Java AWT GUI Programming Guide
Java AWT GUI Programming Guide
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1. Introduction
(GUI)
2.5 Example 1: AWTCounter
2.6 Example 2: AWTAccumulator
3. AWT Event-Handling
3.1 Revisit Example 1 AWTCounte
3.2 Revisit Example 2 AWTAccumu
3.3 Example 3: WindowEvent an
1. Introduction 3.4 Example 4: MouseEvent and
3.5 Example 5: MouseEvent and
So far, we have covered the basic programming constructs (such as variables, data types, decision, loop, array
3.6 Example 6: KeyEvent and Ke
and method) and introduced the important concept of Object-Oriented Programming (OOP). As discussed,
4. Nested (Inner) Classes
OOP permits higher level of abstraction than traditional Procedural-Oriented Languages (such as C). You can
4.1 Without Inner classes
create high-level abstract data types called classes to mimic real-life things. These classes are self-contained
4.2 What are Inner classes?
and are reusable.
4.3 Example 7: A Named Inner Cla
In this article, I shall show you how you can reuse the graphics classes provided in JDK for constructing your 4.4 Example 8: An Anonymous Inn
own Graphical User Interface (GUI) applications. Writing your own graphics classes (and re-inventing the 4.5 Example 9: An Anonymous Inn
wheels) is mission impossible! These graphics classes, developed by expert programmers, are highly complex 4.6 Example 10: Using the Same L
and involve many advanced design patterns. However, re-using them are not so difficult, if you follow the API 5. Event Listener's Adapter Classes
documentation, samples and templates provided. 5.1 Example 11: WindowAdapter
I shall assume that you have a good grasp of OOP, including composition, inheritance, polymorphism, abstract 5.2 Other Event-Listener Adapter C
class and interface; otherwise, read the earlier articles. I will describe another important OO concept called 6. [SKIP] The Legacy "this" Listen
nested class (or inner class) in this article. 7. Layout Managers and Panel
7.1 FlowLayout
There are current three sets of Java APIs for graphics programming: AWT (Abstract Windowing Toolkit), Swing
7.2 GridLayout
and JavaFX.
7.3 BorderLayout
1. AWT API was introduced in JDK 1.0. Most of the AWT UI components have become obsolete and should
7.4 Using Panels as Sub-Contain
be replaced by newer Swing UI components.
7.5 GridBagLayout
2. Swing API, a much more comprehensive set of graphics libraries that enhances the AWT, was introduced 7.6 Example 1
as part of Java Foundation Classes (JFC) after the release of JDK 1.1. JFC consists of Swing, Java2D, 7.7 BoxLayout
Accessibility, Internationalization, and Pluggable Look-and-Feel Support APIs. JFC has been integrated 8. Swing
into core Java since JDK 1.2. 8.1 Introduction
3. The latest JavaFX, which was integrated into JDK 8, was meant to replace Swing. JavaFX was moved 8.2 Swing's Features
out from the JDK in JDK 11, but still available as a separate module. 8.3 Using Swing API
8.4 Swing Program Template
Other than AWT/Swing/JavaFX graphics APIs provided in JDK, other organizations/vendors have also
8.5 Swing Example 1: SwingCoun
provided graphics APIs that work with Java, such as Eclipse's Standard Widget Toolkit (SWT) (used in Eclipse),
8.6 Swing Example 2: SwingAccu
Google Web Toolkit (GWT) (used in Android), 3D Graphics API such as Java bindings for OpenGL (JOGL),
9. Using Visual GUI Builder - NetBe
Java3D, and etc. Furthermore, developers have moved to use technologies such as HTML5 as the basis of
9.1 NetBeans
webapps.
9.2 Eclipse
You need to refer to the "JDK API documentation" for the AWT/Swing APIs (under module [Link])
while reading this chapter. The best online reference for Graphics programming is the "Swing Tutorial" @
[Link] For advanced 2D graphics programming, read "Java 2D Tutorial" @
[Link] For 3D graphics, read my 3D articles.
Event Listener Interfaces, such as ActionListener, MouseListener, MouseMotionListener, KeyListener and WindowListener,
AWT provides a platform-independent and device-independent interface to develop graphic programs that runs on all platforms, including Windows,
macOS, and Unixes.
1. Component (Widget, Control): Components are elementary GUI entities, such as Button, Label, and TextField. They are also called widgets,
controls in other graphics systems.
2. Container: Containers, such as Frame and Panel, are used to hold components in a specific layout (such as FlowLayout or GridLayout). A
container can also hold sub-containers.
In the above figure, there are three containers: a Frame and two Panels. A Frame is the top-level container of an AWT program. A Frame has a title bar
(containing an icon, a title, and the minimize/maximize/close buttons), an optional menu bar and the content display area. A Panel is a rectangular area
used to group related GUI components in a certain layout. In the above figure, 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 (or added) in a container. You need to identify a container to hold the components. Every container has a
method called add(Component c). A container (say aContainer) can invoke [Link](aComponent) to add aComponent into itself.
For example,
GUI components are also called controls (e.g., Microsoft ActiveX Control), widgets (e.g., Eclipse's Standard Widget Toolkit, Google Web Toolkit), which
allow users to interact with (or control) the application.
// private variables
......
An AWT Dialog is a "pop-up window" used for interacting with the users. A Dialog has a title-bar
(containing an icon, a title and a close button) and a content display area, as illustrated.
An AWT Applet (in package [Link]) is the top-level container for an applet, which is a
Java program running inside a browser. Applet is no longer supported in most of the browsers.
Panel: a rectangular box used to layout a set of related GUI components in pattern such as grid or flow.
ScrollPane: provides automatic horizontal and/or vertical scrolling for a single child component.
others.
As illustrated, a Container has a LayoutManager to layout the components in a certain pattern, e.g., flow, grid.
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
1. The first constructor constructs a Label object with the given text string in the given alignment. Note that three static constants [Link],
[Link], and [Link] are defined in the class for you to specify the alignment (rather than asking you to memorize arbitrary integer
values).
2. The second constructor constructs a Label object with the given text string in default of left-aligned.
3. The third constructor constructs a Label object with an initially empty string. You could set the label text via the setText() method later.
These three constants are defined for specifying the alignment of the Label's text, as used in the above constructor.
Public Methods
// Examples
public String getText();
public void setText(String strLabel);
public int getAlignment();
public void setAlignment(int alignment); // [Link], [Link], [Link]
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.
2. Construct the component by invoking an appropriate constructor via the new operator;
3. Identify the container (such as Frame or Panel) designed to hold this component. The container can then add this component onto itself via
[Link](aComponent) method. Every container has a add(Component) method. Take note that it is the container that actively and
explicitly adds a component onto itself, NOT the other way.
Example
Example
// Same as
Label xxx = new Label("Enter Name: ", [Link])); // xxx assigned by compiler
add(xxx);
Constructors
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.
Public Methods
The getLabel() and setLabel() methods can be used to read the current label and modify the label of a button, respectively.
Note: The latest Swing's JButton replaces getLabel()/setLabel() with getText()/setText() to be consistent with all the components. We
will describe Swing later.
Event
Clicking a button fires a so-called ActionEvent and triggers a certain programmed action. I will explain event-handling later.
Example
Button btnColor = new Button("Red"); // Declare and allocate a Button instance called btnColor
add(btnColor); // "this" Container adds the Button
...
[Link]("Green"); // Change the button's label
[Link](); // Read the button's label
Constructors
Public Methods
Event
Hitting the "ENTER" key on a TextField fires a ActionEvent, and triggers a certain programmed action.
