Now we can move on to some fun stuff. HelloJava3
brings us a new graphical interface
component: JButton
.[4] In this example, we add a JButton
component to our application that
changes the color of our text each time the button is pressed. The
draggable-message capability is still there, too. Our new code looks like
this:
//file: HelloJava3.java
import
java.awt.*
;
import
java.awt.event.*
;
import
javax.swing.*
;
public
class
HelloJava3
{
public
static
void
main
(
String
[]
args
)
{
JFrame
frame
=
new
JFrame
(
"HelloJava3"
);
frame
.
add
(
new
HelloComponent3
(
"Hello, Java!"
)
);
frame
.
setDefaultCloseOperation
(
JFrame
.
EXIT_ON_CLOSE
);
frame
.
setSize
(
300
,
300
);
frame
.
setVisible
(
true
);
}
}
class
HelloComponent3
extends
JComponent
implements
MouseMotionListener
,
ActionListener
{
String
theMessage
;
int
messageX
=
125
,
messageY
=
95
;
// Coordinates of the message
JButton
theButton
;
int
colorIndex
;
// Current index into someColors
static
Color
[]
someColors
=
{
Color
.
black
,
Color
.
red
,
Color
.
green
,
Color
.
blue
,
Color
.
magenta
};
public
HelloComponent3
(
String
message
)
{
theMessage
=
message
;
theButton
=
new
JButton
(
"Change Color"
);
setLayout
(
new
FlowLayout
()
);
add
(
theButton
);
theButton
.
addActionListener
(
this
);
addMouseMotionListener
(
this
);
}
public
void
paintComponent
(
Graphics
g
)
{
g
.
drawString
(
theMessage
,
messageX
,
messageY
);
}
public
void
mouseDragged
(
MouseEvent
e
)
{
messageX
=
e
.
getX
();
messageY
=
e
.
getY
();
repaint
();
}
public
void
mouseMoved
(
MouseEvent
e
)
{}
public
void
actionPerformed
(
ActionEvent
e
)
{
// Did somebody push our button?
if
(
e
.
getSource
()
==
theButton
)
changeColor
();
}
synchronized
private
void
changeColor
()
{
// Change the index to the next color, awkwardly.
if
(++
colorIndex
==
someColors
.
length
)
colorIndex
=
0
;
setForeground
(
currentColor
()
);
// Use the new color.
repaint
();
}
synchronized
private
Color
currentColor
()
{
return
someColors
[
colorIndex
];
}
}
Compile HelloJava3
in the same
way as the other applications. Run the example, and you should see the
display shown in Figure 2-9. Drag the text.
Each time you press the button, the color should change. Call your
friends! Test yourself for color blindness!
What have we added this time? Well, for starters, we have a new variable:
JButton
theButton
;
The theButton
variable is of type
JButton
and is going to hold an
instance of the javax.swing.JButton
class. The JButton
class, as you might
expect, represents a graphical button, like other buttons in your
windowing system.
Three additional lines in the constructor create the button and display it:
theButton
=
new
JButton
(
"Change Color"
);
setLayout
(
new
FlowLayout
()
);
add
(
theButton
);
In the first line, the new
keyword creates an
instance of the JButton
class. The next
line affects the way our component will be used as a container to hold the
button. It tells HelloComponent3
how it
should arrange components that are added to it for display—in this case,
to use a scheme called a FlowLayout
(more on that coming up). Finally, it adds the button to our component,
just like we added HelloComponent3
to
the content pane of the JFrame
in the
main()
method.
JButton
has more than
one constructor. A class can have multiple constructors, each taking
different parameters and presumably using them to do different kinds of
setup. When a class has multiple constructors, Java chooses the correct
one based on the types of arguments used with them. We call the JButton
constructor with a String
argument, so Java locates the
constructor method of the JButton
class that takes a single String
argument and uses it to set up the object. This is called
method overloading. All methods in Java (not just
constructors) can be overloaded; this is another aspect of the
object-oriented programming principle of polymorphism.
