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Chapter 4 Writing Classes Java Software Solutions Foundations of Program Design 9th Edition John Lewis William Loftus Copyright © 2017 Pearson Education, Inc. Writing Classes We've been using predefined classes...

Chapter 4 Writing Classes Java Software Solutions Foundations of Program Design 9th Edition John Lewis William Loftus Copyright © 2017 Pearson Education, Inc. Writing Classes We've been using predefined classes from the Java API. Now we will learn to write our own classes. Chapter 4 focuses on: – class definitions – instance data – encapsulation and Java modifiers – method declaration and parameter passing – constructors – arcs and images – events and event handlers – buttons and text fields Copyright © 2017 Pearson Education, Inc. Outline Anatomy of a Class Encapsulation Anatomy of a Method Arcs Images Graphical User Interfaces Text Fields Copyright © 2017 Pearson Education, Inc. Writing Classes The programs we’ve written in previous examples have used classes defined in the Java API Now we will begin to design programs that rely on classes that we write ourselves The class that contains the main method is just the starting point of a program True object-oriented programming is based on defining classes that represent objects with well- defined characteristics and functionality Copyright © 2017 Pearson Education, Inc. Examples of Classes Copyright © 2017 Pearson Education, Inc. Classes and Objects Recall from our overview of objects in Chapter 1 that an object has state and behavior Consider a six-sided die (singular of dice) – Its state can be defined as which face is showing – Its primary behavior is that it can be rolled We represent a die by designing a class called Die that models this state and behavior – The class serves as the blueprint for a die object We can then instantiate as many die objects as we need for any particular program Copyright © 2017 Pearson Education, Inc. Classes A class can contain data declarations and method declarations int size, weight; Data declarations char category; Method declarations Copyright © 2017 Pearson Education, Inc. Classes The values of the data define the state of an object created from the class The functionality of the methods define the behaviors of the object For our Die class, we might declare an integer called faceValue that represents the current value showing on the face One of the methods would “roll” the die by setting faceValue to a random number between one and six Copyright © 2017 Pearson Education, Inc. Classes We’ll want to design the Die class so that it is a versatile and reusable resource Any given program will probably not use all operations of a given class See RollingDice.java See Die.java Copyright © 2017 Pearson Education, Inc. //******************************************************************** // RollingDice.java Author: Lewis/Loftus // // Demonstrates the creation and use of a user-defined class. //******************************************************************** public class RollingDice { //----------------------------------------------------------------- // Creates two Die objects and rolls them several times. //----------------------------------------------------------------- public static void main(String[] args) { Die die1, die2; int sum; die1 = new Die(); die2 = new Die(); die1.roll(); die2.roll(); System.out.println("Die One: " + die1 + ", Die Two: " + die2); continue Copyright © 2017 Pearson Education, Inc. continue die1.roll(); die2.setFaceValue(4); System.out.println("Die One: " + die1 + ", Die Two: " + die2); sum = die1.getFaceValue() + die2.getFaceValue(); System.out.println("Sum: " + sum); sum = die1.roll() + die2.roll(); System.out.println("Die One: " + die1 + ", Die Two: " + die2); System.out.println("New sum: " + sum); } } Copyright © 2017 Pearson Education, Inc. continue Sample Run die1.roll(); Die One: 5, Die Two: 2 Die One: 1, Die Two: 4 die2.setFaceValue(4); System.out.println("Die Sum: 5 One: " + die1 + ", Die Two: " + die2); Die One: 4, Die Two: 2 sum = die1.getFaceValue() + die2.getFaceValue(); New sum: 6 System.out.println("Sum: " + sum); sum = die1.roll() + die2.roll(); System.out.println("Die One: " + die1 + ", Die Two: " + die2); System.out.println("New sum: " + sum); } } Copyright © 2017 Pearson Education, Inc. //******************************************************************** // Die.java Author: Lewis/Loftus // // Represents one die (singular of dice) with faces showing values // between 1 and 6. //******************************************************************** public class Die { private final int MAX = 6; // maximum face value private int faceValue; // current value showing on the die //----------------------------------------------------------------- // Constructor: Sets the initial face value. //----------------------------------------------------------------- public Die() { faceValue = 1; } continue Copyright © 2017 Pearson Education, Inc. continue //----------------------------------------------------------------- // Rolls the die and returns the result. //----------------------------------------------------------------- public int roll() { faceValue = (int)(Math.random() * MAX) + 1; return