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Chapter 4
Writing Classes
Writing Classes
• We've been using predefined classes. Now we will
learn to write our own classes to define objects
• Chapter 4 focuses on:
class definitions
instance data
encapsulation and Java modifiers
method declaration and parameter passing
constructors
graphical objects
events and listeners
buttons and text fields
© 2004 Pearson Addison-Wesley. All rights reserved
4-2
Outline
Structure of Class Definitions
Encapsulation
Anatomy of a Method
Graphical Objects
Graphical User Interfaces
Buttons and Text Fields
© 2004 Pearson Addison-Wesley. All rights reserved
4-3
Writing Classes
• The programs we’ve written in previous examples
have used classes defined in the Java standard
class library
• 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 welldefined characteristics and functionality
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4-4
Classes and Objects
• Recall from our overview of objects in Chapter 1
that an object has state and behavior
• Consider a “counter” like those operated by
museum attendants
It’s state can be defined as the number counted so far
It’s primary behavior is that it can be incremented
• We can represent a counter in software by
designing a class called Counter that models this
state and behavior
The class serves as the blueprint for a counter object
• We can then instantiate as many counter objects
as we need for any particular program
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4-5
Classes
• A class can contain data declarations and method
declarations
int size, weight;
char category;
Data declarations
“Instance data,” or
“Instance variables”
Method declarations
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4-6
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 Counter class, we might declare an
integer that represents the current value of the
count
• One of the methods increments that count by 1
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4-7
Classes
• Let’s first consider how we might use the Counter
class inside the main method of another class:
Counter c = new Counter();
c.count = 0;
c.increment();
System.out.println(c.count);
• Design Counter so that this gives 1 as output
• Warning: We won’t start by writing this class
“correctly”; let’s start simply, and work up to
what’s right gradually
• So…how do we write Counter so that it can do
this?
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4-8
Class Definition: First Try
• Before writing down the class definition, here’s a
picture:
int count;
void increment()
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Data declarations
“Instance data,” or
“Instance variables”
Method declaration
(only one for now)
4-9
Class Definition: First Try
• Now let’s write down the class definition:
public class Counter
{
public int count;
public void increment()
{
count = count + 1;
}
Instance variable
declaration
Method header
}
• When we invoke the increment() method, it
changes the state of the Counter accordingly
• Let’s code this and run it.
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4-10
Information Hiding
• There is a problem with doing things like this:
c.count = 0;
• For example, suppose count is 2 and the user of
the class tries to do this:
c.count = 7;
which makes no sense for a counter object!
• For this reason, we want to prohibit users of the
class from directly accessing count
• This is an important concept in OOP called
information hiding or encapsulation
• We hide the state of an object, and change it only
via methods
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4-11
Class Definition: Second Try
• State information is hidden inside objects by
making the variables private, not public
• Private instance data cannot be directly accessed
outside the class
• That is, if we made count private, trying to get the
value as in c.count is syntactically illegal
• So let’s make count private!
public class Counter
{
private int count;
//(the rest is as before)
}
Information hiding
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4-12
Class Definition: Access Method
• Well, darn it, there’s still another problem: How do
we “see” the value of count?
• Answer: Write a method that returns it!
int count;
Data declarations
“Instance data,” or
“Instance variables”
void increment()
Method declarations
int getCount()
Method to return the
value in count
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4-13
Class Definition: Access Method
• Well, darn it, there’s still another problem: How do
we “see” the value of count?
• Answer: Write a method that returns it!
