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Chapter 7 Objects and Classes Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 1 Motivations After learning the preceding chapters, you are capable of solving many programming problems using tools such as selections, loops, methods, and arrays. However, these Java features are not sufficient for developing graphical user interfaces (GUI) and large scale software systems. Suppose you want to develop a graphical user interface as shown below. How do you program it? Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 2 Objectives To describe objects and classes, and use classes to model objects (§8.2). To use UML graphical notations to describe classes and objects (§8.2). To demonstrate defining classes and creating objects (§8.3). To create objects using constructors (§8.4). To access objects via object reference variables (§8.5). To define a reference variable using a reference type (§8.5.1). To access an object’s data and methods using the object member access operator (.) (§8.5.2). To define data fields of reference types and assign default values for an object’s data fields (§8.5.3). To distinguish between object reference variables and primitive data type variables (§8.5.4). To use classes Date, Random, and JFrame in the Java library (§8.6). To distinguish between instance and static variables and methods (§8.7). To define private data fields with appropriate get and set methods (§8.8). To encapsulate data fields to make classes easy to maintain (§8.9). To develop methods with object arguments and differentiate between primitivetype arguments and object-type arguments (§8.10). To store and process objects in arrays (§8.11). Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 3 OO Programming Concepts Object-oriented programming (OOP) involves programming using objects. • An object represents an entity in the real world that can be distinctly identified. • For example, a student, a desk, a circle, a button, and even a loan can all be viewed as objects. • An object has a unique identity, state, and behaviors. • The state of an object consists of a set of data fields (also known as properties) with their current values. The behavior of an object is defined by a set of methods. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 4 Classes • Classes are constructs that define objects of the same type. • A Java class uses variables to define data fields and methods to define behaviors. • The behavior of an object also known as its actions which is define by methods. • Additionally, a class provides a special type of methods, known as constructors, which are invoked to construct objects from the class. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 5 More Classes The access level modifiers will determine whether other classes can use a particular field or invoke a particular method. There are two level of access control: • public, or package-private //top level • public, private, protected, or package-private // member level A class may be declared with the modifier public, which is visible to all classes anywhere. However, if a class doe not have modifier (public or private, or else), then, it is only visible within its own package. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 6 Objects An object has both a state and behavior. The state defines the object, and the behavior defines what the object does. Class Name: Circle A class template Data Fields: radius is _______ Methods: getArea Circle Object 1 Circle Object 2 Circle Object 3 Data Fields: radius is 10 Data Fields: radius is 25 Data Fields: radius is 125 Three objects of the Circle class The State of an object, know as properties or attributes is represent as data fields. A circle object has data fields of radius, which is the property define circle. A rectangle object has data fields width and height, which are properties and characterize a rectangle. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 7 More Objects • A Java class uses variable to define data fields and methods. • A class provides methods of special type, know as constructors which is invoked to create a new object. • A constructor can performs any actions, but they do initial action. Example: Circle3 myCircle = new Circle3 (5.0); class object constructor (keyword new that creates new object myCirlce from Circle 3 class with the argument of 5.0) Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 8 Constructors The declaration for a method or a constructor type of the arguments for that method or constructor. Constructors are a special kind of methods that are invoked to construct objects. Constructors with no parameters is referred to as new ClassName(); a no-arg constructor. •Constructors must have the same name as the class itself. •Constructors do not have a return type—not even void. •Constructors are invoked using the new Example: new Circle(); new Circle(5.0); Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 9 Create Objects A class