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Creating a Java Application and Applet

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Use braces {} after the class header to enclose the class body. 19 ... Braces {} enclose the body of a method. 24. Chapter 2: Creating a Java Application and Applet ... – PowerPoint PPT presentation

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Title: Creating a Java Application and Applet


1
Chapter 2
  • Creating a Java Application and Applet

2
Objectives
  • Write a simple Java application
  • Use TextPad
  • Understand the different types and uses of
    comments
  • Use proper naming conventions for classes and
    files

3
Objectives
  • Identify the parts of a class header and method
    header
  • Code output
  • Use the println() method
  • Compile a Java program

4
Objectives
  • Understand the common types of errors
  • Run a Java Program
  • Edit Java source code to insert escape characters
    and a system date
  • Print source code

5
Objectives
  • Differentiate between an application and an
    applet
  • Create an applet from Java source code
  • Write code to display a graphic, text, color, and
    the date in an applet
  • Create an HTML host document
  • Run a Java applet

6
Introduction
  • Users enter data and instructions into a computer
    and receive feedback from the computer through a
    user interface
  • Programmers can create many types of user
    interfaces in Java
  • We will create a program with two types of user
    interfaces
  • Console application
  • Command line interface
  • Applet
  • Graphical user interface displayed in a browser

7
The Welcome to My Day Program
  • This program will display a splash screen
  • A splash screen is a screen that is displayed
    before the main program starts
  • The screen will contain a welcome message, users
    name, and system date
  • The console application will display text only
  • The applet will contain text, color, and a graphic

8
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9
Program Develpment

10
Analysis and Design
  • Verify that the requirements are specific enough
  • Design the user interface using a storyboard
  • Design the program logic using a flowchart and
    event diagram

11
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12

13

14
Using TextPad
  • TextPad has several window areas
  • Coding window
  • Selector window
  • Clip Library window
  • TextPad can display line numbers
  • Helpful for finding compiler errors
  • TextPad has color-coding capabilities
  • Save a document before entering code to enable
    Java related color-coding

15
Coding the Program -Comments as Documentation
  • Purpose of comments
  • Provides clear description when reviewing code
  • Helps programmer think clearly when coding
  • Placement of comments
  • Use a comment header to identify a file and its
    purpose
  • Place a comment at the beginning of code for each
    event and method
  • Place comments near portions of code that need
    clarification

16
Coding the Program -Comments as Documentation

17
Coding the Program - The Class Header
  • Identify how the code can be accessed with an
    access modifier
  • public indicates that the code can be accessed by
    all objects in the program and can be extended
    for a subclass
  • Specify a unique name for the class
  • The class name at the beginning of the program
    must match the file name exactly
  • Java is case-sensitive
  • By convention, uppercase letters are used for
    class names and to distinguish words in class
    names

18
Coding the Program - The Class Header
  • Use braces after the class header to enclose
    the class body

19
Coding the Program -The Method Header
  • The method header contains modifiers, return
    value, method name, and parameters along with
    their data type
  • Every stand-alone Java application must contain a
    main() method, which is the starting point during
    execution

20
Coding the Program -The Method Header

21
Coding the Program -The Method Header
  • Modifiers set properties for a method
  • public allows other programs to invoke this
    method
  • static means this method is unique and can be
    invoked with creating an instance
  • Parameters are pieces of data received by the
    method to help the method perform its operation
  • Identifiers are used to name the variable sent to
    the method
  • Return type is the data type of the data returned
    by the method
  • If no data is returned, the keyword void is used

22
Coding Output
  • Call the System.out.println() method in the SDK
    to display output to the monitor
  • System is the class
  • out is the object representing the output device
  • println() is the method

23
Coding Output
  • When calling a method, arguments are placed in
    parentheses
  • String literals are placed in quotation marks
  • Numeric literals and variables do not need
    quotation marks
  • Period delimiters separate the class, object, and
    method
  • Semicolons must be placed after every statement
    except headers and braces
  • Braces enclose the body of a method

24
Testing the Solution
  • Compile the source code
  • javac.exe command
  • In TextPad, use the Compile Java command
  • At the command prompt, type javac filename.java
  • A new bytecode file for each class is created
    with a .class extension
  • If the compiler detects errors, fix the errors
    and compile again
  • If the compilation was successful, run the program

25
Debugging the Solution
  • System Errors
  • System command is not set properly
  • Software is installed incorrectly
  • Location of stored files is not accessible
  • Syntax Errors
  • One or more violations of the syntax rules of
    Java
  • Semantic Errors
  • The code meaning is unrecognizable to the
    compiler
  • Logic and Run-Time Errors
  • Unexpected conditions during execution of a
    program