Example
TextField tfInput = new TextField(30); // Declare and allocate an TextField instance called tfInput
add(tfInput); // "this" Container adds the TextField
TextField tfResult = new TextField(); // Declare and allocate an TextField instance called tfResult
[Link](false) ; // Set to read-only
add(tfResult); // "this" Container adds the TextField
......
// Read an int from TextField "tfInput", square it, and display on "tfResult".
// getText() returns a String, need to convert to int
int number = [Link]([Link]());
number *= number;
// setText() requires a String, need to convert the int number to String.
[Link](number + "");
Take note that getText()/SetText() operates on String. You can convert a String to a primitive, such as int or double via static method
[Link]() or [Link](). To convert a primitive to a String, simply concatenate the primitive with an empty String.
Each time you click the button, the counter's value increases by 1.
To exit this program, you have to close the CMD-shell (or press "control-c" on the CMD console); or push the "red" close button in Eclipse's Application
Console. This is because we have yet to write the handler for the Frame's close button. We shall do that in the later example.
Lines 11 to 47 define a constructor, which is used to setup the GUI components and event handlers.
In Line 13, the setLayout() (inherited from the superclass Frame) is used to set the layout of the container. FlowLayout is used which arranges
the components in left-to-right and flows into next row in a top-to-bottom manner.
A Label, TextField (non-editable), and Button are constructed. We invoke the add() method (inherited from the superclass Frame) to add
these components into container.
In Line 36-37, we invoke the setSize() and the setTitle() (inherited from the superclass Frame) to set the initial size and the title of the
Frame. The setVisible(true) method (Line 42) is then invoked to show the display.
Line 27 (or Line 29-30) is used to setup the callback event-handler, which will be discussed in length later. In brief, whenever the button is clicked, the
actionPerformed() will be called. In the actionPerformed() (Lines 61-66), the counter value increases by 1 and displayed on the
TextField.
In the entry main() method (Lines 52-56), an instance of AWTCounter is constructed. The constructor is executed to initialize the GUI
components and setup the event-handlers. The GUI program then waits for the user action.
Inspecting Container/Components via toString()
It is interesting to inspect the GUI objects via the toString(), to gain an insight to these classes. (Alternatively, use a graphic debugger in
Eclipse/NetBeans or study the JDK source code.) For example, if we insert the following code before and after the setVisible():
[Link](this);
//AWTCounter[frame0,93,0,300x100,invalid,hidden,layout=[Link],title=AWT Counter,resizable,normal]
// name (assigned by compiler) is "frame0"; top-left (x,y) at (93,0); width/height is 300x100 (via setSize());
[Link](lblCount);
//[Link][label0,0,0,0x0,invalid,align=left,text=Counter]
// name is "Label0"; align is "[Link]" (default); text is "Counter" (assigned in constructor)
[Link](tfCount);
//[Link][textfield0,0,0,0x0,invalid,text=0,selection=0-0]
// name is "Textfield0"; text is "0" (assigned in constructor)
[Link](btnCount);
//[Link][button0,0,0,0x0,invalid,label=Count]
// name is "button0"; label text is "Count" (assigned in constructor)
[Link](this);
//AWTCounter[frame0,93,0,300x100,invalid,layout=[Link],title=AWT Counter,resizable,normal]
[Link](lblCount);
//[Link][label0,31,35,57x23,align=left,text=Counter]
[Link](tfCount);
//[Link][textfield0,93,35,124x23,text=0,selection=0-0]
[Link](btnCount);
//[Link][button0,222,35,46x23,label=Count]
2. In the constructor (Line 14), we constructs 4 components - 2 anonymous [Link] and 2 [Link]. The Frame adds
the components, in GridLayout.
3. tfInput (TextField) is the source object, which fires an ActionEvent upon hitting the Enter key. tfInput adds an anonymous instance of
TFInputListener as an ActionEvent handler (Line 23). The listener class needs to implement ActionListener interface and provides
implementation to method actionPerformed(). Whenever an user hits Enter on the tfInput (TextField), the actionPerformed() will be
called back.
3. AWT Event-Handling
Java adopts the so-called "Event-Driven" (or "Event-Delegation") programming model for event-handling, similar to most of the visual programming
languages like Visual Basic.
In event-driven programming, a piece of event-handling codes is executed (or called back by the graphics subsystem) when an event was fired in
response to an user input (such as clicking a mouse button or hitting the ENTER key in a text field).
Callback Methods
In the above examples, the method actionPerformed() is known as a callback method. In other words, you never invoke actionPerformed() in
your codes explicitly. The actionPerformed() is called back by the graphics subsystem under certain circumstances in response to certain user
actions.
In some languages, you can directly attach a method (or function) to an event (such as mouse-click). For example, the following JavaScript code (called
[Link]) implement a counter similar to the AWTCounter, with a text label, text field and button:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>JavaScript Counter</title></head>
<body>
<form>
Count: <input id="tfCount" type="text" value="0">
<input id="btnCount" type="button" value="Hello"
>
</form>
<script>
function myBtnOnClick() { [Link]++; }
function myBtnMouseOver() { [Link] = "Count Up"; }
function myBtnMouseOut() { [Link] = "Click Me"; }
[Link] = myBtnMouseOut; // assign a function to a variable
</script>
</body>
</html>
In Java, we CANNOT attach a method to a source object directly, as method is not a first-class object in Java. For example, a Java method cannot
accept methods as its arguments and it cannot return a method; you cannot assign a method to a variable, etc. (JavaScript and C language CAN!).
Three kinds of objects are involved in the event-handling: a source, listener(s) and an event object.
The source object (such as Button and Textfield) interacts with the user. Upon triggered, the source object creates an event object to capture the
action (e.g., mouse-click x and y, texts entered, etc). This event object will be messaged to all the registered listener object(s), and an appropriate event-
handler method of the listener(s) is called-back to provide the response. In other words, triggering a source fires an event to all its listener(s), and invoke
an appropriate event handler of the listener(s).
To express interest for a certain source's event, the listener(s) must be registered with the source. In other words, the listener(s) "subscribes" to a
source's event, and the source "publishes" the event to all its subscribers upon activation. This is known as subscribe-publish or observable-observer
design pattern.
1. The source object registers its listener(s) for a certain type of event.
A source fires an event when triggered. For example, clicking a Button fires an ActionEvent, clicking a mouse button fires MouseEvent, typing
a key fires KeyEvent, and etc.
How the source and listener understand each other? The answer is via an agreed-upon interface. For example, if a source is capable of firing an
event called XxxEvent (e.g., ActionEvent). Firstly, we need to declare an interface called XxxListener (e.g., ActionListener) containing
the names of the handler methods (recall that an interface contains only abstract methods without implementation). For example, the
ActionListener interface is declared as follows:
// An ActionListener interface, which declares the signature of the handlers
public interface ActionListener {
public void actionPerformed(ActionEvent evt);
}
Secondly, all XxxEvent listeners must implement the XxxListener interface. That is, the listeners must provide their own implementations (i.e.,
programmed responses) to all the abstract methods declared in the XxxListener interface. In this way, the listener(s) can response to these
events appropriately. For example,
Thirdly, in the source, we need to maintain a list of XxxEvent listener object(s), and define two methods: addXxxListener() and
removeXxxListener() to add and remove a XxxEvent listener from this list. For the ActionEvent, the signature of the methods are:
Take note that the addXxxListener() takes a XxxListener object as its sole parameter. In other words, it can only add objects of the type
XxxListener, and its sub-type. Since XxxListener is an interface, you cannot create instance of XxxListener, but need to create
instance of a subclass implementing the XxxListener interface.
In summary, we identify the source, the event-listener interface, and the listener object. The listener must implement the event-listener interface.
The source object then registers listener object via the addXxxListener(XxxListener lis) method.