faceValue; } //----------------------------------------------------------------- // Face value mutator. //----------------------------------------------------------------- public void setFaceValue(int value) { faceValue = value; } //----------------------------------------------------------------- // Face value accessor. //----------------------------------------------------------------- public int getFaceValue() { return faceValue; } continue Copyright © 2017 Pearson Education, Inc. continue //----------------------------------------------------------------- // Returns a string representation of this die. //----------------------------------------------------------------- public String toString() { String result = Integer.toString(faceValue); return result; } } Copyright © 2017 Pearson Education, Inc. The Die Class The Die class contains two data values – a constant MAX that represents the maximum face value – an integer faceValue that represents the current face value The roll method uses the random method of the Math class to determine a new face value There are also methods to explicitly set and retrieve the current face value at any time Copyright © 2017 Pearson Education, Inc. The toString Method It's good practice to define a toString method for a class The toString method returns a character string that represents the object in some way It is called automatically when an object is concatenated to a string or when it is passed to the println method It's also convenient for debugging problems Copyright © 2017 Pearson Education, Inc. Constructors As mentioned previously, a constructor is used to set up an object when it is initially created A constructor has the same name as the class The Die constructor is used to set the initial face value of each new die object to one We examine constructors in more detail later in this chapter Copyright © 2017 Pearson Education, Inc. Data Scope The scope of data is the area in a program in which that data can be referenced (used) Data declared at the class level can be referenced by all methods in that class Data declared within a method can be used only in that method Data declared within a method is called local data In the Die class, the variable result is declared inside the toString method -- it is local to that method and cannot be referenced anywhere else Copyright © 2017 Pearson Education, Inc. Instance Data A variable declared at the class level (such as faceValue) is called instance data Each instance (object) has its own instance variable A class declares the type of the data, but it does not reserve memory space for it Each time a Die object is created, a new faceValue variable is created as well The objects of a class share the method definitions, but each object has its own data space That's the only way two objects can have different states Copyright © 2017 Pearson Education, Inc. Instance Data We can depict the two Die objects from the RollingDice program as follows: die1 faceValue 5 die2 faceValue 2 Each object maintains its own faceValue variable, and thus its own state Copyright © 2017 Pearson Education, Inc. UML Diagrams UML stands for the Unified Modeling Language UML diagrams show relationships among classes and objects A UML class diagram consists of one or more classes, each with sections for the class name, attributes (data), and operations (methods) Lines between classes represent associations A dotted arrow shows that one class uses the other (calls its methods) Copyright © 2017 Pearson Education, Inc. UML Class Diagrams A UML class diagram for the RollingDice program: RollingDice Die faceValue : int main (args : String[]) : void roll() : int setFaceValue (int value) : void getFaceValue() : int toString() : String Quick Check What is the relationship between a class and an object? Copyright © 2017 Pearson Education, Inc. Quick Check What is the relationship between a class and an object? A class is the definition/pattern/blueprint of an object. It defines the data that will be managed by an object but doesn't reserve memory space for it. Multiple objects can be created from a class, and each object has its own copy of the instance data. Copyright © 2017 Pearson Education, Inc. Quick Check Where is instance data declared? What is the scope of instance data? What is local data? Copyright © 2017 Pearson Education, Inc. Quick Check Where is instance data declared? At the class level. What is the scope of instance data? It can be referenced in any method of the class. What is local data? Local data is declared within a method, and is only accessible in that method. Copyright © 2017 Pearson Education, Inc. Outline Anatomy of a Class Encapsulation Anatomy of a Method Arcs Images Graphical User Interfaces Text Fields Copyright © 2017 Pearson Education, Inc. Encapsulation There are two views of an object: – internal - the details of the variables and methods of the class that defines it – external - the services that an object provides and how the object interacts with the rest of the system From the external view, an object is an encapsulated entity, providing a set of specific services These services define the interface to the object Copyright © 2017 Pearson Education, Inc. Encapsulation One object (called the client) may use another object for the services it provides The client of