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Finding out how to create a User Interface (UI) using the Java Swing library is not only a useful skill, it also is an ideal way to learn about objects and to make sure that the ideas really have sunk in. So we need to go back to Swing one more time.
A User Interface (or UI) is an essential for a desktop or web application and creating one is very easy using the Swing Library that we first met in Chapter 2. In this chapter we take a closer look at the way you can work with UI objects in both code and within the drag-and-drop designer.
With NetBeans And Swing
- Getting started with Java
In chapter 1 we tell you how to get started with modern Java development in the shortest possible time. The approach uses NetBeans and Swing and all of the resources used are free to download and use.
Introducing Java - Swing Objects
In the second chapter of our beginner's guide to Modern Java we find out more about objects by exploring the Swing framework with a simple hands-on example.
- Writing Code
Using ifs and loops is one of the most difficult parts of learning how to program. Our beginners introduction to Java reaches the part all programmers have know and know well - how to write code.
Command Line Programs
Command line programming means doing things in the simplest possible way. We take a careful look at how data types and code build a program.
User Interface - More Swing
Finding out how to create a User Interface (UI) using the Java Swing library is not only a useful skill, it also is an ideal way to learn about objects and to make sure that the ideas really have sunk in.
Working With Class
The Swing components have provided an easy approach to the idea of objects, but there comes a time when you have to find out how to create your own. In this part of Modern Java, we look at the standard ideas of object-oriented programming.
Java Class Inheritance
Working with classes and objects is a very sophisticated approach to programming. You can't expect to absorb all of its implications in one go. We have already looked at the basics of class and objects. Now we need to look at encapsulation, constructors, overloading and inheritance.
Building a Java GUI - Containers
In this chapter we get to grips with the idea of a container that is used to host components to build a user interface. We also find out how the Swing GUI Builder generates code to make it all much easier.
Java Data Types - Numeric Data
After looking at some of the advanced ideas of classes and objects we need to return to some simpler topics to make our understanding complete. We need to look more closely at data and, to get things moving, numeric data.
In Chapter 2 we looked at the very basics of Swing in this chapter we go deeper and discover more about the controls that are available to build a user interface. On the way we look at how properties are implemented using get and set methods and started the study of events and how to use them.
A button and some Text
Starting right at the very beginning, the two most basic UI components are buttons and text. It seems natural to think of the button as a UI component but surely text is just text? The fact of the matter is that everything in the UI is built in the same way and any text that you want to display is just as much a UI object or component as anything else.
Let's create a simple example.
Using NetBeans (see Chapter 1), start a new Java Application and call it UITest.
Make sure you have Create a main class unticked, i.e. do not create a main class, and accept all the other defaults.
When the project opens right click on the Source Packages folder in the Projects window and select New, JFrame Form.
Call the new JFrame MyJFrame.
As explained in Chapter 2, a JFrame is a basic display window and you can place other UI components within it using the drag-and-drop editor.
To get us started lets drag a button, a jButton, onto the JFrame.
The strange lines and shadings that appear are designed to help you position the button and UI components in general - more of how this works later.
Now if we run the project - click the green button or use Run, Main Project menu option then the code will start being executed - where exactly?
A program generally has a single place to start running and in our case we need to specify that MyJFrame.java is the place to start. If you select Run then you can specify the class where the code starts executing - MyJFrame in this case.
Alternatively you can specify there the code starts using the command Project,Properties and select Run in the dialog box that appears and specify where the program starts.
The button that you have placed on the form is an example of a UI object and you can create objects using the drag-and-drop editor in this way or you can write code that does the same job. In Java everything is an object and a jButton is just an example of a jButton object. We will find out soon how to create objects in code but for the moment it is easier to let the drag-and-drop editor do the work - it is usually the easiest way to create a UI. What is important at this stage is that you realize that the editor isn't doing anything magic that is outside of Java. All it is doing is generating the Java code that you would have had no choice but to write yourself before the editor was implemented.
Next drag and drop a Text Field object onto the design surface. Use the mouse to size and position this second object.
Notice the way the editor gives you helpful hints about how your new component lines up with existing components. It trys to help you layout the overall Ui - but you don't have to take notice of it if you know better.
You could continue to add UI components like this to build up a much richer and more complex form. However for the moment let's concentrate on the button and the Text Field.
Objects, all objects have properties, methods and events that they can respond to.
Let's look at each in turn
Properties are variables that store data.
However in the Swing framework and Java in general a property is generally implemented as a pair of set and get methods i.e. something active. There is a lot more to say about this later when we look at objects in depth but for now just accept the fact that there are advantages to defining properties in this slightly more complicated way.
A property corresponds to two methods - a set and a get method - that, as their names suggest get and set the value of the property.
If you click on the button say in the editor then you will see its properties displayed in the Properties window usually down at the right of the Netbeans display.
The properties window displays all of the properties that the Button has and it shows you what their initial settings are.
For example, if you scan down the list and you will see that the Button has a property called text and this is currently set to jButton1.
You can change this to Click Me simply by typing this into the data box. Now if now look at the designer you will see that the Button now has a new caption "Click Me".
You can use the Property window to set the initial value of any property that a UI component has.
If you look down the list most of the properties should be fairly easy to understand - background, font, foreground and so on. A lot of the others will only make sense when you dig deeper into how the UI components work.
As well as being able to set properties using the Property Window you can also change properties in code. This is another example of the fact that the editor is just a stand in for the code you should have written to do the same job.