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Java Demystified
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String studentFirstName, studentLastName,studentGrade; public Student () { }; public Student (String fn, String ln, String grade) { studentFirstName = fn; studentLastName = ln; studentGrade = grade; } }
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Quiz
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1 Why do you need to serialize a class in order to save its objects to a file 2 What is a stream 3 What is the benefit of using the File class 4 What is the difference between saving data elements to a file and saving an object to a file 5 What is the purpose of a filename filter 6 Can the PrintWriter class open a file 7 How would you specify the path when opening a file 8 What is the purpose of using the BufferedReader class 9 How would you append data to the end of a file 10 How can you determine the parent directory path that contains a subdirectory
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CHAPTER
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Graphical User Interface
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If someone mentioned to you the word Excel, you probably conjure the image of an Excel spreadsheet that consists of columns, rows, menus, buttons, and assorted components You might say that this image is the face of the Excel program because it is the portion of the program that you see Programmers call that image a graphical user interface (GUI) because, collectively, those components are used to interact with the program In this chapter, you ll learn how to use in your own program the push buttons, radio buttons, text boxes, and other components found in commercial programs
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What Is a User Interface
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An interface is a way to interact with something For example, your television remote control is an interface to your television Throughout this book, you learned
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Java Demystified
how to use the Application Program(ming) Interface (API) to write code that interacts with a computer A user interface is the way someone interacts with a program The simplest user interface consists of two components: a prompt displayed on the screen and the keyboard used to enter information into the program The prompt might be some text that tells the user of the program to enter a student ID The user then enters the student ID into the program using the keyboard The program then processes the student ID when the ENTER key is pressed The following example illustrates how to create this simple user interface Systemin is used to reference the standard input to the computer, which by default is the keyboard The person running your program could redirect the standard input to another input device, such as a file This example uses an InputStreamReader object and a BufferedReader object to improve reading information from the keyboard Information entered by the user into the keyboard is stored as a series of bytes However, our example needs a sequence of characters The InputStreamReader converts the bytes into characters We want to read information from the keyboard quickly To do so, we want to read characters from memory (called a buffer) rather than directly from the keyboard However, the InputStreamReader doesn t use a buffer Therefore, we need to use the BufferedReader, which reads characters from the InputStreamReader and saves them to a buffer We then called the readLine() method defined in the BufferedReader class to read one full line of text from the buffer This example illustrates a very simple user interface It displays a prompt on the screen and then calls the readLine() method The readLine() method returns all the characters that were entered into the keyboard, which are then collectively assigned to the String studentID and displayed on the screen
import javaio*; public class Demo { public static void main(String args[]) { BufferedReader stdin = new BufferedReader( new InputStreamReader(Systemin)); try { Systemoutprint("Enter your student ID: "); String studentID = stdinreadLine(); Systemoutprintln( "Student ID: " + studentID); } catch (IOException e) { Systemoutprintln( "Exception:" + e ); } } }
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