Overloaded constructors generally provide a convenient way to
initialize a new object. The JButton
constructor we’ve used sets the text of the button as it is
created:
theButton
=
new
JButton
(
"Change Color"
);
This is shorthand for creating the button and setting its label, like this:
theButton
=
new
JButton
();
theButton
.
setText
(
"Change Color"
);
We have used the terms component and container somewhat loosely to
describe graphical elements of Java applications, but these terms are
used in the names of actual classes in the java.awt
package.
Component
is a base class from
which all of Java’s GUI components are derived. It contains variables
that represent the location, shape, general appearance, and status of
the object as well as methods for basic painting and event handling.
javax.swing.JComponent
extends the base Component
class and
refines it for the Swing toolkit. The paintComponent()
method we have been using in
our example is inherited from the JComponent
class. HelloComponent
is a kind of JComponent
and inherits all its public
members, just as other GUI components do.
The JButton
class is also
derived from JComponent
and therefore
shares this functionality. This means that the developer of the JButton
class had methods such as paintComponent()
available with which to
implement the behavior of the JButton
object, just as we did when creating our example. What’s exciting is
that we are perfectly free to further subclass components such as
JButton
and override their behavior
to create our own special types of user-interface components. JButton
and HelloComponent3
are, in this respect,
equivalent types of things.
The Container
class is
an extended type of Component
that
maintains a list of child components and helps to group them. The
Container
causes its children to be
displayed and arranges them on the screen according to a particular
layout strategy.
Because a Container
is also a
Component
, it can be placed alongside
other Component
objects in other
Container
s in a hierarchical fashion,
as shown in Figure 2-10. Our HelloComponent3
class is a kind of Container
(by virtue of the JComponent
class) and can therefore hold and
manage other Java components and containers, such as buttons, sliders,
text fields, and panels.
In Figure 2-10, the italicized items
are Component
s, and the bold items
are Container
s. The keypad is
implemented as a container object that manages a number of keys. The
keypad itself is contained in the GizmoTool
container object.
Since JComponent
descends from
Container
, it can be both a component
and a container. In fact, we’ve already used it in this capacity in the
HelloComponent3
example. It does its
own drawing and handles events, just like a component, but it also
contains a button, just like a container.
Having created a JButton
object, we need to place it in the
container, but where? An object called a LayoutManager
determines the location within the HelloComponent3
container at which to display
the JButton
. A LayoutManager
object embodies a particular
scheme for arranging components on the screen and adjusting their sizes.
There are several standard layout managers to choose from, and we can,
of course, create new ones. In our case, we specify one of the standard
managers, a FlowLayout
. The net
result is that the button is centered at the top of the HelloComponent3
container. Our JFrame
has another kind of layout, called
BorderLayout
. You’ll
learn more about layout managers in Chapter 19.
To add the button to the layout, we invoke the add()
method that HelloComponent3
inherits from Container
, passing the JButton
object as a parameter:
add
(
theButton
);
add()
is a method inherited by
our class from the Container
class.
It appends our JButton
to the list of
components that the HelloComponent3
container manages. Thereafter, HelloComponent3
is responsible for the
JButton
: it causes the button to be
displayed and it determines where in its window the button should be
placed.
If you look up the add()
method of the Container
class, you’ll see that it takes a
Component
object as an argument. In
our example, we’ve given it a JButton
object. What’s going on?
As we’ve said, JButton
is a
subclass of the Component
class.
Because a subclass is a kind of its superclass and has, at minimum, the
same public methods and variables, Java allows us to use an instance of
a subclass anywhere we could use an instance of its superclass. JButton
is a kind of Component
, so any method that expects a
Component
as an argument will accept
a JButton
. The converse, however, is
not true. A method signature expecting a particular class will not
accept its superclass as a parameter.
Now that we have a JButton
, we need some way to communicate with
it—that is, to get the events it generates. We could just listen for
mouse clicks within the button and act accordingly, but that would
require customization, via subclassing of the JButton
, and we would be giving up the
advantages of using a pre-fab component. Instead, we have the HelloComponent3
object listen for higher-level
events, corresponding to button presses. A JButton
generates a special kind of event
called an ActionEvent
when someone
clicks on it with the mouse. To receive these events, we have added
another method to the HelloComponent3
class:
public
void
actionPerformed
(
ActionEvent
e
)
{
if
(
e
.
getSource
()
==
theButton
)
changeColor
();
}
If you followed the previous example, you shouldn’t be surprised
to see that HelloComponent3
now
declares that it implements the ActionListener
interface in addition to MouseMotionListener
.
