Applets and applications
Anapplet is a Java program that runs on a
web page
◦ Applets can be run within any modern browser
◦ To run modern Java applets, old browsers need
an up-to-date Java plugin
◦ appletviewer is a program that can run
An application is a Java program that runs
all by itself
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Packages and classes
Java supplies a huge library of pre-
written “code,” ready for you to use in
your programs
Code is organized into classes
Classes are grouped into packages
One way to use this code is to import it
You can import a single class, or all the
classes in a package
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The Applet class
To create an applet, you must import the
Applet class
◦ This class is in the java.applet package
The Applet class contains code that works
with a browser to create a display window
Capitalization matters!
◦ applet and Applet are different names
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Importing the Applet class
Here is the directive that you need:
import java.applet.Applet;
import is a keyword
java.applet is the name of the package
A dot ( . ) separates the package from the
class
Applet is the name of the class
There is a semicolon ( ; ) at the end
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The java.awt package
“awt” stands for “Abstract Window
Toolkit”
The java.awt package includes classes for:
◦ Drawing lines and shapes
◦ Drawing letters
◦ Setting colors
◦ Choosing fonts
If it’s drawn on the screen, then java.awt
is probably involved!
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Importing the java.awt package
Since you may want to use many classes
from the java.awt package, simply import
them all:
import java.awt.*;
The asterisk, or star (*), means “all classes”
The import directives can go in any order,
but must be the first lines in your program
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C and C++ programmers only
C and C++ have an #include directive that
copies a library function into your
program
This makes your program bigger
Java’s import gives you access to the
library
It does not make your program bigger
It’s OK to use lots of include directives!
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The applet so far
import java.applet.Applet;
import java.awt.*;
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Your applet class
public class Drawing extends Applet {
… }
Drawing is the name of your class
◦ Class names should always be capitalized
extends Applet says that our Drawing is a
kind of Applet, but with added capabilities
◦ Java’s Applet just makes an empty window
◦ We are going to draw in that window
The only way to make an applet is to
extend Applet
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The applet so far
import java.applet.Applet;
import java.awt.*;
// CIT 591 example
public class Drawing extends Applet {
…we still need to put some code in here...
}
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The paint method
Our applet is going to have a method to
paint some colored rectangles on the screen
This method must be named paint
paint needs to be told where on the screen it
can draw
◦ This will be the only parameter it needs
paint doesn’t return any result
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The paint method, part 2
public void paint(Graphics g) { … }
◦ public says that anyone can use this method
◦ void says that it does not return a result
A Graphics (short for “Graphics context”) is
an object that holds information about a
painting
◦ It remembers what color you are using
◦ It remembers what font you are using
◦ You can “paint” on it (but it doesn’t remember
what you have painted)
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The applet so far
import java.applet.Applet;
import java.awt.*;
// CIT 591 example
public class Drawing extends Applet {
public void paint(Graphics g) {
…we still need to put some code in here…
}
}
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Colors
The java.awt package defines a class named Color
There are 13 predefined colors—here are their
fully-qualified names:
Color.BLACK Color.PINK Color.GREEN
Color.DARK_GRAY Color.RED Color.CYAN
Color.GRAY Color.ORANGE Color.BLUE
Color.LIGHT_GRAY Color.YELLOW
Color.WHITE Color.MAGENTA
Forcompatibility with older programs (before the
naming conventions were established), Java also
allows color names in lowercase: Color.black,
Color.darkGray, etc.
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Every color is a mix of red, green, and
blue
You can make your own colors:
new Color( red , green , blue )
Amounts range from 0 to 255
Black is (0, 0, 0), white is (255, 255,
255)
We are mixing lights, not pigments
Yellow is red + green, or (255, 255, 0)
New colors
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Setting a color
To use a color, we tell our Graphics g what
color we want:
g.setColor(Color.RED);
g will remember this color and use it for
everything until we tell it some different
color
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The paint method so far
public void paint(Graphics g) {
g.setColor(Color.BLUE);
…draw a rectangle…
g.setColor(Color.RED);
…draw another rectangle…
}
}
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Pixels
A pixel is a picture (pix) element
◦ one pixel is one dot on your screen
◦ there are typically 72 to 90 pixels per inch
java.awt measures everything in pixels
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Java’s coordinate system
(0, 0) (50, 0)
(0, 20) (50, 20)
(w-1, h-1)
Java uses an (x, y) coordinate system
(0, 0) is the top left corner
(50, 0) is 50 pixels to the right of (0, 0)
(0, 20) is 20 pixels down from (0, 0)
(w - 1, h - 1) is just inside the bottom right
corner, where w is the width of the window and
h is its height 19
Drawing rectangles
There are two ways to draw rectangles:
g.drawRect( left , top , width , height );
g.fillRect(left , top , width , height );
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The complete applet
import java.applet.Applet;
import java.awt.*;
// CIT 591 example
public class Drawing extends Applet {
public void paint(Graphics g) {
g.setColor(Color.BLUE);
g.fillRect(20, 20, 50, 30);
g.setColor(Color.RED);
g.fillRect(50, 30, 50, 30);
}
}
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The HTML page
You can only run an applet in an HTML page
The HTML looks something like this:
◦ <html>
<body>
<h1>DrawingApplet Applet</h1>
<applet code="DrawingApplet.class"
width="250" height="200">
</applet>
</body>
</html>
BlueJ will create this HTML for you
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The End
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