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Unit Three – User Interface


July 2011


Developed by Shane Torbert


edited by Marion Billington


under the direction of Gerry Berry


Thomas Jefferson High School for Science and Technology


Fairfax County Public Schools


Fairfax, Virginia


FCPS


Java


Packets


http://www.tjhsst.edu/

Three-1


Java


Unit3


Contributing Authors


The author is grateful for additional contributions from Michael Auerbach, Marion Billington, Charles Brewer, Margie


Cross, Cathy Eagen, Anne Little, John Mitchell, John Myers, Steve Rose, Ankur Shah, John Totten, and Greg W.


Price.


The students' supporting web site can be found at http://academics.tjhsst.edu/compsci/


The teacher's (free) FCPS Computer Science CD is available from Stephen Rose (srose@fcps.edu)


License Information


This work is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 2.5 License. To


view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/2.5/ or send a letter to Creative


Commons, 543 Howard Street, 5th Floor, San Francisco, California, 94105, USA.


You are free:


* to Share -- to copy, distribute, display, and perform the work


Under the following conditions:


* Attribution. You must attribute the work in the manner specified by the author or licensor.


* Noncommercial. You may not use this work for commercial purposes.


* No Derivative Works. You may not alter, transform, or build upon this work.


* For any reuse or distribution, you must make clear to others the license terms of this work.


* Any of these conditions can be waived if you get permission from the copyright holder, smtorbert@fcps.edu


You are free to alter and distribute these materials within your educational institution provided that appropriate credit


is given and that the nature of your changes is clearly indicated. As stipulated above, you may not distribute altered


versions of these materials to any other institution. If you have any questions about this agreement please e-mail


smtorbert@fcps.edu


http://academics.tjhsst.edu/compsci/

http://creativecommons.org/licenses/by-nc-nd/2.5/

Three-2


Java Unit3


Java Instruction Plan—Unit Three


Section One – Event Driven Programming Page


Lab00: Hello Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-3 to 5


Lab01: Hello Text Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-6 to 8


Lab02: Multiple Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-9 to 11


Lab03: Hailstone Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-12 to 14


Section Two – What’s Inside the Black Box?


Lab04: Odometer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-15 to 16


Lab05: Press Your Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-17 to 19


Lab06: Luck of the Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-20 to 21


Lab07: GCD and LCM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-22 to 24


Section Three – GUI Formatting


Lab08: Sum of a Series . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-25 to 26


Lab09: Subway Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-27 to 29


Lab10: High - Low . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-29 to 30


Lab11: Last Stone Wins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-31


Section Four – I/O Window Output


Lab12: Asterisks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-32 to 34


Lab13: The Necklace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-35


Lab14: Bowling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-36


Section Five – Additional GUI Topics


Lab15: More GUI Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-37


Lab16: The jGrasp Debugger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-39


Lab17: Mixing Graphics and GUIs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Three-40


Three-3


Java


Unit3


Discussion Panels, GUI Components, and Listeners


A Graphical User Interface (GUI) allows users to point and click on on-screen "buttons." Almost all


computers today are operated through GUIs, but once upon a time people used keyboards, punchcards, or even


dials and toggle switches. A GUI is quite hard to program, unless you are in an object-oriented language, in


which case it is fairly easy. That's because an object oriented language takes advantage of abstraction,


inheritance, and encapsulation. For example, each object in a GUI, such as the buttons, textfields, labels,


panels, and frame, "knows" its own attributes and methods—that is encapsulation. Like the Polkadot and Ball


classes in Unit 2, each GUI object even knows how to draw itself. Each object inherits some of its methods


from higher up the hierarchy, overrides some methods, and adds new methods. The hierarchy proceeds from


abstract to concrete, with the programmers assigning powers at the appropriate level. For example, abstractly


considered, all JComponent objects can be assigned ActionListeners. You, the programmer, work with the


concrete objects when you assign a specific button to a specific listener. (You did the same thing in Unit 2,


when you assigned a timer to a specific listener.) You also, as the last programmer in the chain, get to say


exactly what happens when each button is clicked.