3. The source create a XxxEvent object, which encapsulates the necessary information about the activation. For example, the (x, y) position of
the mouse pointer, the text entered, etc.
4. Finally, for each of the XxxEvent listeners in the listener list, the source invokes the appropriate handler on the listener(s), which provides the
programmed response.
In summary, triggering a source fires an event to all its registered listeners, and invoke an appropriate handler of the listener.
The listener(s) is required to implement ActionListener interface, and override the actionPerformed() method to provide the response. In
Line 56-65, we write an inner class called BtnCountListener, which override the actionPerformed() to increment and display the count. An
inner class is a class defined inside an outer class, and it can access the private entities of the outer class. We will elaborate on the inner class in the
next section.
The source object registers listener via the addActionListener(). In this example, the source btnCount (Button) adds an instance of
BtnCountListener as a listener via:
Note that addActionListener() takes an argument of the type ActionListener. BtnCountListener, which implements ActionListener
interface (i.e., a subclass of ActionListener), is upcasted and passed to the addActionListener() method.
Upon button-click, the btnCount creates an ActionEvent object, and calls back the actionPerformed(ActionEvent) method of all its
registered listener(s) with the ActionEvent object created:
2. Hitting the "Enter" key on a TextField fires an ActionEvent to all its ActionEvent listener(s).
3. In Line 46-59, we define an inner class called TFInputListener as the ActionEvent [Link] ActionEvent listener is required to
implement the ActionListener interface, and override the actionPerformed() method to provide the programmed response upon
activation.
4. The source object tfInput (of TextField) registers an anonymous instance of TFInputListener as its ActionEvent listener via the
[Link](new TFInputListener()) (Line 23).
The following program added support for "close-window button" to "Example 1: AWTCounter".
In this example, we shall modify the earlier AWTCounter example to handle the WindowEvent. Recall that pushing the "close-window" button on the
AWTCounter has no effect, as it did not handle the WindowEvent of windowClosing(). We included the WindowEvent handling codes in this
example.
2. The Frame fires the WindowEvent to all its registered WindowEvent listener(s).
3. In Line 53-69, we define an inner class called MyWindowListener as the WindowEvent listener. It is required to implement the
WindowListener interface, which declares 7 abstract methods: windowOpened(), windowClosed(), windowClosing(),
windowActivated(), windowDeactivated(), windowIconified() and windowDeiconified().
4. We register an anonymous instance of MyWindowListener as the WindowEvent listener to the source Frame via method
addWindowListener(new MyWindowListener()).
5. We override the windowClosing() handler to terminate the program using [Link](0). We ignore the other 6 handlers, but required to
provide an empty body for compilation.
A MouseEvent listener must implement the MouseListener interface, which declares the following five abstract methods:
1 import [Link].*;
2 import [Link].*;
3
4 public class MouseEventDemo extends Frame {
5 private TextField tfMouseX; // to display mouse-click-x
6 private TextField tfMouseY; // to display mouse-click-y
7
8 // Constructor - Setup the UI components and event handlers
9 public MouseEventDemo() {
10 setLayout(new FlowLayout()); // "super" frame sets its layout to FlowLayout
11
12 // Label (anonymous)
13 add(new Label("X-Click: ")); // "super" frame adds Label component
14
15 // TextField
16 tfMouseX = new TextField(10); // 10 columns
17 [Link](false); // read-only
18 add(tfMouseX); // "super" frame adds TextField component
19
20 // Label (anonymous)
21 add(new Label("Y-Click: ")); // "super" frame adds Label component
22
23 // TextField
24 tfMouseY = new TextField(10);
25 [Link](false); // read-only
26 add(tfMouseY); // "super" frame adds TextField component
27
28 addMouseListener(new MyMouseListener());
29 // "super" frame (source) fires the MouseEvent.
30 // "super" frame adds an anonymous instance of MyMouseListener
31 // as a MouseEvent listener.
32
33 setTitle("MouseEvent Demo"); // "super" Frame sets title
34 setSize(350, 100); // "super" Frame sets initial size
35 setVisible(true); // "super" Frame shows
36 }
37
38 public static void main(String[] args) {
39 new MouseEventDemo(); // Let the constructor do the job
40 }
41
42 // Define an inner class to handle MouseEvent
43 private class MyMouseListener implements MouseListener {
44 // Called back upon mouse clicked
45 @Override
46 public void mouseClicked(MouseEvent evt) {
47 [Link]([Link]() + "");
48 [Link]([Link]() + "");
49 }
50
51 // Not used - need to provide an empty body to compile.
52 @Override public void mousePressed(MouseEvent evt) { }
53 @Override public void mouseReleased(MouseEvent evt) { }
54 @Override public void mouseEntered(MouseEvent evt) { }
55 @Override public void mouseExited(MouseEvent evt) { }
56 }
57 }
In this example, we setup a GUI with 4 components (two anonymous Labels and two non-editable TextFields) inside a top-level container Frame,
arranged in FlowLayout.
2. The Frame fires a MouseEvent to all its MouseEvent listener(s) when you click/press/release a mouse-button or enter/exit with the mouse-
pointer.
3. In Line 42-56, we define an inner class called MyMouseListener as the MouseEvent listener. It is required to implement the MouseListener
interface, which declares 5 abstract methods: mouseClicked(), mousePressed(), mouseReleased(), mouseEntered(), and
mouseExit(). We override the mouseClicked() to display the (x, y) coordinates of the mouse click on the two displayed TextFields. We
ignore all the other handlers (for simplicity - but you need to provide an empty body for compilation).
4. We register an anonymous instance of MyMouseListener as the MouseEvent listener to super Frame (source) via the method
addMouseListener(new MyMouseListener()).
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits from the top-level container [Link]
5 public class MouseMotionDemo extends Frame {
6
7 // To display the (x, y) of the mouse-clicked
8 private TextField tfMouseClickX;
9 private TextField tfMouseClickY;
10 // To display the (x, y) of the current mouse-pointer position
11 private TextField tfMousePositionX;
12 private TextField tfMousePositionY;
13
14 // Constructor to setup the GUI components and event handlers
15 public MouseMotionDemo() {
16 setLayout(new FlowLayout()); // "super" frame sets to FlowLayout
17
18 add(new Label("X-Click: "));
19 tfMouseClickX = new TextField(10);
20 [Link](false);
21 add(tfMouseClickX);
22 add(new Label("Y-Click: "));
23 tfMouseClickY = new TextField(10);
24 [Link](false);
25 add(tfMouseClickY);
26
27 add(new Label("X-Position: "));
28 tfMousePositionX = new TextField(10);
29 [Link](false);
30 add(tfMousePositionX);
31 add(new Label("Y-Position: "));
32 tfMousePositionY = new TextField(10);
33 [Link](false);
34 add(tfMousePositionY);
35
36 MyMouseListener listener = new MyMouseListener();
37 addMouseListener(listener);
38 addMouseMotionListener(listener);
39 // "super" frame (source) fires MouseEvent.
40 // "super" frame adds an instance of MyMouseListener
41 // as MouseListener and MouseMotionListener.