an object may request its services (call its methods), but it should not have to be aware of how those services are accomplished Any changes to the object's state (its variables) should be made by that object's methods We should make it difficult, if not impossible, for a client to access an object’s variables directly That is, an object should be self-governing Copyright © 2017 Pearson Education, Inc. Encapsulation An encapsulated object can be thought of as a black box -- its inner workings are hidden from the client The client invokes the interface methods and they manage the instance data Client Methods Data Copyright © 2017 Pearson Education, Inc. Visibility Modifiers In Java, we accomplish encapsulation through the appropriate use of visibility modifiers A modifier is a Java reserved word that specifies particular characteristics of a method or data We've used the final modifier to define constants Java has three visibility modifiers: public, protected, and private The protected modifier involves inheritance, which we will discuss later Copyright © 2017 Pearson Education, Inc. Visibility Modifiers Members of a class that are declared with public visibility can be referenced anywhere Members of a class that are declared with private visibility can be referenced only within that class Members declared without a visibility modifier have default visibility and can be referenced by any class in the same package An overview of all Java modifiers is presented in Appendix E Copyright © 2017 Pearson Education, Inc. Visibility Modifiers Public variables violate encapsulation because they allow the client to modify the values directly Therefore instance variables should not be declared with public visibility It is acceptable to give a constant public visibility, which allows it to be used outside of the class Public constants do not violate encapsulation because, although the client can access it, its value cannot be changed Copyright © 2017 Pearson Education, Inc. Visibility Modifiers Methods that provide the object's services are declared with public visibility so that they can be invoked by clients Public methods are also called service methods A method created simply to assist a service method is called a support method Since a support method is not intended to be called by a client, it should not be declared with public visibility Copyright © 2017 Pearson Education, Inc. Visibility Modifiers public private Variables Violate Enforce encapsulation encapsulation Support other Provide services Methods methods in the to clients class Copyright © 2017 Pearson Education, Inc. Accessors and Mutators Because instance data is private, a class usually provides services to access and modify data values An accessor method returns the current value of a variable A mutator method changes the value of a variable The names of accessor and mutator methods take the form getX and setX, respectively, where X is the name of the value They are sometimes called “getters” and “setters” Copyright © 2017 Pearson Education, Inc. Mutator Restrictions The use of mutators gives the class designer the ability to restrict a client’s options to modify an object’s state A mutator is often designed so that the values of variables can be set only within particular limits For example, the setFaceValue mutator of the Die class should restrict the value to the valid range (1 to MAX) We’ll see in Chapter 5 how such restrictions can be implemented Copyright © 2017 Pearson Education, Inc. Quick Check Why was the faceValue variable declared as private in the Die class? Why is it ok to declare MAX as public in the Die class? Copyright © 2017 Pearson Education, Inc. Quick Check Why was the faceValue variable declared as private in the Die class? By making it private, each Die object controls its own data and allows it to be modified only by the well-defined operations it provides. Why is it ok to declare MAX as public in the Die class? MAX is a constant. Its value cannot be changed. Therefore, there is no violation of encapsulation. Copyright © 2017 Pearson Education, Inc. Outline Anatomy of a Class Encapsulation Anatomy of a Method Arcs Images Graphical User Interfaces Text Fields Copyright © 2017 Pearson Education, Inc. Method Declarations Let’s now examine methods in more detail A method declaration specifies the code that will be executed when the method is invoked (called) When a method is invoked, the flow of control jumps to the method and executes its code When complete, the flow returns to the place where the method was called and continues The invocation may or may not return a value, depending on how the method is defined Copyright © 2017 Pearson Education, Inc. Method Control Flow If the called method is in the same class, only the method name is needed compute myMethod myMethod(); Copyright © 2017 Pearson Education, Inc. Method Control Flow The called method is often part of another class or object main doIt helpMe obj.doIt(); helpMe(); Copyright © 2017 Pearson Education, Inc. Method Header A method declaration begins with a method header char calc(int num1, int num2, String message) method parameter list name return The parameter list specifies the type type and name of each parameter The name of a parameter in the method declaration is called