The structure of the applications in


this unit is exactly the same as in Unit


2. The driver creates a frame, puts the


panel on the frame, and displays the


frame. The panel has the buttons,


labels, text boxes, and even other


panels. Visually, a GUI is not a whole


lot different from straight graphics.


However, in a GUI the program reacts


to something the user does. Unlike


programs in Units 1 and 2, our GUI


will wait patiently until a button is


clicked, then it springs forth and does


its thing. Best of all, we don't have to


know the details of how all that


works. Someone else programmed


buttons and listeners for us.


Just for fun, here is the hierarchy, including interfaces, for a JButton:


java.lang.Object


java.awt.Component


java.awt.Container


javax.swing.JComponent


javax.swing.AbstractButton


javax.swing.JButton


All Implemented Interfaces:


Accessible, ImageObserver, ItemSelectable, MenuContainer, Serializable, SwingConstants


listener


component


http://java.sun.com/j2se/1.4.2/docs/api/java/awt/Component.html

http://java.sun.com/j2se/1.4.2/docs/api/java/awt/Container.html

http://java.sun.com/j2se/1.4.2/docs/api/javax/swing/JComponent.html

http://java.sun.com/j2se/1.4.2/docs/api/javax/swing/AbstractButton.html

http://java.sun.com/j2se/1.4.2/docs/api/javax/accessibility/Accessible.html

http://java.sun.com/j2se/1.4.2/docs/api/java/awt/image/ImageObserver.html

http://java.sun.com/j2se/1.4.2/docs/api/java/awt/ItemSelectable.html

http://java.sun.com/j2se/1.4.2/docs/api/java/awt/MenuContainer.html

http://java.sun.com/j2se/1.4.2/docs/api/java/io/Serializable.html

http://java.sun.com/j2se/1.4.2/docs/api/javax/swing/SwingConstants.html

Three-4


Java Unit3


Lab00 Hello Button


Objective


Understand frames, panels, and GUI components.


Background


The drivers in Unit 3 are exactly the same as those in Unit 2. The panel


will have GUI components like this:


Specification


Filenames Unit3\Lab00\Driver00.java and Unit3\Lab00\Panel00.java. Enter the source code for the driver.


Enter the source code for the resource class (the panel) as shown below, then compile and run the program.


Lines 4-6: import the swing,


awt, and event classes.


Line 9: The panel's JLabel is


a private field. This is


essential if we want to access


the label in the listener.


Lines 10-22: The constructor.


Line 12: set the panel‘s layout


Lines 14-17: Instantiate a


label, set its font and color,


then add it to the panel.


Lines 19-21: Instantiate a


button, register its listener,


then add it to the panel.


Line 23: Listener implements


the ActionListener interface,


meaning that actionPerformed


must have code.


Line 28: (" " + x) converts a


number to a string, because


setText requires a string.


The scope of a variable is the region of the program in which it is valid to use that variable. The global


private JLabel label in Line 9 has a wider scope than the local JButton button on Line 19 and the


local double x in Line 27. The blue lines down the side in jGrasp show the scope of the different variables.


We need to declare the panel‘s private Jlabel label on Line 9 because we want the listener on Line


28 to use it. In contrast, the listener does not need to use the button. Therefore, we declared JButton


button on Line 19, restricting its scope entirely inside the constructor. Similarly, the double x in Line 27


has a scope that entirely inside the actionPerformed method, which is where we want to use it.


