for programming GUIs. the writer takes a step by step method, introducing the fundamentals of Swing first of all and introducing progressively more advanced strategies because the reader's wisdom develops. The publication will express the reader find out how to: *design an interactive GUI; *display images and textual content in GUIs; *use the mouse to have interaction with this system; *download and show an internet web page in a GUI.

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4 as an UML-like diagram3 . 2 3 The last case can only be reached if the action command is neither ‘Up’ nor ‘Down’. We added this case to make sure that we become aware of an error that could be due, for example, to changing the text of the buttons in the counter panel. UML stands for ‘Unified Modelling Language’. UML is used to specify the structure of objectoriented programs also by using graphical representations by the class structure. 5. CounterGUI package. 5 ■ Summary In order to develop an interactive GUI the following steps are necessary: 1.

38. 39. 40. 41. 42. 43. 2 Constructing the view We now describe how to construct the GUI. 2 shows the structure. We take a frame with border layout. The class is called TextAnalysisFrame and is derived from SimpleFrame. At the bottom (South) we ‘glue’ a JButton into the frame. In the middle (centre) we glue a panel of type TextAnalysisPanel. This panel is defined to take the text components. It has a 3 × 2 grid layout. The grid contains – in this order – a label, a text field and four more labels.

The event object is passed to actionPerformed as an argument. ■ The code in method actionPerformed is executed. 1 Add a third button to the CounterPanel. It should be located at the bottom and labelled ‘Reset’. When pressing this button, the counter should be reset to 0. 5. 6. g. CounterPanel. 3 Write an application that displays four buttons labelled ‘1’, ‘2’, ‘3’ and ‘4’ and a label. 7. The label initially displays the text ‘No button pushed’. When one of the four buttons is pushed the text in the label changes to ‘Last button pushed was no.

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