This Lecture Course Outline Brief review
Design PatternsCollectionsGUI with Java Swing
Java Networking
Course Objective Algorithmic programming techniques
Academic purpose○ Minimal knowledge of implementing software
systems○ Academic basis for methods used in design,
testing and verification of real world software systems
Industry purpose○ Solid basis for software development positions in
the industry○ Enhance knowledge of common programming
toolsMake it easier for students to learn about such
tools by themselves
Additional Reading and Materials The course can only serve as a starting
pointStudents are expected to learn some of the
material by themselvesThe Java Tutorial:
http://java.sun.com/docs/books/tutorial/ Material covered so far…
○ Essential Java Classes — exceptions, IO, threads, …
○ Collections — ADTs, the Java Collections Framework
○ Swing — Introduction to the Swing GUI toolkit
Additional Reading and Materials Required additional reading
○ Custom Networking — networking features
Future reading○ Generics — Advanced generics support,
compile-time type safety○ JDBC Database Access —API for connectivity
to databases and a data sourcesBruce Eckel
○ Thinking in Java○ Thinking in Patterns
Introduction – Design Patterns Object Oriented Design is Hard Errors are expensive
Cost of error increases during the later development phases
Reuse experts’ designs
Pattern = Documented experience
Expected Benefits
Finding the right classes Finding them faster Common design jargon Consistent format Coded infrastructures
Abstract Data TypeAn abstract data type (ADT) is a
specification of the behavior (methods) of a type
An ADT shows no implementation What Java construct can be use to specifies
an ADT?
The Java Interface
An interface describes a set of methods: ○ no constructors or instance variables
Almost always, two or more classes implement the same interface○ Type guaranteed to have the same methods○ Objects can be treated as the same type○ Can use different algorithms / instance variables
Old MacDonald had a farm
An interface, a reference type, can have ○ static variables and method headings with ;
public int size(); // no { }Methods are implemented by classesExample interface :
public interface BarnyardAnimal { public String sound(); }
Multiple classes implement the same interface
To implement an interface, classes must have all methods specified as given in the interface
public class Cow implements BarnyardAnimal { public String sound() { return "moo"; } }
public class Chicken implements BarnyardAnimal { public String sound() { return "cluck"; } }
The Comparable interface
Can assign an instance of a class that implements and interface to a variable of the interface type
Comparable str = new String("abc"); Comparable acct = new BankAccount("B", 1); Comparable day = new Date();
Implementing classes for Comparable BigInteger Byte ByteBuffer Date Double …Comparable provides natural ordering for
collections
Implementing Comparable
You can have types implement Comparable○ Need to do this to be sorted by Collections.sort
public interface Comparable<T> { /** Return 0 if two objects are equal; less than * zero if this object is smaller; greater than * zero if this object is larger. */ public int compareTo(T other); }
Try to sort some BankAccounts without Comparable
Implement Comparable (next Slide)
BankAccount can be a Comparable
public class BankAccount implements Comparable<BankAccount> {
private String id; private double balance;
public BankAccount(String ID, double initialBalance) { id = ID; balance = initialBalance; }
public int compareTo(BankAccount other) { // Must have this method to avoid compiletime error // No cast needed in Java 5 return id.compareTo(other.id); } }
Code demo: make a class and test compareTo works
Add compareTo method
promise that this class has int compareTo(T)
Java's Collection Framework
Collection framework○ Unified architecture for representing and
manipulating collections Java's collection framework contains
○ Interfaces (ADTs): specification not implementation○ Concrete implementations as classes○ Algorithms to search, sort, find, shuffle, ...
The algorithms are polymorphic: ○ the same method can be used on many different
implementations of the appropriate collection interface.
In essence, algorithms are reusable functionality.