provides the blueprint for objects; that you create an object from a class. Each statement below taken from CreateObjectDemo program creates an object and assigns it to a variable: Point originOne = new Point (2, 9); //create object Point Rectangle recOne = new rectangle (originOne, 10, 20); //create object Rectangle Rectangle rectwo = new Rectangle (50, 10); //Create object Rectangle Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 10 Classes class Circle { /** The radius of this circle */ double radius = 1.0; /** Construct a circle object */ Circle() { } Data field Constructors /** Construct a circle object */ Circle(double newRadius) { radius = newRadius; } /** Return the area of this circle */ double getArea() { return radius * radius * 3.14159; } Method } Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 11 UML Class Diagram Unified Modeling Language (UML) is an object-oriented analysis and design language from the Object Management Group (OMG). The constructor is denoted as ClassName (parameterName: parameterType) The Method is denoted as methodName(parameterName: parameterType): retrunType Circle UML Class Diagram Class name radius: double Data fields Circle() Constructors and methods Circle(newRadius: double) getArea(): double circle1: Circle radius = 1.0 circle2: Circle radius = 25 circle3: Circle UML notation for objects radius = 125 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 12 public class Circle3 { /** The radius of the circle */ private double radius = 1; /** The number of the objects created */ private static int numberOfObjects = 0; /** Construct a circle with radius 1 */ public Circle3() { numberOfObjects++; } public Circle3(double newRadius) {/** Construct a circle with a specified radius */ radius = newRadius; numberOfObjects++; } public double getRadius() {/** Return radius */ return radius; } public void setRadius(double newRadius) { /** Set a new radius */ radius = (newRadius >= 0) ? newRadius : 0; } /** Return numberOfObjects */ public static int getNumberOfObjects() { return numberOfObjects; } /** Return the area of this circle */ public double getArea() { return radius * radius * Math.PI; } Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 } 13 1 public class TestCircle3 { 3 /** Main method */ 4 public static void main(String[] args) { 5 // Create a Circle with radius 5.0 6 7 Circle3 myCircle = new Circle3(5.0); 8 System.out.println("The area of the circle of radius " 9 + myCircle.getRadius() + " is " + myCircle.getArea()); 10 12 Circle3 yourCircle = new Circle3(6.0); 13 System.out.println("The area of the yourcircle of radius " 14 + yourCircle.getRadius() + " is " + yourCircle.getArea()); 15 16 17 Circle3 hisCircle = new Circle3(); 18 System.out.println("The area of the hiscircle of radius " 19 + hisCircle.getRadius() + " is " + hisCircle.getArea()); 20 21 } 22 } Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 14 1 public class TestCircle1 { 2 /** Main method */ 3 public static void main(String[] args) { 4 // Create a circle with radius 5.0 5 Circle1 myCircle = new Circle1(5.0); // create new object 6 System.out.println("The area of the circle of radius " 7 + myCircle.radius + " is " + myCircle.getArea()); 9 // Create a circle with radius 1 10 Circle1 yourCircle = new Circle1(); // create new object 11 System.out.println("The area of the circle of radius " 12 + yourCircle.radius + " is " + yourCircle.getArea()); 13 14 // Modify circle radius 15 yourCircle.radius = 100; //Changes new object's with new value of 100 16 System.out.println("The area of the circle of radius " 17 + yourCircle.radius + " is " + yourCircle.getArea()); 18 } 19 } 21 // Define the circle class with two constructors 22 class Circle1 { 23 double radius; 25 /** Construct a circle with radius 1 */ 26 Circle1() { 27 radius = 1.0; 28 } 29 30 /** Construct a circle with a specified radius */ 31 Circle1(double newRadius) { 32 radius = newRadius; 33 } 34 /** Return the area of this circle */ 36 double getArea() { 37 return radius * radius * Math.PI; 38 } 39 } Example: Defining Classes and Creating Objects Objective: Demonstrate creating objects, accessing data, and using methods. TestCircle1 Run Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 15 Example: public class TV { int channel = 1; // Default channel is 1 Defining Classes int volumeLevel = 1; // Default volume level is 1 boolean on = false; // By default TV is off and Creating public TV() { Objects, Accessing } public void turnOn() { //Turn on TV Data and Using on = true; } Methods public void turnOff() { //Turn off TV on = false; } public void setChannel(int newChannel) { // set a new channel if (on && newChannel >= 1 && newChannel <= 120) channel = newChannel; } public void setVolume(int newVolumeLevel) { // set a new volume if (on && newVolumeLevel >= 1 && newVolumeLevel <= 7) volumeLevel = newVolumeLevel; } public void channelUp() { //increase channel if (on && channel < 120) channel++; } Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All 16 rights reserved. 