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Applets (Java) : Presented by

This document provides an overview of applets and applications in Java. It discusses that applets are Java programs that run within web browsers, while applications run independently. It also covers key Java concepts like packages, classes, and importing classes. The document explains how to create a basic applet by extending the Applet class and implementing painting methods. It provides examples of drawing shapes and text using graphics methods in the java.awt package.

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0% found this document useful (0 votes)
232 views32 pages

Applets (Java) : Presented by

This document provides an overview of applets and applications in Java. It discusses that applets are Java programs that run within web browsers, while applications run independently. It also covers key Java concepts like packages, classes, and importing classes. The document explains how to create a basic applet by extending the Applet class and implementing painting methods. It provides examples of drawing shapes and text using graphics methods in the java.awt package.

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Harish_Pawar_324
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 32

APPLETS (JAVA)

Presented By
Harish Panwar
(09211007)
E-4,CS-IDD
1
APPLETS AND APPLICATIONS
 An applet is a Java program that runs on a web
page
 Applets can be run within any modern browser
 To run modern Java applets, old browsers need an
up-to-date Java plugin
 appletviewer is a program that can run
 An application is a Java program that runs all by
itself

2
PACKAGES AND CLASSES
 Java supplies a huge library of pre-written
“code,” ready for you to use in your programs
 Code is organized into classes
 Classes are grouped into packages
 One way to use this code is to import it
 You can import a single class, or all the
classes in a package

3
THE APPLET CLASS

 To create an applet, you must import the Applet


class
 This class is in the java.applet package
 The Applet class contains code that works with
a browser to create a display window
 Capitalization matters!
 applet and Applet are different names

4
IMPORTING THE APPLET CLASS
 Here is the directive that you need:
import java.applet.Applet;
 import is a keyword
 java.applet is the name of the package
 A dot ( . ) separates the package from the class
 Applet is the name of the class
 There is a semicolon ( ; ) at the end

5
THE JAVA.AWT PACKAGE
 “awt” stands for “Abstract Window Toolkit”
 The java.awt package includes classes for:
 Drawing lines and shapes
 Drawing letters
 Setting colors
 Choosing fonts
 If it’s drawn on the screen, then java.awt is
probably involved!

6
IMPORTING THE JAVA.AWT PACKAGE
 Since you may want to use many classes from
the java.awt package, simply import them all:
import java.awt.*;
 The asterisk, or star (*), means “all classes”
 The import directives can go in any order, but
must be the first lines in your program

7
C AND C++ PROGRAMMERS ONLY

 C and C++ have an #include directive that


copies a library function into your program
 This makes your program bigger
 Java’s import gives you access to the library
 It does not make your program bigger
 It’s OK to use lots of include directives!

8
THE APPLET SO FAR

import java.applet.Applet;
import java.awt.*;

9
YOUR APPLET CLASS
public class Drawing extends Applet {
… }
 Drawing is the name of your class
 Class names should always be capitalized
 extends Applet says that our Drawing is a kind of
Applet, but with added capabilities
 Java’s Applet just makes an empty window
 We are going to draw in that window
 The only way to make an applet is to extend Applet

10
THE APPLET SO FAR

import java.applet.Applet;
import java.awt.*;
// CIT 591 example
public class Drawing extends Applet {
…we still need to put some code in here...
}

11
THE PAINT METHOD
 Our applet is going to have a method to paint
some colored rectangles on the screen
 This method must be named paint
 paint needs to be told where on the screen it can
draw
 This will be the only parameter it needs
 paint doesn’t return any result

12
THE PAINT METHOD, PART 2
 public void paint(Graphics g) { … }
 public says that anyone can use this method
 void says that it does not return a result
 A Graphics (short for “Graphics context”) is an
object that holds information about a painting
 It remembers what color you are using
 It remembers what font you are using
 You can “paint” on it (but it doesn’t remember what
you have painted)

13
THE APPLET SO FAR

import java.applet.Applet;
import java.awt.*;
// CIT 591 example
public class Drawing extends Applet {
public void paint(Graphics g) {
…we still need to put some code in here…
}
}

14
COLORS
 The java.awt package defines a class named Color
 There are 13 predefined colors—here are their fully-
qualified names:
Color.BLACK Color.PINK Color.GREEN
Color.DARK_GRAY Color.RED Color.CYAN
Color.GRAY Color.ORANGE Color.BLUE
Color.LIGHT_GRAY Color.YELLOW
Color.WHITE Color.MAGENTA

 Setting a color
g.setColor(Color.RED);
g.setBackground(Color.Green);
g.setForeground(Color.BLUE);

15
THE PAINT METHOD SO FAR

public void paint(Graphics g) {


g.setColor(Color.BLUE);
…draw a rectangle…
g.setColor(Color.RED);
…draw another rectangle…
}
}

16
JAVA’S COORDINATE SYSTEM
(0, 0) (50, 0)

(0, 20) (50, 20)

(w-1, h-1)

 Java uses an (x, y) coordinate system


 (0, 0) is the top left corner
 (50, 0) is 50 pixels to the right of (0, 0)
 (0, 20) is 20 pixels down from (0, 0)
 (w - 1, h - 1) is just inside the bottom right corner, where w
is the width of the window and h is its height
17
DRAWING RECTANGLES
 There are two ways to draw rectangles:
 g.drawRect( left , top , width , height );

 g.fillRect(left , top , width , height );