Collection interfaces in java.util (Java 5)
Collection Classes
A collection class that can be instantiated○ implements an interface as a Java class○ implements all methods of the interface○ selects appropriate instance variables
Java 5 has these concrete collection classes LinkedList<E>, HashMap<K,V>, HashSet<E>, Stack<E>, TreeMap<K,V>
Common Functionality
Collection classes often have methods for○ Adding objects○ Removing an object○ Finding a reference to a particular object find
can then send messages to the object still in the collection
2 Useful ADTs written
List: a collection with a first element, a last element, distinct predecessors and successors
○ The user of this interface has precise control over where in the list each element is inserted
○ duplicates that "equals" each other are allowedSet: A collection that contains no duplicate
elements. More formally, sets contain no pair of elements e1 and e2 such that e1.equals(e2)
List
A list is○ a collection of elements (numbers, strings, accounts,
pictures,…) ○ ordered (a sequence): there is a first, and a last
element lists can be empty – no elements
○ elements with a unique predecessor and successor○ also known as a sequence
ArrayList
ArrayList<E> ○ stores a collection of one type of object ○ similar functionality to an array, uses get and set, not[]○ The syntax tells you that the interface is generic. ○ When you <E> declare a Collection instance you can
and should specify the type of object contained Allows the compiler to verify (at compile-time) that the
type of object you put into the collection is correct
- Reduces errors at runtime. ○ Generic collection with <E> are not available before Java
5.0
public class ThreeClassesImplementList {
public void showThreeImplementationsOfList() { // Interface name: List // Three classes that implement the List interface: List<String> bigList = new ArrayList<String>(); List<String> littleList = new LinkedList<String>(); List<String> sharedList = new Vector<String>();
// All three have an add method bigList.add("in array list"); littleList.add("in linked list"); sharedList.add("in vector");
// All three have a get method assertEquals("in array list", bigList.get(0)); assertEquals("in linked list", littleList.get(0)); assertEquals("in vector", sharedList.get(0)); } }
Can't add wrong type
Java 5 generics checks the type at compile time○ See errors early--a good thing○ "type safe" because you can't add different types
ArrayList<GregorianCalendar> dates = new ArrayList<GregorianCalendar>(); dates.add(new GregorianCalendar()); // Okay dates.add(new String("No go in dates")); // Error
ArrayList<Integer> ints = new ArrayList<Integer>(); ints.add(1); // Okay. Same as add(new Integer(1)) ints.add(new String("Pat")); // Error
TreeSet<E>implements Set<E>
Set A collection that contains no duplicate elements. ○ Formally, contain no pair of elements e1 and
e2 such that e1.equals(e2) TreeSet implements the Set interface
○ Backed by a TreeMap instance○ Guarantees the sorted set will be in ascending
element order sorted according to the natural order of the elements
(see Comparable)
Extended for TreeSet<String> names = new
TreeSet<String>(); names.add("Sandeep"); names.add("Chris"); names.add("Kim"); names.add("Chris"); // not added names.add("Devon");
// name is the type between <> // names is the collection to iterate over
for (String name : names) System.out.println(name);
Java Graphical User Interface (GUI) Presents a graphical view of an application
To build a GUI application, you must:○ Have a well-tested model that will be used○ Make graphical components visible to the user○ ensure the correct things happen for each event
user clicks button, moves mouse, presses enter key, ...
Useful tool to show several design patterns
Let's first consider some of Java's components: windows, buttons, and text fields
Classes in the swing package
The javax.swing package has components that show in a graphical manner JFrame: window with title, border, menu, buttons JButton: A component that can "clicked" JLabel: A display area for a small amount of text JTextField: Allows editing of a single line of text
Get a window to show itself
Import all four as follows or javax.swing.* import javax.swing.JFrame; import javax.swing.JButton; import javax.swing.JLabel; import javax.swing.JTextField;
Code to tell a window to show itself: // Construct window with a title JFrame aWindow = new JFrame("Graffiti"); // Make sure the program terminates when window closes aWindow.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); aWindow.setVisible(true);
Some JFrame messages
Set the size of the window with aWindow.setSize(220, 100);
○ The first int is the width of the window in pixels○ the second int is the height of the window in pixels
Building components
So far we have an empty windowLet us add a button, a label, and an editable lineFirst construct three graphical components
JButton clickMeButton = new JButton("Nobody is listening to me") ; JLabel aLabel = new JLabel("Button above, text field below"); JTextField textEditor = new JTextField("You can edit this text ");
Next, add these objects to a window object
Adding to the Content PaneIn early versions of Java, you add components to
the window (an instance of Frame, not JFrame).Now you add components to the content pane
○ JFrame objects store several objects including a Container object known as the content pane
Add components to a window
Get a reference to the Container Container contentPane = aWindow.getContentPane();
Use layout from abstract windowing toolkit (awt) import java.awt.Container import java.awt.BorderLayout
Then add the previously constructed components to one of the five areas of a JFrame
contentPane.add(clickMeButton, BorderLayout.NORTH); contentPane.add(aLabel, BorderLayout.CENTER); contentPane.add(textEditor, BorderLayout.SOUTH); aWindow.setVisible(true);
The 5 areas of BorderLayout
By default, JFrame objects have only five places where you can add components a 2nd add wipes out the 1st
○ This can be modified to other layouts ○ Or add other containers that contain other containers○ These five areas will do for now
So what happens next?You can layout a real pretty GUIYou can click on buttons, enter text into a
text field, move the mouse, press a key○ And NOTHING happens
So let’s make something happen …
Java's Event Model
Java lets the OS to notify graphical components of user interaction○ Button objects are notified when the user clicks it○ A text field object with focus knows when the user
enters text and your program can respond○ A menu item can know that a user selected it○ An event driven program can respond to many things
mouse clicks, mouse movementsclicks on hyperlinks, buttons, menu itemsUsers pressing any key, selecting a list item
Example: Action EventsThe buttons, text fields, and menu items do
not perform the actions○ Instead JButton, JTextField, JMenuItem
objects send actionPerformed messages to other objects
We write code to respond to the above events in actionPerformed methods○ This requires a class that implements the ActionListener interface
Event Driven Program with GUIs
Key elements of an event-driven GUI○ Graphical components
The screen elements that a user manipulates with the mouse and keyboard JFrame JLabel JButton JScrollbar JMenuItem JTextField JTextArea Jlist ...