42
43 setTitle("MouseMotion Demo"); // "super" Frame sets title
44 setSize(400, 120); // "super" Frame sets initial size
45 setVisible(true); // "super" Frame shows
46 }
47
48 // The entry main() method
49 public static void main(String[] args) {
50 new MouseMotionDemo(); // Let the constructor do the job
51 }
52
53 // Define an inner class as both the MouseListener and MouseMotionListener
54 // A Java class can extend one superclass but implement many interfaces
55 private class MyMouseListener implements MouseListener, MouseMotionListener {
56 /* MouseListener handlers */
57 // Called back when a mouse-button has been clicked
58 @Override
59 public void mouseClicked(MouseEvent evt) {
60 [Link]([Link]() + "");
61 [Link]([Link]() + "");
62 }
63
64 // Not Used, but need to provide an empty body for compilation
65 @Override public void mousePressed(MouseEvent evt) { }
66 @Override public void mouseReleased(MouseEvent evt) { }
67 @Override public void mouseEntered(MouseEvent evt) { }
68 @Override public void mouseExited(MouseEvent evt) { }
69
70 /* MouseMotionEvent handlers */
71 // Called back when the mouse-pointer has been moved
72 @Override
73 public void mouseMoved(MouseEvent evt) {
74 [Link]([Link]() + "");
75 [Link]([Link]() + "");
76 }
77
78 // Not Used, but need to provide an empty body for compilation
79 @Override public void mouseDragged(MouseEvent evt) { }
80 }
81 }
1. We identify the super Frame as the source, which fires the MouseEvent to its registered MouseListener and MouseMotionListener.
2. In Line 53-80, we define an inner class called MyMouseListener as both the MouseListener and MouseMotionListener.
3. We register an instance of MyMouseListener as the listener to super Frame via method addMouseListener() and
addMouseMotionListener().
4. The MouseMotionListener needs to implement 2 abstract methods: mouseMoved() and mouseDragged() declared in the
MouseMotionListener interface.
5. We override the mouseMoved() to display the (x, y) position of the mouse pointer. We ignore the MouseDragged() handler by providing an
empty body for compilation.
In this example:
2. The source fires a KeyEvent when you press/release/type a key to all its KeyEvent listener(s).
3. In Line 35-46, we define an inner class called MyKeyListener as the KeyEvent listener.
4. We register an anonymous instance of MyKeyListener as the KeyEvent listener to the source TextField via method
[Link]().
5. The KeyEvent listener needs to implement the KeyListener interface, which declares 3 abstract methods: keyTyped(), keyPressed(),
keyReleased().
6. We override the keyTyped() to display key typed on the display TextArea. We ignore the keyPressed() and keyReleased().
In our AWTCounter example, suppose we would like to write an external ordinary class (say MyExternalBtnListener) as our ActionEvent
listener. This class shall implement ActionListener interface and override the actionPerformed() method. An example is as follows:
tfCount = new TextField(count + "", 10); // construct the TextField component with initial text
[Link](false); // set to read-only
add(tfCount); // "super" Frame container adds TextField component
Can you see the problem? This external class cannot access the variables such as count and tfCount in the AWTCounterExternal class. We can
fix this problem, but the solution is messy. An easy solution is to use an inner class instead of an ordinary external class (to be explained in the following
sections).
A nested class (or commonly called inner class) is a class defined inside another class - introduced in JDK 1.1. As an illustration, two nested classes
MyNestedClass1 and MyNestedClass2 are defined inside the definition of an outer class called MyOuterClass.
1. A nested class is a proper class. That is, it could contain constructors, member variables and member methods. You can create an instance of a
nested class via the new operator and constructor.
2. A nested class is a member of the outer class, just like any member variables and methods defined inside a class.
3. Most importantly, a nested class can access the private members (variables/methods) of the enclosing outer class, as it is at the same level as
these private members. This is the property that makes inner class useful.
4. A nested class can have private, public, protected, or the default access, just like any member variables and methods defined inside a
class. A private inner class is only accessible by the enclosing outer class, and is not accessible by any other classes. [An top-level outer class
cannot be declared private, as no one can use a private outer class.]
5. A nested class can also be declared static, final or abstract, just like any ordinary class.
6. A nested class is NOT a subclass of the outer class. That is, the nested class does not inherit the variables and methods of the outer class. It is an
ordinary self-contained class. [Nonetheless, you could declare it as a subclass of the outer class, via keyword "extends OuterClassName", in
the nested class's definition.]
1. To control visibilities (of the member variables and methods) between inner/outer class. The nested class, being defined inside an outer class, can
access private members of the outer class.
2. To place a piece of class definition codes closer to where it is going to be used, to make the program clearer and easier to understand.
4.3 Example 7: A Named Inner Class as Event Listener (Revisit Example 1 AWTCounter )
A nested class is useful if you need a small class which relies on the enclosing outer class for its private variables and methods. It is ideal in an event-
driven environment for implementing event handlers. This is because the event handling methods (in a listener) often require access to the private
variables (e.g., a private TextField) of the outer class.
In this example (revisit Example 1 AWTCounter), we define an inner class called BtnCountListener, and create an instance of BtnCountListener
as the ActionEvent listener for the btnCount. The BtnCountListener needs to implement the ActionListener interface, and override the
actionPerformed() handler. BtnCountListener needs to be defined as an inner class, as it needs to access private variables (count and
tfCount) of the outer class.
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits from the top-level container [Link]
5 public class AWTCounter extends Frame {
6
7 // The event-handler actionPerformed() needs to access these "private" variables
8 private TextField tfCount;
9 private Button btnCount;
10 private int count = 0;
11
12 // Constructor to setup the GUI components and event handlers
13 public AWTCounter() {
14 setLayout(new FlowLayout()); // "super" Frame sets to FlowLayout
15 add(new Label("Counter")); // An anonymous instance of Label
16 tfCount = new TextField("0", 10);
17 [Link](false); // read-only
18 add(tfCount); // "super" Frame adds tfCount
19
20 btnCount = new Button("Count");
21 add(btnCount); // "super" Frame adds btnCount
22
23 // Construct an anonymous instance of BtnCountListener (a named inner class).
24 // btnCount adds this instance as a ActionListener.
25 [Link](new BtnCountListener());
26
27 setTitle("AWT Counter");
28 setSize(250, 100);
29 setVisible(true);
30 }
31
32 // The entry main method
33 public static void main(String[] args) {
34 new AWTCounter(); // Let the constructor do the job
35 }
36
37 /**
38 * BtnCountListener is a "named inner class" used as ActionListener.
39 * This inner class can access private variables of the outer class.
40 */
41 private class BtnCountListener implements ActionListener {
42 @Override
43 public void actionPerformed(ActionEvent evt) {
44 ++count;
45 [Link](count + "");
46 }
47 }
48 }
An anonymous instance of the BtnCountListener inner class is constructed. The btnCount source object adds this instance as a listener, as
follows:
[Link](new BtnCountListener());
The inner class can access the private variable tfCount and count of the outer class.
Try moving the BtnCountListener class outside, and define it as an ordinary class. You would need to pass a reference of the AWTCounter into the
constructor of BtnCountListener, and use this reference to access variables tfCount and count, through public getters or granting them to
public access.
// The event handler can access the private variables thru "frame"
@Override
public void actionPerformed(ActionEvent evt) {
[Link]++;
[Link]([Link] + "");
}
}
Instead of using a named inner class (called BtnCountListener in the previous example), we shall use an inner class without a name, known as
anonymous inner class as the ActionListener in this example.
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits from the top-level container [Link]
5 public class AWTCounterAnonymousInnerClass extends Frame {
6
7 // The event-handler actionPerformed() needs to access these private variables
8 private TextField tfCount;
9 private Button btnCount;
10 private int count = 0;
11
12 // Constructor to setup the GUI components and event handlers
13 public AWTCounterAnonymousInnerClass () {
14 setLayout(new FlowLayout()); // "super" Frame sets to FlowLayout
15 add(new Label("Counter")); // An anonymous instance of Label
16 tfCount = new TextField("0", 10);
17 [Link](false); // read-only
18 add(tfCount); // "super" Frame adds tfCount
19
20 btnCount = new Button("Count");
21 add(btnCount); // "super" Frame adds btnCount
22
23 // Construct an anonymous instance of an anonymous class.
