In Chapter 6 : Java we showed
how to create a graphical display for a user interface, but we did
not show how to make the visual components communicate with a user.
We showed how to display a button but clicking on it did not cause
anything to happen.
In this chapter we look at how to make the connection between the
visual components and code that will carry out a particular task.
- Events refer mouse clicks, strokes
on a keyboard, selection of a menu item, and other actions that
a program can respond to.
- Event Process - the steps involved
in handling events.
- Buttons - the most common event handling
task is the button click
- More components that generate
events.
- Layout Managers 1 - use these
tools to arrange components on panels.
- Layout Managers 2
- Inner classes are classes defined
within a class. Examples include anonymous
classes.
- Adapter Classes are provided to
avoid defining unneeded methods. They are convenient for event
listeners.
- Frames & Menus - creating a popup
frame for an applet or a frame for a standalone application program.
- Exercises
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