0132130807 public class TestTV { // Main method public static void main(String[] args) { TV tv1 = new TV(); // create a TV tv1.turnOn(); // turn on tv1.setChannel(30); //set a new channel tv1.setVolume(3); //set a new volume TV tv2 = new TV(); //create a TV - object tv2 - TV class tv2.turnOn(); //turn on tv2.channelUp(); // trun on tv2.channelUp(); //increase channel tv2.volumeUp(); // increase volume System.out.println("tv1's channel is " + tv1.channel //display state + " and volume level is " + tv1.volumeLevel); System.out.println("tv2's channel is " + tv2.channel + " and volume level is " + tv2.volumeLevel); } } Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 17 Encapsulation Encapsulation is one of the four fundamental OOP concepts. The other three are inheritance (is the capability of a class to use the properties and methods of another class), polymorphism (more than one form), and abstraction (simplifying complex reality by modeling classes ). Encapsulation can be described as a protective barrier that prevents the code and data being randomly accessed by other code defined outside the class. Access to the data and code is tightly controlled by an interface. Encapsulation provides a technique of making the fields in a class private and providing access to the fields via public methods. If a field is declared private, it cannot be accessed by anyone outside the class, thereby hiding the fields within the class. For this reason, encapsulation is also referred to as data hiding. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 The main benefit of encapsulation is the ability to modify our implemented code without breaking18the code Benefits of Encapsulation: • The fields of a class can be made read-only or write-only. • A class can have total control over what is stored in its fields. • The users of a class do not know (like a blackbox) how the class stores its data. A class can change the data type of a field, and users of the class do not need to change any of their code. Link – example of Encapsulation program Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 19 Example of Data Field Encapsulation Circle The - sign indicates private modifier Circle3 -radius: double The radius of this circle (default: 1.0). -numberOfObjects: int The number of circle objects created. +Circle() Constructs a default circle object. +Circle(radius: double) Constructs a circle object with the specified radius. +getRadius(): double Returns the radius of this circle. +setRadius(radius: double): void Sets a new radius for this circle. +getNumberOfObject(): int Returns the number of circle objects created. +getArea(): double Returns the area of this circle. TestCircle3 Run Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 20 Declaring/Creating Objects in a Single Step ClassName objectRefVar = new ClassName(); Assign object reference Create an object Example: Circle myCircle = new Circle(); //the variable myCirlce holds a reference to a Circle object. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 21 animation Trace Code Circle myCircle = new Circle(5.0); Declare myCircle SCircle yourCircle = new Circle(); yourCircle.radius = 100; myCircle no value // Circle & SCircle - class // myCircle & yourCircle– object // new – keyword that creates object from the class Circle // new Circle(5.0) - constructor // (5.0)– argument(s) or instance variable value of 5.0. //() - is null parameter, goes to default main method parameter value. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 22 animation Trace Code, cont. Circle myCircle = new Circle(5.0); myCircle no value Circle yourCircle = new Circle(); : Circle yourCircle.radius = 100; radius: 5.0 Create a circle Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 23 animation Trace Code, cont. Circle myCircle = new Circle(5.0); myCircle reference value Circle yourCircle = new Circle(); yourCircle.radius = 100; Assign object reference to myCircle : Circle radius: 5.0 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 24 animation Trace Code, cont. Circle myCircle = new Circle(5.0); myCircle reference value Circle yourCircle = new Circle(); yourCircle.radius = 100; : Circle radius: 5.0 yourCircle no value Declare yourCircle Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 25 animation Trace Code, cont. Circle myCircle = new Circle(5.0); myCircle reference value Circle yourCircle = new Circle(); : Circle yourCircle.radius = 100; radius: 5.0 no value yourCircle : Circle Create a new Circle object radius: 0.0 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 26 animation Trace Code, cont. Circle myCircle = new Circle(5.0); myCircle reference value Circle yourCircle = new Circle(); : Circle yourCircle.radius = 100; radius: 5.0 yourCircle reference value Assign object reference to yourCircle : Circle radius: 1.0 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 27 animation Trace Code, cont. Circle myCircle = new Circle(5.0); myCircle reference value Circle yourCircle = new