24 // btnCount adds this instance as a ActionListener.
25 [Link](new ActionListener() {
26 @Override
27 public void actionPerformed(ActionEvent evt) {
28 ++count;
29 [Link](count + "");
30 }
31 });
32
33 setTitle("AWT Counter");
34 setSize(250, 100);
35 setVisible(true);
36 }
37
38 // The entry main method
39 public static void main(String[] args) {
40 new AWTCounterAnonymousInnerClass(); // Let the constructor do the job
41 }
42 }
An anonymous instance of an anonymous inner class is constructed, and passed as the argument of the addActionListener() method as
follows:
[Link](new ActionListener() {
@Override
public void actionPerformed(ActionEvent evt) {
++count;
[Link](count + "");
}
});
// Or
N n = new N()
[Link](n);
From JDK 8, you can write the event handler using "Lambda Expression" in a one-liner as follows:
2. An anonymous inner class must always extend a superclass or implement an interface. The keyword "extends" or "implements" is NOT required
in its declaration. An anonymous inner class must implement all the abstract methods in the superclass or in the interface.
3. An anonymous inner class always uses the default (no-arg) constructor from its superclass to create an instance. If an anonymous inner class
implements an interface, it uses the [Link]().
4. An anonymous inner class is compiled into a class named OuterClassName$[Link], where n is a running number of inner classes within the
outer class.
Let's modify our AWTCounter example to include 3 buttons for counting up, counting down,
and reset the count, respectively. We shall attach an anonymous inner class as the listener to
each of buttons.
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits the top-level container [Link]
5 public class AWTCounter3ButtonsAnonymousIC extends Frame {
6 private TextField tfCount;
7 private Button btnCountUp, btnCountDown, btnReset;
8 private int count = 0;
9
10 // Constructor to setup the GUI components and event handlers
11 public AWTCounter3ButtonsAnonymousIC() {
12 setLayout(new FlowLayout());
13 add(new Label("Counter")); // an anonymous instance of Label
14 tfCount = new TextField("0", 10);
15 [Link](false); // read-only
16 add(tfCount); // "super" Frame adds tfCount
17
18 btnCountUp = new Button("Count Up");
19 add(btnCountUp);
20 // Construct an anonymous instance of an anonymous inner class.
21 // The source Button adds the anonymous instance as ActionEvent listener
22 [Link](new ActionListener() {
23 @Override
24 public void actionPerformed(ActionEvent evt) {
25 ++count;
26 [Link](count + "");
27 }
28 });
29
30 btnCountDown = new Button("Count Down");
31 add(btnCountDown);
32 [Link](new ActionListener() {
33 @Override
34 public void actionPerformed(ActionEvent evt) {
35 count--;
36 [Link](count + "");
37 }
38 });
39
40 btnReset = new Button("Reset");
41 add(btnReset);
42 [Link](new ActionListener() {
43 @Override
44 public void actionPerformed(ActionEvent evt) {
45 count = 0;
46 [Link]("0");
47 }
48 });
49
50 setTitle("AWT Counter");
51 setSize(400, 100);
52 setVisible(true);
53 }
54
55 // The entry main method
56 public static void main(String[] args) {
57 new AWTCounter3ButtonsAnonymousIC(); // Let the constructor do the job
58 }
59 }
4.6 Example 10: Using the Same Listener Instance for All the Buttons
If you use the same instance as the listener for all the 3 buttons, you need to determine which button has fired the event. It is because all the 3 buttons
trigger the same event-handler method.
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits the top-level container [Link]
5 public class AWTCounter3Buttons1Listener extends Frame {
6 private TextField tfCount;
7 private Button btnCountUp, btnCountDown, btnReset;
8 private int count = 0;
9
10 // Constructor to setup the GUI components and event handlers
11 public AWTCounter3Buttons1Listener () {
12 setLayout(new FlowLayout());
13 add(new Label("Counter"));
14 tfCount = new TextField("0", 10);
15 [Link](false);
16 add(tfCount);
17
18 // Construct Buttons
19 btnCountUp = new Button("Count Up");
20 add(btnCountUp);
21 btnCountDown = new Button("Count Down");
22 add(btnCountDown);
23 btnReset = new Button("Reset");
24 add(btnReset);
25
26 // Allocate an instance of the "named" inner class BtnListener.
27 AllButtonsListener listener = new AllButtonsListener();
28 // Use the same listener instance for all the 3 Buttons.
29 [Link](listener);
30 [Link](listener);
31 [Link](listener);
32
33 setTitle("AWT Counter");
34 setSize(400, 100);
35 setVisible(true);
36 }
37
38 // The entry main method
39 public static void main(String[] args) {
40 new AWTCounter3Buttons1Listener(); // Let the constructor do the job
41 }
42
43 /**
44 * AllButtonsListener is an named inner class used as ActionEvent listener for all the Buttons.
45 */
46 private class AllButtonsListener implements ActionListener {
47 @Override
48 public void actionPerformed(ActionEvent evt) {
49 // Need to determine which button fired the event.
50 // the getActionCommand() returns the Button's label
51 String btnLabel = [Link]();
52 if ([Link]("Count Up")) {
53 ++count;
54 } else if ([Link]("Count Down")) {
55 --count;
56 } else {
57 count = 0;
58 }
59 [Link](count + "");
60 }
61 }
62 }
1 import [Link].*;
2 import [Link].*;
3
4 public class AWTCounter3ButtonsGetSource extends Frame {
5 private TextField tfCount;
6 private Button btnCountUp, btnCountDown, btnReset;
7 private int count = 0;
8
9 // Constructor to setup the GUI components and event handlers
10 public AWTCounter3ButtonsGetSource () {
11 setLayout(new FlowLayout());
12 add(new Label("Counter"));
13 tfCount = new TextField("0", 10);
14 [Link](false);
15 add(tfCount);
16
17 // Construct Buttons
18 btnCountUp = new Button("Count Up");
19 add(btnCountUp);
20 btnCountDown = new Button("Count Down");
21 add(btnCountDown);
22 btnReset = new Button("Reset");
23 add(btnReset);
24
25 // Allocate an instance of inner class BtnListener.
26 AllButtonsListener listener = new AllButtonsListener();
27 // Use the same listener instance to all the 3 Buttons.
28 [Link](listener);
29 [Link](listener);
30 [Link](listener);
31
32 setTitle("AWT Counter");
33 setSize(400, 100);
34 setVisible(true);
35 }
36
37 // The entry main method
38 public static void main(String[] args) {
39 new AWTCounter3ButtonsGetSource(); // Let the constructor do the job
40 }
41
42 /**
43 * AllButtonsListener is a named inner class used as ActionEvent listener for all the Buttons.
44 */
45 private class AllButtonsListener implements ActionListener {
46 @Override
47 public void actionPerformed(ActionEvent evt) {
48 // Need to determine which button has fired the event.
49 Button source = (Button)[Link]();
50 // Get a reference of the source that has fired the event.
51 // getSource() returns a [Link]. Downcast back to Button.