• That method is quite simple to write:
public int getCount ()
{
return count;
}
• And you can easily invoke it:
Counter c = new Counter();
System.out.println(“count = “ + c.getCount());
c.increment();
System.out.println(“count = “ + c.getCount());
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4-14
Class Definition: Mutator Method
• No, we’re not done yet
• A counter ought to be capable of being reset to 0
• But since count is private, we can’t set it to 0
directly
• So (again) we write a method to set it to 0
• Add the following method to the Counter class
definition:
public void reset ()
{
count = 0;
}
• Easy to invoke this too:
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c.reset();
4-15
Class Definition: Constructors
• Yes, we’re almost done
• When a counter is created, the count should be 0
• As it happens, it is already 0, because int-type instance
variables are automatically initialized to 0
• But we would like to guarantee that with a constructor that
we write ourselves
• For other classes, constructors will be more essential
• For the Counter class, it should look like this:
public Counter ()
{
count = 0;
}
• See Counter.java and CountDemo.java
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4-16
Another Example
• Let’s now consider the slightly more sophisticated
class defined in the text
• Consider a six-sided die (singular of dice)
It’s state can be defined as which face is showing
It’s primary behavior is that it can be rolled
• We can represent a die in software 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
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4-17
Classes
• The picture is similar to before, but we now have
different instance variables and methods:
int faceValue;
final int MAX;
Data declarations
int roll()
int
getFaceValue()
Method declarations
(not all of them)
String
toString()
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4-18
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 that
represents the current value showing on the face
• One of the methods “rolls” the die by setting that
value to a random number between one and six
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4-19
Classes
• We’ll want to design the Die class with other data
and methods to make it a versatile and reusable
resource
• Any given program will not necessarily use all
aspects of a given class
• See RollingDice.java (page 157)
• See Die.java (page 158)
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4-20
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
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4-21
The toString Method
• All classes that represent objects should define a
toString() method
• 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
• We could have defined one for Counter:
public String toString ()
{
return Integer.toString(count);
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}
4-22
Constructors
• As mentioned previously, a constructor is a
special method that is used to set up an object
when it is initially created
• A constructor has the same name as the class,
and NO return type
• It is the only type of method like this
• 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
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4-23
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
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4-24
Instance Data
• The faceValue variable in the Die class is called
instance data because each instance (object) that
is created has its own version of it
• A class declares the type of the data, but it does
not reserve any memory space for it
• Every 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
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4-25
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
Invoking roll() for die1 (as in die1.roll())
has no effect on die2
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4-26
A Convenient Notation: UML
• 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)
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4-27
UML Class Diagrams
• A UML class diagram for the CountDemo
program:
CountDemo
Counter
count : int
main (args : String[]) : void
increment() : void
reset () : void
getCount() : int
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4-28
UML Class Diagrams
• A UML class diagram for the RollingDice
program:
RollingDice
Die
faceValue : int
main (args : String[]) : void
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roll() : int
setFaceValue (int value) : void
getFaceValue() : int
toString() : String
4-29
UML Class Diagrams
• UML is “unified” because the notation applies to
any object-oriented programming language
• You don’t even have to know a class definition to
use the notation, and that’s part of the point
StringMutation
main (args : String[]) : void
String
toUppercase() : String
replace (char, char) : String
substring(int, int) : String
length() : int
• UML allows us to think about object/class
relationships abstractly
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4-30
Outline
Structure of Class Definitions
Encapsulation
Anatomy of a Method
Graphical Objects
Graphical User Interfaces
Buttons and Text Fields
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4-31
Encapsulation
• We can take one of 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 other objects
• From the external view, an object is an
encapsulated entity, providing a set of specific
services, whose structure we can’t “see”
• These services comprise the interface to the
object, that dictates how other objects interact
with it
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4-32
Encapsulation
• One object (called the client) may use another object for the
services it provides (example: CountDemo is a client of a
Counter object)
• 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
• Often “should” becomes “must”; e.g., CountDemo could
violate the rules of a Counter by incorrectly setting the
instance variable count, as we saw earlier
• That is, an object must be self-governing
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4-33
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 of the
object, which manages the instance data
Client
Methods
Data
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4-34
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
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4-35
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
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4-36
Visibility Modifiers
• Public variables violate encapsulation because
they allow the client to “reach in” and 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
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4-37
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 or helper method
• Since a support method is not intended to be
called by a client, it should not be declared with
public visibility
• Note that most classes are declared as public