Circle(); yourCircle.radius = 100; : Circle radius: 5.0 yourCircle reference value : Circle Change radius in yourCircle radius: 100.0 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 28 Reference Data Fields The data fields can be of reference types. For example, the following Student class contains a data field name of the String type. public class Student { String name; // name has default value null int age; // age has default value 0 boolean isScienceMajor; // isScienceMajor has default value false char gender; // c has default value '\u0000' } If a data field of a reference type does not reference any object, the data field holds a special Java value, null. Null is a literal just like true and false, Boolean type, null is a literal for a reference type. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 29 Default Value for a Data Field The default value of a data field is null for a reference type, 0 for a numeric type, false for a boolean type, and '\u0000' for a char type. However, Java assigns no default value to a local variable inside a method. public class Test { public static void main(String[] args) { Student student = new Student(); /* default values of data fields name, aga, isScienceMajor, and gender for a Student object.*/ System.out.println("name? " + student.name); System.out.println("age? " + student.age); System.out.println("isScienceMajor? " + student.isScienceMajor); System.out.println("gender? " + student.gender); } Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All 30 rights reserved. 0132130807 } Differences between Variables of Primitive Data Types and Object Types Created using new Circle() Primitive type int i = 1 i 1 Object type Circle c c reference c: Circle radius = 1 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 31 Copying Variables of Primitive Data Types and Object Types Created using new Circle() Primitive type int i = 1 i 1 Object type Circle c c reference c: Circle radius = 1 Object type assignment c1 = c2 Primitive type assignment i = j Before: Before: After: i 1 i 2 j 2 j 2 After: c1 c1 c2 c2 c1: Circle C2: Circle c1: Circle C2: Circle radius = 5 radius = 9 radius = 5 radius = 9 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 32 Garbage Collection As shown in the previous figure, after the assignment statement c1 = c2, c1 points to the same object referenced by c2. The object previously referenced by c1 is no longer referenced. This object is known as garbage. Garbage is automatically collected by JVM. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 33 Garbage Collection, cont TIP: If you know that an object is no longer needed, you can explicitly assign null to a reference variable for the object. The JVM will automatically collect the space if the object is not referenced by any variable. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 34 The Date Class Java provides a system-independent encapsulation of date and time in the java.util.Date class. You can use the Date class to create an instance for the current date and time and use its toString method to return the date and time as a string. The + sign indicates public modifer java.util.Date +Date() Constructs a Date object for the current time. +Date(elapseTime: long) Constructs a Date object for a given time in milliseconds elapsed since January 1, 1970, GMT. +toString(): String Returns a string representing the date and time. +getTime(): long Returns the number of milliseconds since January 1, 1970, GMT. +setTime(elapseTime: long): void Sets a new elapse time in the object. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 35 The Date Class Example For example, the following code java.util.Date date = new java.util.Date(); System.out.println(date.toString()); // date is an object for the class library of java.util.Date displays a string like Sun Mar 09 13:50:19 EST 2003. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 36 The Random Class You have used Math.random() to obtain a random double value between 0.0 and 1.0 (excluding 1.0). A more useful random number generator is provided in the java.util.Random class. java.util.Random +Random() Constructs a Random object with the current time as its seed. +Random(seed: long) Constructs a Random object with a specified seed. +nextInt(): int Returns a random int value. +nextInt(n: int): int Returns a random int value between 0 and n (exclusive). +nextLong(): long Returns a random long value. +nextDouble(): double Returns a random double value between 0.0 and 1.0 (exclusive). +nextFloat(): float Returns a random float value between 0.0F and 1.0F (exclusive). +nextBoolean(): boolean Returns a random boolean value. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 37 The Random Class Example If two Random objects have the same seed, they will generate identical sequences of numbers. For example, the following code creates two Random objects with the same seed 3. Random random1 = new Random(3); System.out.print("From random1: "); for (int i = 0; i < 10; i++) System.out.print(random1.nextInt(1000) + " "); Random random2 = new Random(3); System.out.print("\nFrom random2: "); for (int i = 0; i < 10; i++) System.out.print(random2.nextInt(1000) + " "); From random1: 734 660 210 581 128 202 549 564 459 961 From random2: 734 660 210 581 128 202 549 564 459 961 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 38 Displaying GUI Components When you develop programs to create graphical user interfaces, you will use Java classes such as JFrame, JButton, JRadioButton, JComboBox, and JList to create frames, buttons, radio buttons, combo boxes, lists, and so on. Here is an example that creates two windows using the JFrame class. TestFrame Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 Run 39 animation Trace Code JFrame frame1 = new JFrame(); frame1.setTitle("Window 1"); frame1.setSize(200, 150); frame1.setVisible(true); JFrame frame2 = new JFrame(); frame2.setTitle("Window 2"); frame2.setSize(200, 150); frame2.setVisible(true); Declare, create, and assign in one statement frame1 reference : JFrame title: width: height: visible: frame1 & frame2 – object created from Jframe class setTtile, setSize, setVisible, setTitle – methods that set the properties of the objects. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 40 animation Trace Code JFrame frame1 = new JFrame(); frame1.setTitle("Window 1"); frame1.setSize(200, 150); frame1.setVisible(true); JFrame frame2 = new JFrame(); frame2.setTitle("Window 2"); frame2.setSize(200, 150); frame2.setVisible(true); frame1 reference Set title property : JFrame title: "Window 1" width: height: visible: frame1.setTtile(“Window1”); // setTitle method sets a title for Window 1 Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 41 animation Trace Code JFrame frame1 = new JFrame(); frame1.setTitle("Window 1"); frame1.setSize(200, 150); frame1.setVisible(true); JFrame frame2 = new JFrame(); frame2.setTitle("Window 2"); frame2.setSize(200, 150); frame2.setVisible(true); frame1 reference : JFrame title: "Window 1" width: 200 height: 150 visible: Set size property //setSize method defined the size of 200 & 150 (width, height). Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 42 animation Trace Code JFrame frame1 = new JFrame(); frame1.setTitle("Window 1"); frame1.setSize(200, 150); frame1.setVisible(true); JFrame frame2 = new JFrame(); frame2.setTitle("Window 2"); frame2.setSize(200, 150); frame2.setVisible(true); frame1 reference : JFrame title: "Window 1" width: 200 height: 150 visible: true Set visible property //setVisible method displays the window. Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 43 animation Trace Code JFrame frame1 = new JFrame(); frame1.setTitle("Window 1"); frame1.setSize(200, 150); frame1.setVisible(true); JFrame frame2 = new JFrame(); frame2.setTitle("Window 2"); frame2.setSize(200, 150); frame2.setVisible(true); frame1 reference : JFrame title: "Window 1" width: 200 height: 150 visible: true frame2 reference Declare, create, and assign in one statement : JFrame title: width: height: visible: frame2 – object created from Jframe class with another sets of methods; setTitle, setSize, setVisible Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 44 animation Trace Code JFrame frame1 = new JFrame(); frame1.setTitle("Window 1"); frame1.setSize(200, 150); frame1.setVisible(true); JFrame frame2 = new JFrame(); frame2.setTitle("Window 2"); frame2.setSize(200, 150); frame2.setVisible(true); frame1 reference : JFrame title: "Window 1" width: 200 height: 150 visible: true frame2 reference : JFrame title: "Window 2" width: height: visible: Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 Set title property 45 animation Trace Code JFrame frame1 = new JFrame(); frame1.setTitle("Window 1"); frame1.setSize(200, 150); frame1.setVisible(true); JFrame frame2 = new JFrame(); frame2.setTitle("Window 2"); frame2.setSize(200, 150); frame2.setVisible(true); frame1 reference : JFrame title: "Window 1" width: 200 height: 150 visible: true frame2 reference : JFrame title: "Window 2" width: 200 height: 150 visible: Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 Set size property 46 animation Trace Code JFrame frame1 = new JFrame(); frame1.setTitle("Window 1"); frame1.setSize(200, 150); frame1.setVisible(true); JFrame frame2 = new JFrame(); frame2.setTitle("Window 2"); frame2.setSize(200, 150); frame2.setVisible(true); frame1 reference : JFrame title: "Window 1" width: 200 height: 150 visible: true frame2 reference : JFrame title: "Window 2" width: 200 height: 150 visible: true Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 Set visible property 47 Adding GUI Components to Window You can add graphical user interface components, such as buttons, labels, text fields, combo boxes, lists, and menus, to the window. The components are defined using classes. Here is an example to create buttons, labels, text fields, check boxes, radio buttons, and combo boxes. GUIComponents Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved. 0132130807 Run 48