a formal parameter Copyright © 2017 Pearson Education, Inc. Method Body The method header is followed by the method body char calc(int num1, int num2, String message) { int sum = num1 + num2; char result = message.charAt(sum); return result; sum and result } are local data They are created The return expression each time the must be consistent with method is called, and the return type are destroyed when it finishes executing Copyright © 2017 Pearson Education, Inc. The return Statement The return type of a method indicates the type of value that the method sends back to the calling location A method that does not return a value has a void return type A return statement specifies the value that will be returned return expression; Its expression must conform to the return type Copyright © 2017 Pearson Education, Inc. Parameters When a method is called, the actual parameters in the invocation are copied into the formal parameters in the method header ch = obj.calc(25, count, "Hello"); char calc(int num1, int num2, String message) { int sum = num1 + num2; char result = message.charAt(sum); return result; } Copyright © 2017 Pearson Education, Inc. Local Data As we’ve seen, local variables can be declared inside a method The formal parameters of a method create automatic local variables when the method is invoked When the method finishes, all local variables are destroyed (including the formal parameters) Keep in mind that instance variables, declared at the class level, exists as long as the object exists Copyright © 2017 Pearson Education, Inc. Bank Account Example Let’s look at another example that demonstrates the implementation details of classes and methods We’ll represent a bank account by a class named Account It’s state can include the account number, the current balance, and the name of the owner An account’s behaviors (or services) include deposits and withdrawals, and adding interest Copyright © 2017 Pearson Education, Inc. Driver Programs A driver program drives the use of other, more interesting parts of a program Driver programs are often used to test other parts of the software The Transactions class contains a main method that drives the use of the Account class, exercising its services See Transactions.java See Account.java Copyright © 2017 Pearson Education, Inc. //******************************************************************** // Transactions.java Author: Lewis/Loftus // // Demonstrates the creation and use of multiple Account objects. //******************************************************************** public class Transactions { //----------------------------------------------------------------- // Creates some bank accounts and requests various services. //----------------------------------------------------------------- public static void main(String[] args) { Account acct1 = new Account("Ted Murphy", 72354, 102.56); Account acct2 = new Account("Jane Smith", 69713, 40.00); Account acct3 = new Account("Edward Demsey", 93757, 759.32); acct1.deposit(25.85); double smithBalance = acct2.deposit(500.00); System.out.println("Smith balance after deposit: " + smithBalance); continue Copyright © 2017 Pearson Education, Inc. continue System.out.println("Smith balance after withdrawal: " + acct2.withdraw (430.75, 1.50)); acct1.addInterest(); acct2.addInterest(); acct3.addInterest(); System.out.println(); System.out.println(acct1); System.out.println(acct2); System.out.println(acct3); } } Copyright © 2017 Pearson Education, Inc. continue Output Smith balance after deposit: 540.0 System.out.println("Smith balance Smith balance after after withdrawal: withdrawal: 107.55 " + acct2.withdraw (430.75, 1.50)); 72354 Ted Murphy acct1.addInterest(); $132.90 69713 Jane Smith acct2.addInterest(); $111.52 93757 Edward Demsey acct3.addInterest(); $785.90 System.out.println(); System.out.println(acct1); System.out.println(acct2); System.out.println(acct3); } } Copyright © 2017 Pearson Education, Inc. //******************************************************************** // Account.java Author: Lewis/Loftus // // Represents a bank account with basic services such as deposit // and withdraw. //******************************************************************** import java.text.NumberFormat; public class Account { private final double RATE = 0.035; // interest rate of 3.5% private long acctNumber; private double balance; private String name; //----------------------------------------------------------------- // Sets up the account by defining its owner, account number, // and initial balance. //----------------------------------------------------------------- public Account(String owner, long account, double initial) { name = owner; acctNumber = account; balance = initial; } continue Copyright © 2017 Pearson Education, Inc. continue //----------------------------------------------------------------- // Deposits the specified amount into the account. Returns the // new balance. //----------------------------------------------------------------- public double deposit(double amount) { balance = balance + amount; return balance; } //----------------------------------------------------------------- // Withdraws the specified amount from the account and applies // the fee. Returns the new