52 if (source == btnCountUp) {
53 ++count;
54 } else if (source == btnCountDown) {
55 --count;
56 } else {
57 count = 0;
58 }
59 [Link](count + "");
60 }
61 }
62 }
Refer to the WindowEventDemo, a WindowEvent listener is required to implement the WindowListener interface, which declares 7 abstract
methods. Although we are only interested in windowClosing(), we need to provide an empty body to the other 6 abstract methods in order to
compile the program. This is tedious, e.g., we can rewrite the WindowEventDemo using an inner class implementing ActionListener as follows:
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits the top-level container [Link]
5 public class WindowEventDemoWithInnerClass extends Frame {
6 private TextField tfCount;
7 private Button btnCount;
8 private int count = 0;
9
10 // Constructor to setup the GUI components and event handlers
11 public WindowEventDemoWithInnerClass () {
12 setLayout(new FlowLayout());
13 add(new Label("Counter"));
14 tfCount = new TextField("0", 10);
15 [Link](false);
16 add(tfCount);
17
18 btnCount = new Button("Count");
19 add(btnCount);
20 [Link](new ActionListener() {
21 @Override
22 public void actionPerformed(ActionEvent evt) {
23 ++count;
24 [Link](count + "");
25 }
26 });
27
28 // Allocate an anonymous instance of an anonymous inner class
29 // that implements WindowListener.
30 // "super" Frame adds this instance as WindowEvent listener.
31 addWindowListener(new WindowListener() {
32 @Override
33 public void windowClosing(WindowEvent evt) {
34 [Link](0); // terminate the program
35 }
36 // Need to provide an empty body for compilation
37 @Override public void windowOpened(WindowEvent evt) { }
38 @Override public void windowClosed(WindowEvent evt) { }
39 @Override public void windowIconified(WindowEvent evt) { }
40 @Override public void windowDeiconified(WindowEvent evt) { }
41 @Override public void windowActivated(WindowEvent evt) { }
42 @Override public void windowDeactivated(WindowEvent evt) { }
43 });
44
45 setTitle("WindowEvent Demo");
46 setSize(250, 100);
47 setVisible(true);
48 }
49
50 // The entry main method
51 public static void main(String[] args) {
52 new WindowEventDemoWithInnerClass(); // Let the constructor do the job
53 }
54 }
An adapter class called WindowAdapter is therefore provided, which implements the WindowListener interface and provides default
implementations to all the 7 abstract methods. You can then derive a subclass from WindowAdapter and override only methods of interest and
leave the rest to their default implementation. For example,
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits the top-level container [Link]
5 public class WindowEventDemoAdapter extends Frame {
6 private TextField tfCount;
7 private Button btnCount;
8 private int count = 0;
9
10 // Constructor to setup the GUI components and event handlers
11 public WindowEventDemoAdapter () {
12 setLayout(new FlowLayout());
13 add(new Label("Counter"));
14 tfCount = new TextField("0", 10);
15 [Link](false);
16 add(tfCount);
17
18 btnCount = new Button("Count");
19 add(btnCount);
20 [Link](new ActionListener() {
21 @Override
22 public void actionPerformed(ActionEvent evt) {
23 ++count;
24 [Link](count + "");
25 }
26 });
27
28 // Allocate an anonymous instance of an anonymous inner class
29 // that extends WindowAdapter.
30 // "super" Frame adds the instance as WindowEvent listener.
31 addWindowListener(new WindowAdapter() {
32 @Override
33 public void windowClosing(WindowEvent evt) {
34 [Link](0); // Terminate the program
35 }
36 });
37
38 setTitle("WindowEvent Demo");
39 setSize(250, 100);
40 setVisible(true);
41 }
42
43 /** The entry main method */
44 public static void main(String[] args) {
45 new WindowEventDemoAdapter(); // Let the constructor do the job
46 }
47 }
Similarly, adapter classes such as MouseAdapter, MouseMotionAdapter, KeyAdapter, FocusAdapter are available for MouseListener,
MouseMotionListener, KeyListener, and FocusListener, respectively.
There is no ActionAdapter for ActionListener, because there is only one abstract method (i.e. actionPerformed()) declared in the
ActionListener interface. This method has to be overridden and there is no need for an adapter.
For example,
There is only ONE class in this code. But this code is much harder to understand and seldom used nowadays. Using inner class is a better solution.
AWT provides the following layout managers (in package [Link]): FlowLayout, GridLayout, BorderLayout, GridBagLayout, BoxLayout,
CardLayout, and others. Swing added more layout manager in package [Link], to be described later.
// [Link]
public void setLayout(LayoutManager mgr)
To set up the layout of a Container (such as Frame, JFrame, Panel, or JPanel), you have to:
1. Construct an instance of the chosen layout object, via new and constructor, e.g., new FlowLayout())
2. Invoke the setLayout() method of the Container, with the layout object created as the argument;
3. Place the GUI components into the Container using the add() method in the correct order; or into the correct zones.
For example,
You can get the current layout via Container's getLayout() method.
Panel pnl = new Panel();
[Link]([Link]());
// [Link][hgap=5,vgap=5,align=center]
7.1 FlowLayout
In the [Link], components are arranged from left-to-right inside the container in the
order that they are added (via method [Link](aComponent)). When one row is filled, a
new row will be started. The actual appearance depends on the width of the display window.
Constructors
public FlowLayout();
public FlowLayout(int alignment);
public FlowLayout(int alignment, int hgap, int vgap);
// alignment: [Link] (or LEADING), [Link] (or TRAILING), or [Link]
// hgap, vgap: horizontal/vertical gap between the components
// By default: hgap = 5, vgap = 5, alignment = [Link]
Example
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits the top-level container [Link]
5 public class AWTFlowLayoutDemo extends Frame {
6 private Button btn1, btn2, btn3, btn4, btn5, btn6;
7
8 // Constructor to setup GUI components and event handlers
9 public AWTFlowLayoutDemo () {
10 setLayout(new FlowLayout());
11 // "super" Frame sets layout to FlowLayout, which arranges the components
12 // from left-to-right, and flow from top-to-bottom.
13
14 btn1 = new Button("Button 1");
15 add(btn1);
16 btn2 = new Button("This is Button 2");
17 add(btn2);
18 btn3 = new Button("3");
19 add(btn3);
20 btn4 = new Button("Another Button 4");
21 add(btn4);
22 btn5 = new Button("Button 5");
23 add(btn5);
24 btn6 = new Button("One More Button 6");
25 add(btn6);
26
27 setTitle("FlowLayout Demo"); // "super" Frame sets title
28 setSize(280, 150); // "super" Frame sets initial size
29 setVisible(true); // "super" Frame shows
30 }
31
32 // The entry main() method
33 public static void main(String[] args) {
34 new AWTFlowLayoutDemo(); // Let the constructor do the job
35 }
36 }
7.2 GridLayout
In [Link], components are arranged in a grid (matrix) of rows and columns inside
the Container. Components are added in a left-to-right, top-to-bottom manner in the order they are
added (via method [Link](aComponent)).
Constructors
Example
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits the top-level container [Link]
5 public class AWTGridLayoutDemo extends Frame {
6 private Button btn1, btn2, btn3, btn4, btn5, btn6;
7
8 // Constructor to setup GUI components and event handlers
9 public AWTGridLayoutDemo () {
10 setLayout(new GridLayout(3, 2, 3, 3));
11 // "super" Frame sets layout to 3x2 GridLayout, horizontal and vertical gaps of 3 pixels
12
13 // The components are added from left-to-right, top-to-bottom
14 btn1 = new Button("Button 1");
15 add(btn1);
16 btn2 = new Button("This is Button 2");
17 add(btn2);
18 btn3 = new Button("3");
19 add(btn3);
20 btn4 = new Button("Another Button 4");
21 add(btn4);
22 btn5 = new Button("Button 5");
23 add(btn5);
24 btn6 = new Button("One More Button 6");
25 add(btn6);
26
27 setTitle("GridLayout Demo"); // "super" Frame sets title
28 setSize(280, 150); // "super" Frame sets initial size
29 setVisible(true); // "super" Frame shows
30 }
31
32 // The entry main() method
33 public static void main(String[] args) {
34 new AWTGridLayoutDemo(); // Let the constructor do the job
35 }
36 }
7.3 BorderLayout
In [Link], the container is divided into 5 zones: EAST, WEST, SOUTH, NORTH, and CENTER. Components are added using method
[Link](aComponent, zone), where zone is either [Link] (or PAGE_START), [Link] (or PAGE_END),
[Link] (or LINE_START), [Link] (or LINE_END), or [Link].