○ Layout managers Govern how the components appear on the screenExamples FlowLayout GridLayout SpringLayout
○ Events Signal that a user interacted with the GUIExamples: mouse clicks, keys pressed, hyperlinks selected
Java's Event Model
JFrame
JButton
1 Layout Graphical ComponentsJFrame JButton
JTextField JMenuItem
Listener
3 You register objects that waits for messages from graphical components addActionListener
ListenerListener
4 Users interact with these graphical components
2 You write classes that implement the correct interfaceActionListener
A Java GUI
Preview for writing a GUI1. Add imports such as import java.awt.*; 2. Have a class that extends JFrame (your class is a
JFrame)3. Add main to construct the instance of itself and
show it4. Add instance variables – include graphical
components that will be needed by other methods in the class
5. Lay out a GUI and initialize instance variables in the constructor
The first 5 steps
import java.awt.*;import java.awt.*; import javax.swing.*;import javax.swing.*; public class SingleButtonFrame extends JFramepublic class SingleButtonFrame extends JFrame {{ public static void main(String[] args)public static void main(String[] args) { { // Construct an instance of this class and show it// Construct an instance of this class and show it SingleButtonFrame aWindow = new SingleButtonFrame();SingleButtonFrame aWindow = new SingleButtonFrame(); aWindow.setVisible(true);aWindow.setVisible(true); }} // To be "listened" to// To be "listened" to private JButton aButton; private JButton aButton;
public SingleButtonFrame()public SingleButtonFrame() { { // Lay out the GUI, initialize instance variables// Lay out the GUI, initialize instance variables // Have this object send some messages to itself// Have this object send some messages to itself setSize(200, 100);setSize(200, 100); setTitle("Listen to button");setTitle("Listen to button"); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); aButton = new JButton("Click Me");aButton = new JButton("Click Me"); Container contentPane = getContentPane();Container contentPane = getContentPane(); contentPane.add(aButton, BorderLayout.NORTH);contentPane.add(aButton, BorderLayout.NORTH); } } // ...// ...
No one is "Listening"Okay, now we have a GUI
○ but when run, nothing happensWanted: An object to listen to the button
that understands a specific message such as○ actionPerformed
Also need to tell the button who it can send the actionPerfomed message to○ Register the listener with this methodaddActionListener(ActionListener al)
Handling Events
6. Add a private inner class that can listen to the event that the graphical component will generate Your class must implement a listener interface to
guarantee that it has the expected methods: First up: ActionListener
7. In the constructor of the class that is a JFrame, register the instance of the listener so the component can later send messages to the listener’s actionPerformed methodevents occur anytime in the future--the listener is listening
(waiting for user generated events such as clicking a button or entering text into a text field)
ActionEvent / ActionListener
When a JButton object is clicked, it constructs an ActionEvent object and sends it to the actionPerformed method of its listeners
To register a listener to a JButton, you need to send an addActionListener message to button
public void addActionListener(ActionListener al)public void addActionListener(ActionListener al)
○You need an ActionListener objectMake your class implement ActionListener
Inner class
Add an inner class ○ inner classes have access to the enclosing
classes' instance variables○ make it private since no one else needs to know
about it○ otherwise you need a separate class that gets the
graphical components passed as an argument
Have a class that implements ActionListener
// 6. inner class to listen to events private class ButtonListener implements ActionListenerprivate class ButtonListener implements ActionListener { { // No constructor needed here// No constructor needed here // Must have this method to implement ActionListener// Must have this method to implement ActionListener public void actionPerformed(ActionEvent anActionEvent) public void actionPerformed(ActionEvent anActionEvent) {{ System.out.println("Button was clicked.");System.out.println("Button was clicked."); }} }}
// 7. In the constructor of the class that extends JFrame,// 7. In the constructor of the class that extends JFrame,// register the instance of the listener so the component // register the instance of the listener so the component // can later send messages to that object// can later send messages to that objectButtonListener aListener = new ButtonListener();ButtonListener aListener = new ButtonListener();aButton.addActionListener(aListener);aButton.addActionListener(aListener);
Caution: this is easy to forget. It is an error no one will tell you about
Polymorphism through interfaces
Can have many ActionListener objects○ Any class that implements ActionListener○ may need a different class for every button and text
field in the GUIBut they all can be treated as ActionListener objectsThey can be passed as arguments to this method
public void addActionListener(ActionListener ae) Adds the specified action listener to receive action events from JButtons,
JTextFields, …Parameters: aListener - an instance of a class that implements the ActionListener
interface
Assignment Compatible
Can pass instances of classes implementing an interface to the interface type parameter
addActionListener(ActionListener anyListener)
addActionListener(new ButtonListener());
addActionListener(new TextFieldListener());
ButtonListener and TextFieldListener must implement interface ActionListener