balance. //----------------------------------------------------------------- public double withdraw(double amount, double fee) { balance = balance - amount - fee; return balance; } continue Copyright © 2017 Pearson Education, Inc. continue //----------------------------------------------------------------- // Adds interest to the account and returns the new balance. //----------------------------------------------------------------- public double addInterest() { balance += (balance * RATE); return balance; } //----------------------------------------------------------------- // Returns the current balance of the account. //----------------------------------------------------------------- public double getBalance() { return balance; } //----------------------------------------------------------------- // Returns a one-line description of the account as a string. //----------------------------------------------------------------- public String toString() { NumberFormat fmt = NumberFormat.getCurrencyInstance(); return (acctNumber + "\t" + name + "\t" + fmt.format(balance)); } } Copyright © 2017 Pearson Education, Inc. Bank Account Example acct1 acctNumber 72354 balance 102.56 name "Ted Murphy" acct2 acctNumber 69713 balance 40.00 name "Jane Smith" Copyright © 2017 Pearson Education, Inc. Bank Account Example There are some improvements that can be made to the Account class Formal getters and setters could have been defined for all data The design of some methods could also be more robust, such as verifying that the amount parameter to the withdraw method is positive Copyright © 2017 Pearson Education, Inc. Constructors Revisited Note that a constructor has no return type specified in the method header, not even void A common error is to put a return type on a constructor, which makes it a “regular” method that happens to have the same name as the class The programmer does not have to define a constructor for a class Each class has a default constructor that accepts no parameters Copyright © 2017 Pearson Education, Inc. Quick Check How do we express which Account object's balance is updated when a deposit is made? Copyright © 2017 Pearson Education, Inc. Quick Check How do we express which Account object's balance is updated when a deposit is made? Each account is referenced by an object reference variable: Account myAcct = new Account(…); and when a method is called, you call it through a particular object: myAcct.deposit(50); Copyright © 2017 Pearson Education, Inc. Outline Anatomy of a Class Encapsulation Anatomy of a Method Arcs Images Graphical User Interfaces Text Fields Copyright © 2017 Pearson Education, Inc. Arcs In Chapter 3 we explored basic shapes: lines, rectangles, circles, and ellipses In JavaFX, an arc is defined as a portion of an ellipse Like an ellipse, the first four parameters to the Arc constructor specify the center point (x and y) as well as the radii along the horizontal and vertical Two additional parameters specify the portion of the ellipse that define the arc Copyright © 2017 Pearson Education, Inc. Arcs The Arc constructor: Arc(centerX, centerY, radiusX, radiusY, startAngle, arcLength) The start angle is where the arc begins relative to the horizontal The arc length is the angle that defines how big the arc is Both angles are specified in degrees Copyright © 2017 Pearson Education, Inc. Arcs An arc whose underlying ellipse is centered at (150, 100), a horizontal radius of 70 and a vertical radius of 30, a start angle of 45 and a arc length of 90: Arc myArc = new Arc(150, 100, 70, 30, 45, 90); Copyright © 2017 Pearson Education, Inc. Arcs An arc also has an arc type: ArcType.OPEN The curve along the ellipse edge ArcType.CHORD End points are connected by a straight line ArcType.ROUND End points are connected to the center point of the ellipse, forming a rounded “pie” piece See ArcDisplay.java Copyright © 2017 Pearson Education, Inc. import javafx.application.Application; import javafx.scene.Scene; import javafx.scene.Group; import javafx.scene.paint.Color; import javafx.scene.shape.Arc; import javafx.scene.shape.ArcType; import javafx.scene.shape.Ellipse; import javafx.stage.Stage; //************************************************************************ // ArcDisplay.java Author: Lewis/Loftus // // Demonstrates the use of the JavaFX Arc class. //************************************************************************ public class ArcDisplay extends Application { //-------------------------------------------------------------------- // Draws three arcs based on the same underlying ellipse. //-------------------------------------------------------------------- public void start(Stage primaryStage) { Ellipse backgroundEllipse = new Ellipse(250, 150, 170, 100); backgroundEllipse.setFill(null); backgroundEllipse.setStroke(Color.GRAY); backgroundEllipse.getStrokeDashArray().addAll(5.0, 5.0); continue Copyright © 2017 Pearson Education, Inc. continue Arc arc1 = new Arc(250, 150, 170, 100, 90, 90); arc1.setType(ArcType.OPEN); arc1.setStroke(Color.RED); arc1.setFill(null); Arc arc2 = new Arc(250, 150, 170, 100, 20, 50); arc2.setType(ArcType.ROUND); arc2.setStroke(Color.GREEN); arc2.setFill(Color.GREEN); Arc arc3 = new Arc(250, 150, 170, 100, 230, 130); arc3.setType(ArcType.CHORD); arc3.setStroke(Color.BLUE); arc3.setFill(null); Group