since they are intended to be used elsewhere
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4-38
Support Method: Example
• It’s a bit contrived, but suppose in Die we want to design a
separate method to change the state of the object when we
roll the die, and invoke it in the method roll()
• It might be done like this:
public int roll ()
{
//invoke support method:
rollTheDie();
return faceValue;
}
//declare support method:
private void rollTheDie ()
{
faceValue = (int)(Math.random()*MAX) + 1;
}
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4-39
Visibility Modifiers
Variables
Methods
public
private
Violate
encapsulation
Enforce
encapsulation
Provide services
to clients
Support other
methods in the
class
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4-40
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”
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4-41
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 have restricted the value to the
valid range (1 to MAX)
• We’ll see in Chapter 5 how such restrictions can
be implemented
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4-42
Outline
Anatomy of a Class
Encapsulation
Anatomy of a Method
Graphical Objects
Graphical User Interfaces
Buttons and Text Fields
© 2004 Pearson Addison-Wesley. All rights reserved
4-43
Method Declarations
• Let’s now examine method declarations 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
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4-44
Method Control Flow
• If the called method is in the same class, only the
method name is needed. Recalling slide 39:
roll()
rollTheDie()
rollTheDie();
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4-45
Method Control Flow
• The called method is often part of another class or
object. Again recalling slide 39:
main
die1.roll();
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roll()
rollTheDie()
rollTheDie();
4-46
Method Header
• A method declaration begins with a method header
char calc (int num1, int num2, String message)
method
name
return
type
parameter list
The parameter list specifies the type
and name of each parameter
The name of a parameter in the method
declaration is called a formal parameter
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4-47
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;
}
The return expression
must be consistent with
the return type
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sum and result
are local data
They are created
each time the
method is called, and
are destroyed when
it finishes executing
4-48
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
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4-49
Parameters
• When a method is called, the actual parameters or
arguments 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;
}
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4-50
Local Data
• As we’ve seen, local variables can be declared
inside a method
• Formal parameters of a method are created as
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, exist as long as the object exists
• Do not confuse instance variables (created when
an object is created) with local variables and
parameters (created when a method is invoked)
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4-51
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
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4-52
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 (page 172)
• See Account.java (page 173)
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4-53
Bank Account Example
acct1
acctNumber
72354
balance 102.56
“Ted Murphy”
name
acct2
acctNumber
69713
balance
40.00
name
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“Jane Smith”
4-54
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
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4-55
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, and that initializes variables to
“obvious” default values (e.g., 0 for int)
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4-56
Problems with Existing Examples
• In a Die object, the setFaceValue() method can set
faceValue to anything, even a value not between 1 and MAX
• In an Account object, the withdraw() method can cause a
negative balance
• We need some way of preventing clients from violating the
internal laws of these objects (a Die should only have values
from 1 to MAX; an Account should have a non-negative
balance)
• We will find out how to do this in Chapter 5
• Meanwhile, there is quite a bit we can do just with objects
and graphics.
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4-57
Outline
Anatomy of a Class
Encapsulation
Anatomy of a Method
Graphical Objects
Graphical User Interfaces
Buttons and Text Fields
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4-58
Graphical Objects
• Some objects contain information that determines
how the object should be represented visually
• Most GUI components are graphical objects
• We can have some effect on how components get
drawn
• We did this in Chapter 2 when we defined the
paint method of an applet
• Let's look at some other examples of graphical
objects
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4-59
Smiling Face Example
• The SmilingFace program draws a face by
defining the paintComponent method of a panel
• See SmilingFace.java (page 177)
• See SmilingFacePanel.java (page 178)
• The main method of the SmilingFace class
instantiates a SmilingFacePanel and displays it
• The SmilingFacePanel class is derived from the
JPanel class using inheritance
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4-60
Smiling Face Example
• Every Swing component has a paintComponent
method
• The paintComponent method accepts a Graphics
object that represents the graphics context for the
panel
• We define the paintComponent method to draw
the face with appropriate calls to the Graphics
methods
• Note the difference between drawing on a panel
and adding other GUI components to a panel
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4-61
Splat Example
• The Splat example is structured a bit differently
• It draws a set of colored circles on a panel, but
each circle is represented as a separate object that
maintains its own graphical information
• The paintComponent method of the panel "asks"
each circle to draw itself
• See Splat.java (page 180)
• See SplatPanel.java (page 181)
• See Circle.java (page 182)
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4-62
Outline
Anatomy of a Class
Encapsulation
Anatomy of a Method
Graphical Objects
Graphical User Interfaces
Buttons and Text Fields
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4-63
Graphical User Interfaces
• A Graphical User Interface (GUI) in Java is created
with at least three kinds of objects:
components
events
listeners
• We've previously discussed components, which
are objects that represent screen elements
labels, panels, buttons, text fields, menus, etc.