Test Data Go to www.tjhsst.edu/compsci


JLabel


JButton


4 import javax.swing.*;


5 import java.awt.*;


6 import java.awt.event.*;


7 public class Panel00 extends JPanel


8 {


9 private JLabel label; //a private field


10 public Panel00()


11 {


12 setLayout(new FlowLayout());


13


14 label = new JLabel("0.0000000000000000");


15 label.setFont(new Font("Serif", Font.BOLD, 20));


16 label.setForeground(Color.blue);


17 add(label);


18


19 JButton button = new JButton("Random"); //local


20 button.addActionListener(new Listener());


21 add(button);


22 }


23 private class Listener implements ActionListener


24 {


25 public void actionPerformed(ActionEvent e)


26 {


27 double x = Math.random(); //local variable


28 label.setText("" + x);


29 }


30 }


31 }


http://www.tjhsst.edu/compsci

Three-5


Java


Unit3


Exercises Lab00


1) What three steps do you have to do to create buttons?


2) add(label) adds a label to the _______________.


3) There are at least four GUI components showing below. Label them all.


4) A fifth GUI component is hidden, but you know it is there. What is it?


5) What do you have to do to program the action of a button?


6) What interface does every button‘s listener implement? ____________________________


7) What method is in that interface? _________________________________


8) ―To implement an interface‖ means to write concrete methods for all the ___________________ methods in the interface.


9) Give the range of values that the following will generate:


a. Math.random(); ____________________


b. Math.random() * 10; _____________________


c. Math.random() * 100; _______________________


d. Math.random() * 6; ______________________


Three-6


Java Unit3


Discussion GUI components, strings, numbers


The initial text that appears in any label, button, or text box can be specified through the object's constructor.


private JLabel label;


private JTextField box;


public Panel01()


{


label = new JLabel("0.0");


JButton button = new JButton("SQRT");


box = new JTextField("0.0", 10);


In the last command, the text field named "box" will display 0.0, right justified, and it will be 10 characters in


total width. There is no way to set the font or color for all components with a single command. You must call


the set methods on each component individually. Look at the API for all the relevant formatting commands.


To a Java compiler, "6" is different from 6, which is different from 6.0. "6" is a string, 6 is an integer, and 6.0


is a double, and each representation of 6 is stored in a completely different way. We humans want to convert


each kind of 6 into the other kinds. In Lab01, we will want to retrieve a number from the text field. We use


the method getText, which returns a string. Then we turn that string (the ―6‖) into a double (the 6.0) using


the Double.parseDouble method.


double d = Double.parseDouble(box.getText());


After we do the arithmetic with d, often saving the result in a new double variable, then we need to display


the result on the screen. In other words, we have to change the double into a string. We can do so with


label.setText("" + d);


In Java, the quote-quote-plus returns the string representation of the double. Then setText accepts the


string and displays it on the label.


There is a difference between a declaration and an instantiation. In a declaration, such as,


private JLabel label;


you create a reference that eventually will point to an object. In a declaration you don‘t create the object itself.


A call to the class‘s constructor, using the keyword new, actually instantiates the object. Only then does the


JLabel reference point to the JLabel object.


label = new JLabel("");


label OBJECT


We declare and instantiate in separate steps whenever we need to access the private reference in several


methods, i.e. when the scope of the field must be global. We saw this in Lab00 at lines 9, 14, and 28.


label


Three-7


Java


Unit3


Lab01 Hello Text Box


Objective


Fields vs. local variables


Background


Lines 9-10: These three


declarations create private


fields because the fields need


to be accessed later in the


listener.


Line 13: FlowLayout is the


simplest GUI layout. The first


component added to the panel


is placed at the center top.


Additional components are


placed to the right, or on the


next line. Be sure to drag the


corner of the frame and watch


how the flow works.


Line 15-31. Notice the


different components are


instantiated, formatted, and


added to the panel.


Components appear in the


order in which they are added.


Line 19: This button is


declared local because it does


not need to be accessed in the


listener, unlike the label and


the textField.


Specification


Filename Unit3\Lab01\Driver01.java. Create an appropriate driver. Make sure to add a panel object of type


Panel01.