root = new Group(backgroundEllipse, arc1, arc2, arc3); Scene scene = new Scene(root, 500, 300, Color.LIGHTYELLOW); primaryStage.setTitle("Arc Display"); primaryStage.setScene(scene); primaryStage.show(); } } Copyright © 2017 Pearson Education, Inc. continue Arc arc1 = new Arc(250, 150, 170, 100, 90, 90); arc1.setType(ArcType.OPEN); arc1.setStroke(Color.RED); arc1.setFill(null); Arc arc2 = new Arc(250, 150, 170, 100, 20, 50); arc2.setType(ArcType.ROUND); arc2.setStroke(Color.GREEN); arc2.setFill(Color.GREEN); Arc arc3 = new Arc(250, 150, 170, 100, 230, 130); arc3.setType(ArcType.CHORD); arc3.setStroke(Color.BLUE); arc3.setFill(null); Group root = new Group(backgroundEllipse, arc1, arc2, arc3); Scene scene = new Scene(root, 500, 300, Color.LIGHTYELLOW); primaryStage.setTitle("Arc Display"); primaryStage.setScene(scene); primaryStage.show(); } } Copyright © 2017 Pearson Education, Inc. Outline Anatomy of a Class Encapsulation Anatomy of a Method Arcs Images Graphical User Interfaces Text Fields Copyright © 2017 Pearson Education, Inc. Images The JavaFX Image class is used to load an image from a file or URL Supported formats: jpeg, gif, and png To display an image, use an ImageView object An Image object cannot be added to a container directly See ImageDisplay.java Copyright © 2017 Pearson Education, Inc. import javafx.application.Application; import javafx.geometry.Rectangle2D; import javafx.scene.Scene; import javafx.scene.image.Image; import javafx.scene.image.ImageView; import javafx.scene.layout.StackPane; import javafx.stage.Stage; //************************************************************************ // ImageDisplay.java Author: Lewis/Loftus // // Demonstrates a the use of Image and ImageView objects. //************************************************************************ public class ImageDisplay extends Application { //-------------------------------------------------------------------- // Displays an image centered in a window. //-------------------------------------------------------------------- public void start(Stage primaryStage) { Image img = new Image("gull.jpg"); ImageView imgView = new ImageView(img); StackPane pane = new StackPane(imgView); pane.setStyle("-fx-background-color: cornsilk"); continue Copyright © 2017 Pearson Education, Inc. continue Scene scene = new Scene(pane, 500, 350); primaryStage.setTitle("Image Display"); primaryStage.setScene(scene); primaryStage.show(); } } Copyright © 2017 Pearson Education, Inc. continue Scene scene = new Scene(pane, 500, 350); primaryStage.setTitle("Image Display"); primaryStage.setScene(scene); primaryStage.show(); } } Copyright © 2017 Pearson Education, Inc. Layout Panes This example uses a StackPane instead of a Group as the root node of the scene A stack pane is a JavaFX layout pane (one of several), which governs how its contents are presented A stack pane stacks its nodes on top of each other Since the image view is the only node in the pane, the stack pane simply serves to keep the image centered in the window Copyright © 2017 Pearson Education, Inc. Layout Panes The background color of a layout pane is set using a call to the setStyle method The setStyle method accepts a string that can specify various style properties The notation used for JavaFX style properties are similar to cascading style sheets (CSS), used to specify the look of HTML elements on a Web page JavaFX style property names begin with the prefix “-fx-” Copyright © 2017 Pearson Education, Inc. Images The parameter to the Image constructor can include a pathname: Image logo = new Image("myPix/smallLogo.png"); It can also be a URL: Image logo = new Image("http://example.com/images/bio.jpg"); Copyright © 2017 Pearson Education, Inc. Viewports A viewport is a rectangular area that restricts the pixels displayed in an ImageView It is defined by a Rectangle2D object: imgView.setViewport(new Rectangle2D(200, 80, 70, 60)); Copyright © 2017 Pearson Education, Inc. Outline Anatomy of a Class Encapsulation Anatomy of a Method Arcs Images Graphical User Interfaces Text Fields Copyright © 2017 Pearson Education, Inc. Graphical User Interfaces A Graphical User Interface (GUI) in Java is created with at least three kinds of objects: – controls, events, and event handlers A control is a screen element that displays information or allows the user to interact with the program: – labels, buttons, text fields, sliders, etc. Copyright © 2017 Pearson Education, Inc. Graphical User Interfaces An event is an object that represents some activity to which we may want to respond For example, we may want our program to perform some action when the following occurs: – a graphical button is pressed – a slider is dragged – the mouse is moved – the mouse is dragged – the mouse button is clicked – a keyboard key is pressed Copyright © 2017 Pearson Education, Inc. Graphical User Interfaces The Java API contains several classes that represent typical events Controls, such as a button, generate (or fire) an event when it occurs We set up an event handler object to respond to an event when it occurs We design event handlers to take whatever actions are appropriate when an event occurs Copyright © 2017 Pearson Education, Inc. Graphical User Interfaces Event Event Control Handler A control object