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Declaring the various graphical user interface elements Creating and displaying a CheckBox Creating and displaying a set of RadioButtons and RadioGroup Creating and displaying a ScrollTextBox Creating and displaying a TextField Creating and displaying a Slider Creating and displaying a ValueSelector Creating and displaying a Button Handling user interface events (covered later in this chapter) Notice that with most graphical user interface components, the component must be created and then painted to the display. A common error when creating a user interface in KJava is to create a user interface object, but then forget to have it displayed with a call to the paint() method. You may also notice that KJava does not provide any type of display or layout management. This is reflected in how a pixel coordinate location must be provided to each component, usually through its constructor, before it can be displayed. Most of the components also are equipped with a setLocation(int x, int y) method for relocating the items. Again, you the
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Figure 9.17 KJava offers a variety of user interface components/ widgets, many of which are shown in this display. More sophisticated user interface components can often be created out of combining these items into your own new component.
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developer, must manage the display and make sure that widgets or other graphical drawing are not displayed on top of each other. Most components or widgets have only a few operations. All of the components have a method for displaying themselves. Usually this is the paint() method. This method is important since a Spotlet does not have a means to refresh or redraw its display. Instead, the developer must explicitly call this method each time a component needs to be seen. Besides the paint() method, most graphical user interface components (or controls) carry methods to get/set representative data values as well as a way to locate or move the component on the display. Finally, actions and reactions to the user interactions with various components on the display give rise to a set of event-handling methods that are covered later in this chapter.
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It is worth mentioning that Caret objects are runnable threads. That is, the Caret class extends java.lang.Thread. When an instance of the TextField is created and given focus with a call to the setFocus() method, the method starts a caret thread to get the caret to blink. Subsequently, when the TextField loses focus, which can be done manually with a call to loseFocus() on the text field, the caret stops blinking. A call to killCaret() actually stops and kills the associated caret thread. In most cases, the management of TextFields and their associated Caret instances do not require any extra work on the part of the developer. However, because of the threaded nature of carets, care should be taken when working with the TextField components, especially with regard to getting and setting focus, so as to avoid conditions where Caret instances are not properly stopped and garbage collected. Improper use of the component can lead to the slow yet steady leak of memory resulting in eventual application failure. When working with an application that is going to contain a lot of TextFields, it is a good idea to display the return value of Runtime.getRuntime().getFreeMemory() method calls in your application while testing to ensure caret instances are not being inadvertently held onto when they are no longer required.
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Dialogs There is only one Spotlet with focus at any given time and this Spotlet controls the display of components and drawing to the screen. Unlike many other user interface systems with multiple windows on which to display graphical components, a Spotlet has only one window, namely the full screen. There are only two minor deviations to this display mechanism in KJava. A Dialog component acts as a modal pop-up message box or window to display a string of text shown in a scrolling text box. It can be used to provide error or warning messages or to display text that may be too long to display nicely in a screen surrounded by other components. The text in the display is non-editable. There is a single constructor, Dialog(DialogOwner o, String t, String str, String buttonText) for dialogs. The first and second string parameters passed to the constructor are the title of the dialog and message text to be displayed. The title string is not displayed on the screen; it is just used to label the dialog. When created, a dialog is automatically outfitted with a single dismiss button labeled via the buttonText string parameter used in the constructor. A dialog box must have an owner. The owner is an object that is notified when the Dialog object is dismissed by pressing the dismiss button. The owning object is specified during the construction of a Dialog and it must implement the DialogOwner interface. This simple interface consists of a single dialogDismissed(String title) method that is the method called when the Dialog is dismissed. The string title parameter of the dialogDismissed(String title) is the title of the Dialog that was dismissed. If an object is the owner of multiple Dialog boxes, this parameter allows the object to discern which dialog was dismissed. The owner can then respond appropriately and possibly uniquely to each Dialog object dismissal. Again, remember that a Spotlet has no refresh or any similar concept, so after a dialog is dismissed, the Spotlets components will have to be redisplayed in order to show up on the screen. This often involves invoking the paint() method on all the contained components.
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Figure 9.18 A Dialog can be used to display informational text in a scrollable area. The dismissal button (the OK button) is automatically provided and is used to close the Dialog.
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