Filename Unit3\Lab01\Panel01.java. Type in the resource class above. Implement the method


actionPerformed to find square roots. What happens if you type a negative number into the text box?


Extension


Edit your program to handle negative numbers correctly, i.e., returns 5i. You will need an if-


statement.


Warning! A common error is to write Line 15 as JTextField box = new JTextField("0.0", 10);


Write Line 15 with this mistake. Compile and run. Explain the error message.


Test Data


Go to www.tjhsst.edu/compsci.


25


4 import javax.swing.*;


5 import java.awt.*;


6 import java.awt.event.*;


7 public class Panel01 extends JPanel


8 {


9 private JLabel label1; //field


10 private JTextField box; //field


11 public Panel01()


12 {


13 setLayout(new FlowLayout());


14


15 box = new JTextField("0.0", 10);


16 box.setHorizontalAlignment(SwingConstants.RIGHT);


17 add(box);


18


19 JButton button = new JButton("SQRT"); //local


20 button.addActionListener(new Listener());


21 add(button);


22


23 label1 = new JLabel("0.0");


24 label1.setFont(new Font("Serif", Font.BOLD, 20));


25 label1.setForeground(Color.blue);


26 add(label1);


27 }


28 private class Listener implements ActionListener


29 {


30 public void actionPerformed(ActionEvent e)


31 {


32 //get the number


33 //take the square root


34 //display it


35 }


36 }


37 }


http://www.tjhsst.edu/compsci

Three-8


Java Unit3


Exercises Lab01


1) There are at least five GUI components showing below. Label them all.


2) Describe a ―string‖ in Computer Science.


3) Describe a ―double‖ in Computer Science.


4) How do you get a string that is in a textField?


5) How do you change that string into a double?


6) How do you change a double into a string, as when you setText a numerical answer into a label?


7) Define and/or explain every underlined term.: double d = Double.parseDouble( textField.getText() );


Complete this scavenger hunt using Sun’s on-line Java API.


8) What is the lowest common ancestor of JButton, JLabel, and JTextField? _______________________


9) How many methods does the ActionListener interface specify? _________________________


10) What package is ActionEvent in? _________________________


11) How many classes extend JButton? __________________


12) How many constructors does JButton define? _________________________


13) How many methods does JButton define? _________________________


14) JButton has a setText method. When would you ever want to use a button's setText in the middle of


a program?


15) How many constructors does JTextField define? _________________________


16) Write the code to instantiate a JTextField with "Enter name" in the field, and the field is 20 spaces wide.


Three-9


Java


Unit3


import


public class Panel02 extends JPanel


{


//fields--for objects that must be accessed later


public Panel02() //constructor


{


format the panel,


instantiate and format the GUI components,


register the listeners,


add the GUI components.


}


private class Listener1 implements ActionListener


{


public void actionPerformed(ActionEvent e)


{


. . .


}


}


//another listener


//another listener


}


Discussion Multiple Buttons


The event model we have seen thus far can be applied to any number of buttons and listeners.


listener1 listener2


component1 component2


listener3


component3


Simply declare a separate listener class for each different action that has to be performed. Register listener


objects with buttons appropriately.


button1.addActionListener(new Listener1());


button2.addActionListener(new Listener2());


button3.addActionListener(new Listener3());


The code above will work, but the names are not informative. You should use informative names, such as:


randomNumber.addActionListener(new RandomListener());


reciprocalButton.addActionListener(new ReciprocalListener());


quitButton.addActionListener(new QuitListener());


As the code below says, each private listener class implements the ActionListener interface. That interface


specifies exactly one abstract method, actionPerformed. That means that each Listener code must define


its own actionPerformed method to specify what happens on each button-click.


Be careful! The placement of


braces is critical to ensure the


proper scope of the fields and


listeners. The listener classes


must be able to access the


fields. In other words, the


scope of the private fields must


include the listener classes.


