0% found this document useful (0 votes)
28 views

15 Event-Driven Programming and Animations

The document discusses event-driven programming and animations. It introduces event-driven programming using a loan calculator example. It describes events, event sources, event classes, handler classes, and registering handlers. It discusses using inner classes and anonymous inner classes for handling events. Finally, it introduces simplifying event handling using lambda expressions and developing animations.

Uploaded by

Makhmud Assentay
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
28 views

15 Event-Driven Programming and Animations

The document discusses event-driven programming and animations. It introduces event-driven programming using a loan calculator example. It describes events, event sources, event classes, handler classes, and registering handlers. It discusses using inner classes and anonymous inner classes for handling events. Finally, it introduces simplifying event handling using lambda expressions and developing animations.

Uploaded by

Makhmud Assentay
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 40

Chapter 15

Event-Driven Programming and Animations

1
Motivations
Suppose you want to write a GUI
program that lets the user enter a
loan amount, annual interest rate,
and number of years and click the
Compute Payment button to
obtain the monthly payment and
total payment. How do you
accomplish the task? You have to
use event-driven programming to LoanCalculator
write the code to respond to the
button-clicking event. Run

2
Objectives
▪ To get a taste of event-driven programming (§15.1).
▪ To describe events, event sources, and event classes (§15.2).
▪ To define handler classes, register handler objects with the source object, and
write the code to handle events (§15.3).
▪ To define handler classes using inner classes (§15.4).
▪ To define handler classes using anonymous inner classes (§15.5).
▪ To simplify event handling using lambda expressions (§15.6).
▪ To develop a GUI application for a loan calculator (§15.7).
▪ To write programs to deal with MouseEvents (§15.8).
▪ To write programs to deal with KeyEvents (§15.9).
▪ To create listeners for processing a value change in an observable object (§15.10).
▪ To use the Animation, PathTransition, FadeTransition, and Timeline classes to
develop animations (§15.11).
▪ To develop an animation for simulating a bouncing ball (§15.12).

3
Procedural vs. Event-Driven Programming

▪ Procedural programming is executed in


procedural order.

▪ In event-driven programming, code is executed


upon activation of events.

4
Taste of Event-Driven Programming

The example displays a button in the frame. A


message is displayed on the console when a
button is clicked.

HandleEvent

Run

5
Handling GUI Events

Source object (e.g., button)


Listener object contains a method for
processing the event.

6
animation
Trace Execution
public class HandleEvent extends Application {
public void start(Stage primaryStage) { 1. Start from the
… main method to
OKHandlerClass handler1 = new OKHandlerClass(); create a window and
btOK.setOnAction(handler1); display it
CancelHandlerClass handler2 = new CancelHandlerClass();
btCancel.setOnAction(handler2);

primaryStage.show(); // Display the stage
}
}

class OKHandlerClass implements EventHandler<ActionEvent> {


@Override
public void handle(ActionEvent e) {
System.out.println("OK button clicked");
}
}
7
animation
Trace Execution
public class HandleEvent extends Application {
public void start(Stage primaryStage) { 2. Click OK

OKHandlerClass handler1 = new OKHandlerClass();
btOK.setOnAction(handler1);
CancelHandlerClass handler2 = new CancelHandlerClass();
btCancel.setOnAction(handler2);

primaryStage.show(); // Display the stage
}
}

class OKHandlerClass implements EventHandler<ActionEvent> {


@Override
public void handle(ActionEvent e) {
System.out.println("OK button clicked");
}
}
8
animation
Trace Execution
public class HandleEvent extends Application {
public void start(Stage primaryStage) { 3. Click OK. The
… JVM invokes the
OKHandlerClass handler1 = new OKHandlerClass(); listener’s handle
btOK.setOnAction(handler1); method
CancelHandlerClass handler2 = new CancelHandlerClass();
btCancel.setOnAction(handler2);

primaryStage.show(); // Display the stage
}
}

class OKHandlerClass implements EventHandler<ActionEvent> {


@Override
public void handle(ActionEvent e) {
System.out.println("OK button clicked");
}
}
9
Events
❑An event can be defined as a type of signal
to the program that something has
happened.

❑The event is generated by external user


actions such as mouse movements, mouse
clicks, or keystrokes.

10
Event Classes

11
Event Information
An event object contains whatever properties are
pertinent to the event. You can identify the source
object of the event using the getSource() instance
method in the EventObject class. The subclasses
of EventObject deal with special types of events,
such as button actions, window events,
component events, mouse movements, and
keystrokes. Table 16.1 lists external user actions,
source objects, and event types generated.

12
Selected User Actions and Handlers

13
The Delegation Model

14
The Delegation Model: Example

Button btOK = new Button("OK");


OKHandlerClass handler = new OKHandlerClass();
btOK.setOnAction(handler);

15
Example: First Version for
ControlCircle (no listeners)
Now let us consider to write a program that
uses two buttons to control the size of a circle.