26
Debugging the Solution

27
Running the Application
  • After compilation is successful, run the program
    to test for logic and run-time errors
  • Use the Run Java Application command in TextPad
  • TextPad automatically finds the class file with
    the same name
  • Use the java command from the command prompt
  • Syntax java classname (no extension)

28
Editing the Source Code

29
Import Packages
  • Use the import statement to access classes in the
    SDK
  • The java.lang package is automatically imported
  • Place the import statement before the class
    header
  • Use an asterisk () after the package name and
    period delimiter to import all necessary classes
    in the package

30

31
Call a System Date Constructor
  • Use the Date class in the java.util package to
    access the system date
  • Store the Date in an object variable
  • Declare the object variable by calling the Date
    constructor
  • The constructor is a method denoted by the new
    keyword followed by the object type and
    parentheses
  • Declaration syntax
  • objectType variableName new objectType()

32
Format Output Using Escape Characters
  • Use escape characters inside String arguments to
    move the output of data

33
Editing the source code - cont.
  • Recompile and run the application
  • The bytecode should be updated after any changes
    to the source code
  • Print a hard copy of the source code
  • The final step of the program development cycle
    is to document the solution
  • Quit TextPad by clicking on the Close button

34
Moving to the Web
  • Characteristics of an applet
  • Applets run within a browser/viewer and are
    usually delivered to the client machine via the
    Web
  • Applets cannot use system resources or files on
    the client machine
  • Convert the application into an applet
  • Import two packages
  • Change the class name and extend the Applet class
  • Include a paint method to draw text and display
    color and a graphic

35
Import Applet Packages
  • Applet package (java.applet.)
  • Allows applets to inherit attributes and methods
  • AWT package (java.awt.)
  • Provides access to color, draw methods, and GUI
    elements

36

37
Change the Class Name and Extend the Applet Class
  • Change the class name and file name to create a
    new applet file
  • Edit the comment header in the applet file
  • Add extends Applet in the class header to
    inherit from the superclass, Applet
  • Provides the init() method to load the applet in
    the browser window

38
The paint() Method
  • Accepts a Graphics object as a parameter
  • The Graphics object is commonly referred to by
    the variable name g
  • The variable g is created and initialized in the
    init() method
  • The variable g is a reference variable, or a
    specific instance of an object
  • The return type is void

39
The drawString() Method
  • Displays text in the applet window
  • Accepts three arguments
  • The String data
  • If the data is not a String object, convert it to
    a String object using the toString() method
  • The horizontal and vertical coordinates of the
    String
  • The coordinates are measured in pixels
  • Called by the Graphics object, g

40
Draw an Image
  • Declare an Image object
  • Use the getImage() method to load the image
  • The getImage() method calls the getDocumentBase()
    method to pull the image from the current folder
  • Use the drawImage() method to set the coordinates
    of the image

41
Set the Background Color
  • Use the setBackground() method to change the
    background color of the applet window
  • The setBackground() method does not need to be
    called from a reference variable

42
Creating an HTML Host Document
  • A host program, such as a Web page executes the
    applet

43
Creating an HTML Host Document
  • The Web page contains HTML tags to define a
    section or format
  • A tag consists of a start tag, denoted by ltgt and
    an end tag, denoted by lt/gt
  • The tag, ltAPPLETgtlt/APPLETgt, informs the browser
    of the applet
  • The applet tag encloses the name of the bytecode
    applet file and the width and height of the
    applet window

44
Running an Applet
  • An applet is run by opening the HTML host
    document
  • In TextPad, use the Run Java Applet command
  • At the command prompt, type appletviewer followed
    by the name of the host document
  • Use Applet Viewer to test the applet
  • Ignores irrelevant HTML code
  • Uses less memory than a browser
  • Does not have to be Java-enabled

45
Chapter Summary
  • Use TextPad to write, compile, and run code
  • Learn the basic form of an application and an
    applet
  • Insert comments as documentation
  • Code Class and Method headers
  • Create a console application
  • Use the println() method
  • Format output using escape characters
  • Import the java.util package
  • Call a Date constructor

46
Chapter Summary
  • Compile a Java program
  • Debug a Java program
  • Differentiate between types of errors
  • Execute a Java program
  • Edit the application to create an applet
  • Import applet packages
  • Extend the Applet class
  • Use the paint(), drawString(), and getImage
    methods
  • Create a HTML Host Document

47
Chapter 2 Complete
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