You need not place components to all the 5 zones. The NORTH and SOUTH components may be stretched horizontally; the EAST and WEST components
may be stretched vertically; the CENTER component may stretch both horizontally and vertically to fill any space left over.
Constructors
public BorderLayout();
public BorderLayout(int hgap, int vgap);
// By default hgap = 0, vgap = 0
Example
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits the top-level container [Link]
5 public class AWTBorderLayoutDemo extends Frame {
6 private Button btnNorth, btnSouth, btnCenter, btnEast, btnWest;
7
8 // Constructor to setup GUI components and event handlers
9 public AWTBorderLayoutDemo () {
10 setLayout(new BorderLayout(3, 3));
11 // "super" Frame sets layout to BorderLayout,
12 // horizontal and vertical gaps of 3 pixels
13
14 // The components are added to the specified zone
15 btnNorth = new Button("NORTH");
16 add(btnNorth, [Link]);
17 btnSouth = new Button("SOUTH");
18 add(btnSouth, [Link]);
19 btnCenter = new Button("CENTER");
20 add(btnCenter, [Link]);
21 btnEast = new Button("EAST");
22 add(btnEast, [Link]);
23 btnWest = new Button("WEST");
24 add(btnWest, [Link]);
25
26 setTitle("BorderLayout Demo"); // "super" Frame sets title
27 setSize(280, 150); // "super" Frame sets initial size
28 setVisible(true); // "super" Frame shows
29 }
30
31 // The entry main() method
32 public static void main(String[] args) {
33 new AWTBorderLayoutDemo(); // Let the constructor do the job
34 }
35 }
For example, the following figure shows a Frame in BorderLayout containing two Panels - panelResult
in FlowLayout and panelButtons in GridLayout. panelResult is added to the NORTH, and
panelButtons is added to the CENTER.
1 import [Link].*;
2 import [Link].*;
3
4 // An AWT GUI program inherits the top-level container [Link]
5 public class AWTPanelDemo extends Frame {
6 private Button[] btnNumbers; // Array of 10 numeric Buttons
7 private Button btnHash, btnStar;
8 private TextField tfDisplay;
9
10 // Constructor to setup GUI components and event handlers
11 public AWTPanelDemo () {
12 // Set up display panel
13 Panel panelDisplay = new Panel(new FlowLayout());
14 tfDisplay = new TextField("0", 20);
15 [Link](tfDisplay);
16
17 // Set up button panel
18 Panel panelButtons = new Panel(new GridLayout(4, 3));
19 btnNumbers = new Button[10]; // Construct an array of 10 numeric Buttons
20 btnNumbers[1] = new Button("1"); // Construct Button "1"
21 [Link](btnNumbers[1]); // The Panel adds this Button
22 btnNumbers[2] = new Button("2");
23 [Link](btnNumbers[2]);
24 btnNumbers[3] = new Button("3");
25 [Link](btnNumbers[3]);
26 btnNumbers[4] = new Button("4");
27 [Link](btnNumbers[4]);
28 btnNumbers[5] = new Button("5");
29 [Link](btnNumbers[5]);
30 btnNumbers[6] = new Button("6");
31 [Link](btnNumbers[6]);
32 btnNumbers[7] = new Button("7");
33 [Link](btnNumbers[7]);
34 btnNumbers[8] = new Button("8");
35 [Link](btnNumbers[8]);
36 btnNumbers[9] = new Button("9");
37 [Link](btnNumbers[9]);
38 // You should use a loop for the above statements!!!
39 btnStar = new Button("*");
40 [Link](btnStar);
41 btnNumbers[0] = new Button("0");
42 [Link](btnNumbers[0]);
43 btnHash = new Button("#");
44 [Link](btnHash);
45
46 setLayout(new BorderLayout()); // "super" Frame sets to BorderLayout
47 add(panelDisplay, [Link]);
48 add(panelButtons, [Link]);
49
50 setTitle("BorderLayout Demo"); // "super" Frame sets title
51 setSize(200, 200); // "super" Frame sets initial size
52 setVisible(true); // "super" Frame shows
53 }
54
55 // The entry main() method
56 public static void main(String[] args) {
57 new AWTPanelDemo(); // Let the constructor do the job
58 }
59 }
7.5 GridBagLayout
7.6 Example 1
1 import [Link].*;
2 import [Link].*;
3
4 @SuppressWarnings("serial")
5 public class GridBagLayoutExample extends JPanel {
6 JButton button1, button2, button3, button4, button5;
7
8 // Constructor
9 public GridBagLayoutExample() {
10 [Link](new GridBagLayout()); // super JPanel
11 GridBagConstraints gbc = new GridBagConstraints();
12
13 // The following constraints are applicable to all components
14 // [Link] = [Link];
15
16 // Define constraints for individual components
17 button1 = new JButton("B1");
18 [Link] = 0; // column 0 (first column)
19 [Link] = 0; // row 0 (first row)
20 // [Link] = 0.5; // weight for distributing extra x-spaces
21 [Link](button1, gbc); // add and apply constraints
22
23 button2 = new JButton("B2");
24 [Link] = 1; // column 1
25 [Link] = 0; // row 0
26 // [Link] = 1.0;
27 [Link](button2, gbc);
28
29 button3 = new JButton("B3");
30 [Link] = 2; // column 2
31 [Link] = 0; // row 0
32 // [Link] = 0.5;
33 [Link](button3, gbc);
34
35 button4 = new JButton("Long-Named Button 4");
36 [Link] = 0; // column 0
37 [Link] = 1; // row 1 (second row)
38 [Link] = 3; // span 3 columns
39 [Link] = 40; // internal padding-y
40 [Link](button4, gbc);
41
42 button5 = new JButton("5");
43 [Link] = 1; // second column
44 [Link] = 2; // third row
45 [Link] = 2; // span 2 columns
46 [Link] = 0; // reset to default
47 [Link] = GridBagConstraints.PAGE_END; // align at bottom of space
48 [Link] = new Insets(10, 0, 0, 0); // top margin
49 // [Link] = 1.0; // request any extra vertical space
50 [Link](button5, gbc);
51 }
52
53 public static void main(String[] args) {
54 [Link](new Runnable() {
55 public void run() {
56 JFrame frame = new JFrame("GridBagLayoutDemo");
57 [Link](new GridBagLayoutExample());
58 [Link](JFrame.EXIT_ON_CLOSE);
59 [Link](300,300);
60 [Link](true);
61 }
62 });
63 }
64 }
Run the program, the output is in (a), where all components have their natural width and height, placed in center (anchor=CENTER) with extra x and y
spaces at the 4 margins. The ipady increases the internal y-padding for button-4 (spans 3 columns). Button 5 (spans second and third columns) has
top margin specified by insets, and anchor at the bottom-right corner (anchor=PAGE_END).
Uncomment the [Link] = [Link] (line 14). The output is in (b), where ALL components fill horizontally with equal
column width.
Uncomment all weightx (lines 20, 26, 32). The output is in (c). The extra x spaces are distributed according to the weightx of (0.5, 1.0, 0.5).
Uncomment the weighty (line 49). The output is in (d). The extra y spaces are given to row 3, as row 1 and 2 have weighty of 0 and non-participating
in the distribution of extra y-spaces.