ControlCircleWithoutEventHandling

Run
16
Example: Second Version for ControlCircle
(with listener for Enlarge)
Now let us consider to write a program that
uses two buttons to control the size of a circle.

ControlCircle Run

17
Inner Class Listeners
A listener class is designed specifically to
create a listener object for a GUI
component (e.g., a button). It will not be
shared by other applications. So, it is
appropriate to define the listener class
inside the frame class as an inner class.

18
Inner Classes
Inner class: A class is a member of another class.
Advantages: In some applications, you can use an
inner class to make programs simple.
An inner class can reference the data and
methods defined in the outer class in which it
nests, so you do not need to pass the reference of
the outer class to the constructor of the inner
class.

ShowInnerClass
19
Inner Classes, cont.

20
Inner Classes (cont.)
Inner classes can make programs simple
and concise.
An inner class supports the work of its
containing outer class and is compiled into
a class named
OuterClassName$InnerClassName.class. For
example, the inner class InnerClass in
OuterClass is compiled into
OuterClass$InnerClass.class.
21
Inner Classes (cont.)
❑An inner class can be declared public,
protected, or private subject to the same
visibility rules applied to a member of the
class.
❑An inner class can be declared static. A
static inner class can be accessed using
the outer class name. A static inner class
cannot access nonstatic members of the
outer class
22
Anonymous Inner Classes
❑ An anonymous inner class must always extend a superclass or
implement an interface, but it cannot have an explicit extends
or implements clause.
❑ An anonymous inner class must implement all the abstract
methods in the superclass or in the interface.
❑ An anonymous inner class always uses the no-arg constructor
from its superclass to create an instance. If an anonymous
inner class implements an interface, the constructor is Object().
❑ An anonymous inner class is compiled into a class named
OuterClassName$n.class. For example, if the outer class Test
has two anonymous inner classes, these two classes are
compiled into Test$1.class and Test$2.class.

23
Anonymous Inner Classes (cont.)
Inner class listeners can be shortened using
anonymous inner classes. An anonymous inner class is
an inner class without a name. It combines declaring
an inner class and creating an instance of the class in
one step. An anonymous inner class is declared as
follows:
new SuperClassName/InterfaceName() {
// Implement or override methods in superclass or interface
// Other methods if necessary
}

24
Anonymous Inner Classes (cont.)

AnonymousHandlerDem Run
o
25
Simplifying Event Handing Using
Lambda Expressions
Lambda expression is a new feature in Java 8. Lambda
expressions can be viewed as an anonymous method with
a concise syntax. For example, the following code in (a) can
be greatly simplified using a lambda expression in (b) in
three lines.

26
Basic Syntax for a Lambda Expression
The basic syntax for a lambda expression is either
(type1 param1, type2 param2, ...) -> expression
or
(type1 param1, type2 param2, ...) -> { statements; }

The data type for a parameter may be explicitly


declared or implicitly inferred by the compiler. The
parentheses can be omitted if there is only one
parameter without an explicit data type.
27
Single Abstract Method Interface (SAM)
The statements in the lambda expression is all for
that method. If it contains multiple methods, the
compiler will not be able to compile the lambda
expression. So, for the compiler to understand
lambda expressions, the interface must contain
exactly one abstract method. Such an interface is
known as a functional interface, or a Single Abstract
Method (SAM) interface.
AnonymousHandlerDem Run
o
28
Problem: Loan Calculator

LoanCalculator

Run

29
MouseEvent

MouseEventDemo Run
30
The KeyEvent Class

MouseEventDemo Run
31
The KeyCode Constants

32
Example: Control Circle with Mouse and
Key

ControlCircleWithMouseAndKey Run
33
Listeners for Observable Objects
You can add a listener to process a value change in an
observable object.
An instance of Observable is known as an observable object,
which contains the addListener(InvalidationListener listener)
method for adding a listener. Once the value is changed in the
property, a listener is notified. The listener class should
implement the InvalidationListener interface, which uses the
invalidated(Observable o) method to handle the property
value change. Every binding property is an instance of
Observable.
ObservablePropertyDemo Run

DisplayResizableClock Run
34
Animation
JavaFX provides the Animation class with the core
functionality for all animations.

35
PathTransition

PathTransitionDem Run
o
FlagRisingAnimatio Run
n
36
FadeTransition
The FadeTransition class animates the change of the
opacity in a node over a given time.

FadeTransitionDem Run
o
37
Timeline
PathTransition and FadeTransition define specialized
animations. The Timeline class can be used to program any
animation using one or more KeyFrames. Each
KeyFrame is executed sequentially at a specified time
interval. Timeline inherits from Animation.

TimelineDemo Run
38
Clock Animation

ClockAnimation Run
39
Case Study: Bouncing Ball

BallPane

BounceBallControl

Run
40

You might also like