• Some components are containers that hold and
organize other components
frames, panels, applets, dialog boxes
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4-64
Events
• 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:
the mouse is moved
the mouse is dragged
a mouse button is clicked
a graphical button is clicked
a keyboard key is pressed
• Events often correspond to user actions, but not
always
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4-65
Events and Listeners
• The Java standard class library contains several
classes that represent typical events
• Components, such as a graphical button, generate
(or fire) an event when it occurs
• A listener object "waits" for an event to occur and
responds when the system (not the programmer!)
invokes an appropriate method of that object
• We (the programmer) design the method bodies of
listener objects to take the actions we want to take
when an event occurs
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4-66
Events and Listeners
Event
Component
Listener is “attached” to (in Java
terminology, “registered with”)
the component
A component object
may generate an event
Listener
A corresponding listener
object is designed to
respond to the event
When the event occurs, the component calls
the appropriate method of the listener,
passing an object that describes the event
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4-67
GUI Development
• Generally we use components and events that are
predefined by classes in the Java class library
• Therefore, to create a Java program that uses a
GUI we must:
instantiate and set up the necessary components
(establish the “look” of the GUI)
implement listener classes for any events we care about,
and register instantiations of those classes with the
components (establish the “feel” of the GUI)
• Let's now explore some new components and see
how this all comes together
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4-68
Outline
Anatomy of a Class
Encapsulation
Anatomy of a Method
Graphical Objects
Graphical User Interfaces
Buttons and Text Fields
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4-69
Buttons
• A push button (or just plain “button”) is a
component that allows the user to initiate an
action by pressing a graphical button using the
mouse
• A button is defined by the JButton class
• It generates an action event
• The PushCounter example displays a button that
increments a counter each time it is pushed
• See PushCounter.java (page 186)
• See PushCounterPanel.java (page 187)
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4-70
Push Counter Example
• The components of the GUI are the button, a label
to display the counter, a panel to organize the
components, and the main frame
• The PushCounterPanel class represents the
panel used to display the button and label
• The PushCounterPanel class is derived from
JPanel using inheritance
• The constructor of PushCounterPanel sets up the
elements of the GUI and initializes the counter to
zero
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4-71
Push Counter Example
• The ButtonListener class is the listener for the
action event generated by the button
• It is implemented as an inner class, which means it
is defined within the body of another class
• That facilitates the communication between the
listener and the GUI components - inner class
objects can access the instance variables
• Inner classes should only be used in situations
where there is an intimate relationship between the
two classes and the inner class is not needed in
any other context
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Push Counter Example
• Listener classes are written by implementing a
listener interface
• The ButtonListener class implements the
ActionListener interface
• An interface is a list of methods that the
implementing class must define
• The only method in the ActionListener interface
is the actionPerformed method
• The Java class library contains interfaces for
many types of events
• See Chapter 6 for more about interfaces
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Push Counter Example
• The PushCounterPanel constructor:
instantiates the ButtonListener object
registers the listener with the button by the call to
addActionListener
• When the user presses the button, the button
component creates an ActionEvent object and
calls the actionPerformed method of the listener
• Pushing the button invokes actionPerformed,
not the programmer!
• The actionPerformed method increments the
counter and resets the text of the label
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Text Fields
• Let's look at another GUI example that uses
another type of component
• A text field allows the user to enter one line of
input
• If the cursor is in the text field, the text field
component generates an action event when the
enter key is pressed
• See Fahrenheit.java (page 190)
• See FahrenheitPanel.java (page 191)
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Fahrenheit Example
• Like the PushCounter example, the GUI is set up
in a separate panel class
• The TempListener inner class defines the listener
for the action event generated by the text field
• The FahrenheitPanel constructor instantiates
the listener and adds it to the text field
• When the user types a temperature and presses
enter, the text field generates the action event and
calls the actionPerformed method of the listener
• The actionPerformed method computes the
conversion and updates the result label
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Adding Machine Example
• Let’s do something more useful
• See Adder.java and AdderPanel.java
• In AdderPanel there are two buttons (one to add,
one to reset) and one text field
• The buttons are both placed in a sub-panel, and so
is the text field
• In this example we explicitly use layout managers
(BorderLayout and FlowLayout) - see Chapter 6
• Each button needs its own listener, hence there is
an inner class for each button
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Summary
• Chapter 4 focused on:
class definitions
instance data
encapsulation and Java modifiers
method declaration and parameter passing
constructors
graphical objects
events and listeners
buttons and text fields
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