ActionListener
requires us to
implement an actionPerformed()
method that is called whenever an ActionEvent
occurs. You also shouldn’t be
surprised to see that we added a line to the HelloComponent3
constructor, registering
itself (this
) as a listener for the
button’s action events:
theButton
.
addActionListener
(
this
);
Note that this time, we’re registering our component as a listener with a different object—the button—whereas previously we were asking for our own events.
The actionPerformed()
method
takes care of any action events that arise. First, it checks to make
sure that the event’s source (the component generating the event) is
what we think it should be: theButton
. This may seem superfluous; after
all, there is only one button. What else could possibly generate an
action event? In this application, nothing, but it’s a good idea to
check because another application may have many buttons, and you may
need to figure out which one has been clicked. Or you may add a second
button to this application later, and you don’t want it to break
something when you do. To check this, we call the getSource()
method of
the ActionEvent
object, e
. We then use the ==
operator to make
sure the event source matches theButton
.
Tip
In Java, ==
is a test for
identity, not equality; it is
true
if the event
source and theButton
are the same
object. The distinction between equality and identity is important. We
would consider two String
objects
to be equal if they have the same characters in the same sequence.
However, they might not be the same object. In Chapter 7, we’ll look at the equals()
method,
which tests for equality.
Once we establish that event e
comes from the right button, we call our changeColor()
method, and we’re
finished.
You may wonder why we don’t have to change mouseDragged()
now that we have a JButton
in our application. The rationale is
that the coordinates of the event are all that matter for this method.
We are not particularly concerned if the event falls within an area of
the screen occupied by another component. This means you can drag the
text right through the JButton
: try
it and see! In this case, the arrangement of containers means that the
button is on top of our component, so the text is dragged beneath
it.
To support HelloJava3
’s
colorful side, we have added a couple of new variables and two helpful
methods. We create and initialize an array of Color
objects representing the colors through
which we cycle when the button is pressed. We also declare an integer
variable that serves as an index into this array, specifying the
position of the current color:
int
colorIndex
;
static
Color
[]
someColors
=
{
Color
.
black
,
Color
.
red
,
Color
.
green
,
Color
.
blue
,
Color
.
magenta
};
A number of things are going on here. First, let’s look at the
Color
objects we are putting into the
array. Instances of the java.awt.Color
class
represent colors; they are used by all classes in the java.awt
package that deal with basic color
graphics. Notice that we are referencing variables such as Color.black
and Color.red
. These look like examples of an
object’s instance variables, but Color
is not an object, it’s a class. What is
the meaning of this? We’ll discuss that next.
A class can contain variables and methods that are shared among all instances of the class. These shared members are called static variables and static methods. The most common use of static variables in a class is to hold predefined constants or unchanging objects that all the instances can use.
This approach has two advantages. One advantage is that static
values are shared by all instances of the class; the same value can be
seen by all instances. More importantly, static members can be accessed
even if no instances of the class exist. In this example, we use the
static variable Color.red
without
having to create an instance of the Color
class.
An instance of the Color
class
represents a visible color. For convenience, the Color
class contains some static, predefined
objects with friendly names such as GREEN
, RED
, and (the happy
color) MAGENTA
. The variable
GREEN
, for example, is a static
member in the Color
class. The data
type of the variable GREEN
is
Color
. Internally, in Java-land, it
is initialized like this:
public
final
static
Color
GREEN
=
new
Color
(
0
,
255
,
0
);
The GREEN
variable and the
other static members of Color
cannot
be modified (after they’ve been initialized) so that they are
effectively constants and can be optimized as such by the Java VM. The
alternative to using these predefined colors is to create a color
manually by specifying its red, green, and blue (RGB) components using a
Color
class constructor.