A corresponding event handler generates an event is designed to respond to the event When the event occurs, the control calls the appropriate method of the listener, passing an object that describes the event Copyright © 2017 Pearson Education, Inc. Graphical User Interfaces A JavaFX button is defined by the Button class It generates an action event The PushCounter example displays a button that increments a counter each time it is pushed See PushCounter.java Copyright © 2017 Pearson Education, Inc. import javafx.application.Application; import javafx.event.ActionEvent; import javafx.geometry.Pos; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.scene.text.Text; import javafx.scene.layout.FlowPane; import javafx.stage.Stage; //************************************************************************ // PushCounter.java Author: Lewis/Loftus // // Demonstrates JavaFX buttons and event handlers. //************************************************************************ public class PushCounter extends Application { private int count; private Text countText; continue Copyright © 2017 Pearson Education, Inc. continue //-------------------------------------------------------------------- // Presents a GUI containing a button and text that displays // how many times the button is pushed. //-------------------------------------------------------------------- public void start(Stage primaryStage) { count = 0; countText = new Text("Pushes: 0"); Button push = new Button("Push Me!"); push.setOnAction(this::processButtonPress); FlowPane pane = new FlowPane(push, countText); pane.setAlignment(Pos.CENTER); pane.setHgap(20); pane.setStyle("-fx-background-color: cyan"); Scene scene = new Scene(pane, 300, 100); primaryStage.setTitle("Push Counter"); primaryStage.setScene(scene); primaryStage.show(); } continue Copyright © 2017 Pearson Education, Inc. continue //-------------------------------------------------------------------- // Updates the counter and text when the button is pushed. //-------------------------------------------------------------------- public void processButtonPress(ActionEvent event) { count++; countText.setText("Pushes: " + count); } } Copyright © 2017 Pearson Education, Inc. continue //-------------------------------------------------------------------- // Updates the counter and text when the button is pushed. //-------------------------------------------------------------------- public void processButtonPress(ActionEvent event) { count++; countText.setText("Pushes: " + count); } } Copyright © 2017 Pearson Education, Inc. Graphical User Interfaces A call to the setOnAction method sets up the relationship between the button that generates the event and the event handler that responds to it This example uses a method reference (using the :: operator) to specify the event handler method The this reference indicates that the event handler method is in the same class So the PushCounter class also represents the event handler for this program Copyright © 2017 Pearson Education, Inc. Graphical User Interfaces The event handler method can be called whatever you want, but must accept an ActionEvent object as a parmeter In this example, the event handler method increments the counter and updates the text object The counter and Text object are declared at the class level so that both methods can use them Copyright © 2017 Pearson Education, Inc. Graphical User Interfaces In this example, a FlowPane is used as the root node of the scene A flow pane is another layout pane, which displays its contents horizontally in rows or vertically in columns A gap of 20 pixels is established between elements on a row using the setHGap method Copyright © 2017 Pearson Education, Inc. Alternate Event Handlers Instead of using a method reference, the event handler could be specified using a separate class that implements the EventHandler interface: public class ButtonHandler implements EventHandler { public void handle(ActionEvent event) { count++; countText.setText("Pushes: " + count); } } Copyright © 2017 Pearson Education, Inc. Alternate Event Handlers The event handler class could be defined as public in a separate file or as a private inner class in the same file Either way, the call to the setOnAction method would specify a new event handler object: push.setOnAction(new ButtonHandler()); Copyright © 2017 Pearson Education, Inc. Alternate Event Handlers Another approach would be to define the event handler using a lambda expression in the call to setOnAction: push.setOnAction((event) -> { count++; countText.setText("Pushes: " + count); }); A lambda expression is defined by a set of parameters, the -> operator and an expression Copyright © 2017 Pearson Education, Inc. Alternate Event Handlers A lambda expression can be used whenever an object of a functional interface is required A functional interface contains a single method The EventHandler interface is a functional interface The method reference approach is equivalent to a lambda expression Copyright © 2017 Pearson Education, Inc. Outline Anatomy of a Class Encapsulation Anatomy of a Method Arcs Images Graphical User Interfaces Text Fields Copyright © 2017 Pearson Education, Inc. Text Fields Let's look at a GUI example that uses another type of control A text field allows