7.7 BoxLayout
BoxLayout arrange components in a single row or column. It respects components' requests on the minimum sizes.
8. Swing
8.1 Introduction
Swing is part of the so-called "Java Foundation Classes (JFC)" (have you heard of MFC?), which was introduced in 1997 after the release of JDK 1.1. JFC
was subsequently included as an integral part of JDK since JDK 1.2. JFC consists of:
The goal of Java GUI programming is to allow the programmer to build GUI that looks good on ALL platforms. JDK 1.0's AWT was awkward and non-
object-oriented (using many [Link]()). JDK 1.1's AWT introduced event-delegation (event-driven) model, much clearer and object-
oriented. JDK 1.1 also introduced inner class and JavaBeans – a component programming model for visual programming environment (similar to Visual
Basic).
Swing appeared after JDK 1.1. It was introduced into JDK 1.1 as part of an add-on JFC (Java Foundation Classes). Swing is a rich set of easy-to-use,
easy-to-understand JavaBean GUI components that can be dragged and dropped as "GUI builders" in visual programming environment. Swing is now an
integral part of Java since JDK 1.2.
The main features of Swing are (extracted from the Swing website):
1. Swing is written in pure Java (except a few classes) and therefore is 100% portable.
2. Swing components are lightweight. The AWT components are heavyweight (in terms of system resource utilization). Each AWT component has its
own opaque native display, and always displays on top of the lightweight components. AWT components rely heavily on the underlying windowing
subsystem of the native operating system. For example, an AWT button ties to an actual button in the underlying native windowing subsystem, and
relies on the native windowing subsystem for their rendering and processing. Swing components (JComponents) are written in Java. They are
generally not "weight-down" by complex GUI considerations imposed by the underlying windowing subsystem.
3. Swing components support pluggable look-and-feel. You can choose between Java look-and-feel and the look-and-feel of the underlying OS (e.g.,
Windows, UNIX or macOS). If the later is chosen, a Swing button runs on the Windows looks like a Windows' button and feels like a Window's
button. Similarly, a Swing button runs on the UNIX looks like a UNIX's button and feels like a UNIX's button.
4. Swing supports mouse-less operation, i.e., it can operate entirely using keyboard.
5. Swing components support "tool-tips".
6. Swing components are JavaBeans – a Component-based Model used in Visual Programming (like Visual Basic). You can drag-and-drop a Swing
component into a "design form" using a "GUI builder" and double-click to attach an event handler.
7. Swing application uses AWT event-handling classes (in package [Link]). Swing added some new classes in package
[Link], but they are not frequently used.
8. Swing application uses AWT's layout manager (such as FlowLayout and BorderLayout in package [Link]). It added new layout managers,
such as Springs, Struts, and BoxLayout (in package [Link]).
9. Swing implements double-buffering and automatic repaint batching for smoother screen repaint.
10. Swing introduces JLayeredPane and JInternalFrame for creating Multiple Document Interface (MDI) applications.
11. Swing supports floating toolbars (in JToolBar), splitter control, "undo".
If you understood the AWT programming (in particular, container/component and event-handling), switching over to Swing (or any other Graphics
packages) is straight-forward.
Swing's Components
Compared with the AWT component classes (in package [Link]), Swing component classes (in package [Link]) begin with a prefix "J",
e.g., JButton, JTextField, JLabel, JPanel, JFrame, or JApplet.
The above figure shows the class hierarchy of the swing GUI classes. Similar to AWT, there are two groups of classes: containers and components. A
container is used to hold components. A container can also hold containers because it is a (subclass of) component.
As a rule, do not mix heavyweight AWT components and lightweight Swing components in the same program, as the heavyweight components will
always be painted on top of the lightweight components.
1. JFrame: used for the application's main window (with an icon, a title,
minimize/maximize/close buttons, an optional menu-bar, and a content-
pane), as illustrated.
You could:
1. get the content-pane via getContentPane() from a top-level container, and add components onto it. For example,
2. set the content-pane to a JPanel (the main panel created in your application which holds all your GUI components) via JFrame's
setContentPane().
Notes: If a component is added directly into a JFrame, it is added into the content-pane of JFrame instead, i.e.,
Event-Handling in Swing
Swing uses the AWT event-handling classes (in package [Link]). Swing introduces a few new event-handling classes (in package
[Link]) but they are not frequently used.
1. Use the Swing components with prefix "J" in package [Link], e.g., JFrame, JButton, JTextField, JLabel, etc.
2. A top-level container (typically JFrame) is needed. The JComponents should not be added directly onto the top-level container. They shall be
added onto the content-pane of the top-level container. You can retrieve a reference to the content-pane by invoking method getContentPane()
from the top-level container.
3. Swing applications uses AWT event-handling classes, e.g., ActionEvent/ActionListener, MouseEvent/MouseListener, etc.
4. Run the constructor in the Event Dispatcher Thread (instead of Main thread) for thread safety, as shown in the following program template.
The JFrame's method getContentPane() returns the content-pane (which is a [Link]) of the JFrame. You can then set its layout
(the default layout is BorderLayout), and add components into it. For example,
You can also use the JFrame's setContentPane() method to directly set the content-pane to a JPanel (or a JComponent). For example,
JFrame's setDefaultCloseOperation()
Instead of writing a WindowEvent listener with a windowClosing() handler to process the "close-window" button, JFrame provides a method called
setDefaultCloseOperation() to sets the default operation when the user initiates a "close" on this frame. Typically, we choose the option
JFrame.EXIT_ON_CLOSE, which terminates the application via a [Link]().
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
The constructor will be executed in the so-called "Main-Program" thread. This may cause multi-threading issues (such as unresponsive user-interface
and deadlock).
It is recommended to execute the GUI setup codes in the so-called "Event-Dispatching" thread, instead of "Main-Program" thread, for thread-safe
operations. Event-dispatching thread, which processes events, should be used when the codes updates the GUI.
To run the constructor on the event-dispatching thread, invoke static method [Link]() to asynchronously queue the
constructor on the event-dispatching thread. The codes will be run after all pending events have been processed. For example,
At times, for example in game programming, the constructor or the main() may contains non-GUI codes. Hence, it is a common practice to create a
dedicated method called initComponents() (used in NetBeans visual GUI builder) or createAndShowGUI() (used in Swing tutorial) to handle all
the GUI codes (and another method called initGame() to handle initialization of the game's objects). This GUI init method shall be run in the event-
dispatching thread.
Warning Message "The serialization class does not declare a static final serialVersionUID field of type long"
This warning message is triggered because [Link] (via its superclass [Link]) implements the [Link]
interface. This interface enables the object to be written out to an output stream serially (via method writeObject()); and read back into the program
(via method readObject()). The serialization runtime uses a number (called serialVersionUID) to ensure that the object read into the program is
compatible with the class definition, and not belonging to another version.
1. Simply ignore this warning message. If a serializable class does not explicitly declare a serialVersionUID, then the serialization runtime
will calculate a default serialVersionUID value for that class based on various aspects of the class.
3. Suppress this particular warning via annotation @SuppressWarnings (in package [Link]) (JDK 1.5):
@SuppressWarnings("serial")
public class MyFrame extends JFrame { ...... }
9.1 NetBeans
For using NetBeans GUI Builder, read my "Writing Java GUI (AWT/Swing) Application in NetBeans"; or Swing Tutorial's "Learning Swing with the
NetBeans IDE".
9.2 Eclipse
For using Eclipse GUI Builder, read "Writing Swing Applications using Eclipse GUI Builder".
5. Java3D
Latest version tested: JDK 15.0.2
Last modified: April 2021
Feedback, comments, corrections, and errata can be sent to Chua Hock-Chuan (ehchua@[Link]) | HOME