18
THE COMPLETE APPLET
import java.applet.Applet;
import java.awt.*;
// CIT 591 example
public class Drawing extends Applet {
public void paint(Graphics g) {
g.setColor(Color.BLUE);
g.fillRect(20, 20, 50, 30);
g.setColor(Color.RED);
g.fillRect(50, 30, 50, 30);
}
}
19
SOME MORE JAVA.AWT METHODS
 g.drawLine( x1 , y1 , x2 , y2 );
 g.drawOval( left , top , width , height );
 g.fillOval( left , top , width , height );
 g.drawRoundRect( left , top , width , height );
 g.fillRoundRect( left , top , width , height );
 g.drawArc( left , top , width , height ,
startAngle , arcAngle );
 g.drawString( string , x , y );

20
HTML

<html>
<head>
<title> Hi World Applet </title>
</head>

<body>
<applet code="HiWorld.class"
width=300 height=200>
<param name="arraysize" value="10">
</applet>
</body>
</html>
21
THE <APPLET> TAG
 The <applet ...> ... </applet> tag is what tells your browser
to put an applet here
 <applet> has three required attributes:
 code="HiWorld.class" tells the browser where to find the code
 Alternatively, if your code is in a .jar file, you can say
archive="HiWorld.jar“
 width="300" tells the browser how many pixels wide to make the applet
window
 A typical monitor resolution is 72 pixels/inch
 height="200" tells the browser how many pixels high to make the applet
window
 In a browser, you cannot resize the applet; but in appletviewer,
you can resize the applet
22
<PARAM NAME="ARRAYSIZE" VALUE="10">

 You can put parameters in the HTML page, to be


read by the applet
 Parameters go between <applet> and </applet>
 All parameters are read by the applet as Strings
 To read a parameter, use the applet method
public String getParameter(String name)

 Example:
 String s = getParameter("arraysize");
 try { size = Integer.parseInt (s) }
catch (NumberFormatException e) {…}
23
THE CLASS APPLET

java.awt.Panel

java.applet.Applet

destroy()
init()
start()
stop()

24
THE LIFE-CYCLE OF APPLET
 init()
 Called exactly once in an applet’s life.
 Called when applet is first loaded, which is
after object creation, e.g., when the browser
visits the web page for the first time.
 Used to read applet parameters, start
downloading any other images or media
files, etc.

25
APPLET LIFE-CYCLE (CONT.)
 start()
 Called at least once.
 Called when an applet is started or
restarted, i.e., whenever the browser visits
the web page.
 stop()
 Called at least once.
 Called when the browser leaves the web
page.

26
APPLET LIFE-CYCLE (CONT.)
 destroy()
 Called exactly once.
 Called when the browser unloads the applet.
 Used to perform any final clean-up.

init

start destroy
stop

start

27
PUBLIC VOID PAINT(GRAPHICS G)
 Needed if you do any drawing or painting other
than just using standard GUI Components
 Any painting you want to do should be done
here, or in a method you call from here
 Painting that you do in other methods may or
may not happen
 Never call paint(Graphics), call repaint( )

28
REPAINT( )
 Call repaint( ) when you have changed something
and want your changes to show up on the screen
 You do not need to call repaint() when something in
Java’s own components (Buttons, TextFields, etc.)
 You do need to call repaint() after drawing commands
(drawRect(...), fillRect(...), drawString(...), etc.)
 repaint( ) is a request--it might not happen
 When you call repaint( ), Java schedules a call to
update(Graphics g)

29
Ex:- Input 3 numbers using applet and print their
sum,product,average, smallest and largest number.
package harish;
import java.awt.*;
import java.applet.*;
import java.text.*;
/*<applet code=t7_q5 width=150 height=200></applet>*/
public class input extends Applet{
TextField text1,text2,text3;
public void init(){
text1=new TextField(10);
text2=new TextField(10);
text3=new TextField(10);
add(text1);
add(text2);
add(text3);

}
public void paint(Graphics g){
float a=0,b=0,c=0,smallest,largest;
String s1,s2,s3,sum,average,product,s_small,s_large;
g.drawString("enter a number in each box ", 10, 50);
try{
s1=text1.getText();
a=Float.parseFloat(s1);
s2=text2.getText();
b=Float.parseFloat(s2);
s3=text3.getText();
c=Float.parseFloat(s3);
30
}
catch(Exception e){}
sum=String.valueOf(a+b+c);
average=String.valueOf((a+b+c)/3);
product=String.valueOf(a*b*c);
smallest=a;
if(b<smallest)smallest=b;
if(c<smallest)smallest=c;
s_small=String.valueOf(smallest);
largest=a;
if(b>largest)largest=b;
if(c>largest)largest=c;
s_large=String.valueOf(largest);
g.drawString("sum of entered no. is "+sum,10,70);
g.drawString("product of entered no. is "+product,10,90);
g.drawString("average of entered no. is "+average,10,110);
g.drawString("smallest of entered no. is "+s_small,10,130);
g.drawString("largest of entered no. is "+s_large,10,150);
}
public boolean action(Event event, Object obj){
repaint(0);
return true;
}
}

31
THE END

Thank You

32

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