the user to enter one line of input If the cursor is in the text field, the text field object generates an action event when the enter key is pressed See FahrenheitConverter.java See FahrenheitPane.java Copyright © 2017 Pearson Education, Inc. import javafx.application.Application; import javafx.scene.Scene; import javafx.stage.Stage; //************************************************************************ // FahrenheitConverter.java Author: Lewis/Loftus // // Demonstrates the use of a TextField and a GridPane. //************************************************************************ public class FahrenheitConverter extends Application { //-------------------------------------------------------------------- // Launches the temperature converter application. //-------------------------------------------------------------------- public void start(Stage primaryStage) { Scene scene = new Scene(new FahrenheitPane(), 300, 150); primaryStage.setTitle("Fahrenheit Converter"); primaryStage.setScene(scene); primaryStage.show(); } } Copyright © 2017 Pearson Education, Inc. import javafx.application.Application; import javafx.scene.Scene; import javafx.stage.Stage; //************************************************************************ // FahrenheitConverter.java Author: Lewis/Loftus // // Demonstrates the use of a TextField and a GridPane. //************************************************************************ public class FahrenheitConverter extends Application { //-------------------------------------------------------------------- // Launches the temperature converter application. //-------------------------------------------------------------------- public void start(Stage primaryStage) { Scene scene = new Scene(new FahrenheitPane(), 300, 150); primaryStage.setTitle("Fahrenheit Converter"); primaryStage.setScene(scene); primaryStage.show(); } } Copyright © 2017 Pearson Education, Inc. Text Fields The details of the user interface are set up in a separate class that extends GridPane GridPane is a JavaFX layout pane that displays nodes in a rectangular grid The GUI elements are set up in the constructor of FahrenheitPane The event handler method is also defined in FahrenheitPane Copyright © 2017 Pearson Education, Inc. import javafx.event.ActionEvent; import javafx.geometry.HPos; import javafx.geometry.Pos; import javafx.scene.control.Label; import javafx.scene.control.TextField; import javafx.scene.layout.GridPane; import javafx.scene.text.Font; //************************************************************************ // FahrenheitPane.java Author: Lewis/Loftus // // Demonstrates the use of a TextField and a GridPane. //************************************************************************ public class FahrenheitPane extends GridPane { private Label result; private TextField fahrenheit; continue Copyright © 2017 Pearson Education, Inc. continue //-------------------------------------------------------------------- // Sets up a GUI containing a labeled text field for converting // temperatures in Fahrenheit to Celsius. //-------------------------------------------------------------------- public FahrenheitPane() { Font font = new Font(18); Label inputLabel = new Label("Fahrenheit:"); inputLabel.setFont(font); GridPane.setHalignment(inputLabel, HPos.RIGHT); Label outputLabel = new Label("Celsius:"); outputLabel.setFont(font); GridPane.setHalignment(outputLabel, HPos.RIGHT); result = new Label("---"); result.setFont(font); GridPane.setHalignment(result, HPos.CENTER); continue Copyright © 2017 Pearson Education, Inc. continue fahrenheit = new TextField(); fahrenheit.setFont(font); fahrenheit.setPrefWidth(50); fahrenheit.setAlignment(Pos.CENTER); fahrenheit.setOnAction(this::processReturn); setAlignment(Pos.CENTER); setHgap(20); setVgap(10); setStyle("-fx-background-color: yellow"); add(inputLabel, 0, 0); add(fahrenheit, 1, 0); add(outputLabel, 0, 1); add(result, 1, 1); } continue Copyright © 2017 Pearson Education, Inc. continue //-------------------------------------------------------------------- // Computes and displays the converted temperature when the user // presses the return key while in the text field. //-------------------------------------------------------------------- public void processReturn(ActionEvent event) { int fahrenheitTemp = Integer.parseInt(fahrenheit.getText()); int celsiusTemp = (fahrenheitTemp - 32) * 5 / 9; result.setText(celsiusTemp + ""); } } Copyright © 2017 Pearson Education, Inc. Text Fields Through inheritance, a FahrenheitPane is a GridPane and inherits the add method The parameters to add specify the grid cell to which to add the node Row and column numbering in a grid pane start at 0 When the user presses return, the event handler method is called, which converts the value and updates the text result Copyright © 2017 Pearson Education, Inc. Summary Chapter 4 focused on: – class definitions – instance data – encapsulation and Java modifiers – method declaration and parameter passing – constructors – arcs and images – events and event handlers – buttons and text fields Copyright © 2017 Pearson Education, Inc.

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Java programming object-oriented programming software design
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