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Create an AWT-Based Applet Skeleton
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Classes javaappletApplet Methods void destroy( ) void init( ) void start( ) void stop( )
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As explained, all applets share a common architecture and life cycle However, there are some minor differences between the skeleton used for AWT-based applets and the one used
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for Swing-based applets This recipe shows how to create an AWT-based applet skeleton (The Swing-based version is described in the following recipe) The skeleton can be used as the starting point for applet development
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Step-by-Step
To create an AWT-based applet skeleton, follow these steps: 1 Import javaapplet* Actually, for simple applets you may need to import only javaappletApplet, but real applets often need other parts of the package So, it is usually easier to just import all of javaapplet 2 Create a class for the applet This class must extend Applet 3 Override the four life cycle methods: init( ), start( ), stop( ), and destroy( )
Discussion
The four life cycle methods were described in Applet Overview presented earlier As explained, default implementations of these methods are provided, so it is not technically necessary to override each one From a practical point of view, however, you will almost always override init( ) because it is used to initialize the applet You will also often override start( ) and stop( ), especially when the applet uses multithreading If the applet uses any resources, then it will use destroy( ) to release those resources
Example
The following example assembles the life cycle methods into an applet called AppletSkel Although the applet does nothing, it can still be run Notice the APPLET tag in the HTML inside the comment at the start of the program You can use this HTML to launch the applet in your browser or appletviewer Simply create an HTML file that contains the tag Alternatively, you can pass AppletSkeljava directly to appletviewer It will automatically find the tag and launch the applet This trick will not work with a browser, however
// An Applet skeleton for an AWT-Based Applet import javaapplet*; /* <applet code="AppletSkel" width=300 height=100> </applet> */ public class AppletSkel extends Applet { // Called first public void init() { // Initialize the applet } // Called second, after init() // the applet is restarted public void start() { // Start or resume execution } Also called whenever
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Applets and Servlets
// Called when the applet is stopped public void stop() { // Suspend execution } // Called when the applet is terminated // last method executed public void destroy() { // Perform shutdown activities } } This is the
The window produced by AppletSkel when run by appletviewer is shown here:
Options and Alternatives
You can use the applet skeleton as a starting point for your own AWT-based applets Of course, you need to override only the life cycle methods that are used by your applet The skeleton shown in the example is suitable for use with an AWT-based applet The following recipe shows how to create a skeleton for a Swing-based applet
Create a Swing-Based Applet Skeleton
Key Ingredients
Classes javaswingJApplet Methods void destroy( ) void init( ) void start( ) void stop( ) static void invokeAndWait(Runnable obj) throws InterruptedException, InvocationTargetException
javaswingSwingUtilities
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Swing-based applets use the same basic skeleton and life cycle methods as does the AWTbased applet skeleton shown in the preceding recipe However, Swing applets are derived from a different class, and they must be careful about how they interact with GUI components This recipe shows how to create a Swing-based applet skeleton
Step-by-Step
To create a skeleton for a Swing-based applet, follow these steps: 1 Import javaxswing* 2 Create a class for the applet For Swing applets, this class must extend JApplet 3 Override the four life cycle methods: init( ), start( ), stop( ), and destroy( ) 4 Create any GUI-based components on the event-dispatching thread To do this, use invokeAndWait( ) defined by SwingUtilities
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