Next, we turn our attention to the array. We have declared
a variable called someColors
, which
is an array of Color
objects. In
Java, arrays are first-class objects. This means that
an array itself is a type of object—one that knows how to hold an
indexed list of some other type of object. An array is indexed by
integers; when you index an array, the resulting value is an object
reference—that is, a reference to the object that is located in the
array’s specified slot. Our code uses the colorIndex
variable to index someColors
. It’s also possible to have an
array of simple primitive types, such as float
s, rather than objects.
When we declare an array, we can initialize it using the
curly brace construct. Specifying a comma-separated list of elements
inside curly braces is a convenience that instructs the compiler to
create an instance of the array with those elements and assign it to our
variable. Alternatively, we could have just declared our someColors
variable and, later, allocated an
array object for it and assigned individual elements to that array’s
slots. See Chapter 5 for a complete discussion
of arrays.
Now we have an array of Color
objects and a variable with which to
index the array. Two private methods do the actual work for us. The
private
modifier on
these methods specifies that they can be called only by other methods in
the same instance of the class. They cannot be accessed outside the
object that contains them. We declare members to be private
to hide the detailed inner workings of
a class from the outside world. This is called encapsulation and is another tenet of
object-oriented design as well as good programming practice. Private
methods are created as helper functions for use solely in the class
implementation.
The first method, currentColor()
, is simply a convenience
routine that returns the Color
object
representing the current text color. It returns the Color
object in the someColors
array at the index specified by our
colorIndex
variable:
synchronized
private
Color
currentColor
()
{
return
someColors
[
colorIndex
];
}
We could just as readily have used the expression someColors[colorIndex]
everywhere we use
currentColor()
; however, creating
methods to wrap common tasks is another way of shielding ourselves from
the details of our class. In an alternative implementation, we might
have shuffled off details of all color-related code into a separate
class. We could have created a class that takes an array of colors in
its constructor and then provides two methods: one to ask for the
current color and one to cycle to the next color (just some food for
thought).
The second method, changeColor()
, is responsible for incrementing
the colorIndex
variable to point to
the next Color
in the array. changeColor()
is called from our actionPerformed()
method whenever the button is pressed:
synchronized
private
void
changeColor
()
{
// Change the index to the next color, awkwardly.
if
(
++
colorIndex
==
someColors
.
length
)
colorIndex
=
0
;
setForeground
(
currentColor
()
);
// Use the new color.
repaint
();
}
Here we increment colorIndex
and compare it to the length of the someColors
array. All array objects have a
variable called length
that specifies
the number of elements in the array. If we have reached the end of the
array, we wrap around to the beginning by resetting the index to
0
. We’ve flagged this with a comment
to indicate that we’re doing something fishy here. But we’ll come back
to that in a moment. After changing the currently selected color, we do
two things. First, we call the component’s setForeground()
method,
which changes the color used to draw text in our component. Then we call
repaint()
to cause the component to
be redrawn with the new color for the draggable message.
What is the synchronized
keyword
that appears in front of our currentColor()
and changeColor()
methods? Synchronization has to
do with threads, which we’ll examine in the next section. For now, all
you need to know is that the synchronized
keyword indicates that these two
methods can never be running at the same time. They must always run in a
mutually exclusive way.
The reason for this is related to the fishy way we increment our
index. Notice that in changeColor()
,
we increment colorIndex
before
testing its value. Strictly speaking, this means that for some brief
period of time while Java is running through our code, colorIndex
can have a value that is past the
end of our array. If our currentColor()
method happened to run at that
same moment, we would see a runtime “array out of bounds” error. Now, it
would be easy for us to fix the problem in this case with some simple
arithmetic before changing the value, but this simple example is
representative of more general synchronization issues that we need to
address. We’ll use it to illustrate the use of the synchronized
keyword. In the next section,
you’ll see that Java makes dealing with these problems relatively easy
through language-level synchronization support.
[4] Why isn’t it just called a Button
? Button
is the name
that was used in Java’s original GUI toolkit, AWT. AWT had some
significant shortcomings, so it was extended and essentially replaced
by Swing in Java 1.2. Since AWT already took the reasonable names,
such as Button
and MenuBar
, and mixing
them in code could be confusing, Swing user interface component names
start with J, such as JButton
and
JMenuBar
.
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