Also, each of the listener classes


must be visible outside the


constructor. Do not define one


listener class inside another or


the one inside will not be visible


from the constructor.


Sadly, a common error is to put


the definition of one listener


class entirely inside the


definition of another.


Three-10


Java Unit3


Lab02 Multiple Buttons


Objective


GUIs and listeners.


Background


When working with numbers and text, remember that the argument passed to the setText method must be a


string.


Similarly, remember that the return type passed out of the setText method is always a string. If you want


to do arithmetic on the return type, you'll need to parse it, either to an int or to a double.


Some static (class) methods in the Math class that you should know:


Math function Example command


Absolute value x = Math.abs(y);


Square root x = Math.sqrt(y);


Square x = y * y;


Cube root x = Math.pow(y, 1.0/3.0);


Set x equal to 1 x = Math.pow(y, 1/3); //due to integer division, 1/3  0


Raise to a power x = Math.pow(2, 10); //Recall that 2 10


= 1024


Sine, y in degrees x = Math.sin(y * Math.PI / 180.0);


Cosine, y in degrees x = Math.cos(Math.toRadians(y));


Specification


Filename Unit3\Lab02\Driver02.java. Create an appropriate driver. Make sure to add a panel object of type


Panel02. Size recommendations for the frame are included as part of the on-line demo.


Filename Unit3\Lab02\Panel02.java. Reverse engineer the panel based on the on-line demo. Notice that there


is no text box, but that there is only one label. Since you have four buttons, you will have to have four


listeners. To make the Quit button work, check the System class in Sun‘s Java API for some hints.


Test Data


Go to www.tjhsst.edu/compsci.


http://www.tjhsst.edu/compsci

Three-11


Java


Unit3


Exercises Lab02


1) label.setText(number)gives an error message. What is the error, and how do you fix it?


2) How do you change a string into a double?


3) Define and/or explain every underlined item.


private class Handler implements ActionListener


{


public void actionPerformed(ActionEvent e)


{


int num = Integer.parseInt( text.getText() );


int result = num * num;


label2.setText ("The square of the number is " + result);


}


}


Vocabulary practice:


3a) In the code above, ActionListener is a(n) __________________


3b) In the code above, actionPerformed is a(n) __________________


3c) In the code above, Integer is a(n) __________________


3d) In the code above, parseInt is a(n) __________________


3e) In the code above, text is a(n) __________________


3f) In the code above, getText is a(n) __________________


3g) In the code above, int is a(n) __________________


3h) In the code above, result is a(n) __________________


3i) In the code above, label2 is a(n) __________________


3j) In the code above, setText is a(n) __________________


Three-12


Java Unit3


Discussion Primitive Data Types


A data type defines a specific kind of data, e.g., numbers, Strings, or Robots, and how a computer internally


stores and manipulates that data. A class, either imported or user-defined, defines some specific data type.


Java also provides several primitive data types including int (for integers) and double (for decimal


numbers). Primitive data types do not contain any methods. Useful integer methods are instead defined in a


wrapper class. The integer wrapper class is called Integer and the decimal wrapper class is called Double.


Thus, we have Integer.parseInt and Double.parseDouble. Other useful methods are in the API.


Internally, objects are accessed by references, but primitives store their data directly. The convention in Java


is that names of classes start with a capital letter and names of primitives are lower case, reserved words.


Robot karel = new Robot(); Turtle smidge = new Turtle(); int x = 5; double d = 5.00;


karel smidge x 5 d 500 2


Robot is a class, Turtle is a class, primitive type: int primitive type: double


karel is a pointer smidge is a pointer x stores 5 d stores 5.00


One tricky part about ints and doubles is casting, which means changing the data type from one to the


other. Sometimes Java casts automatically and sometimes you must cast explicitly. Suppose your code is:


int x = 4; //creates room for an integer, calls it "x", and stores 4 in it.


double y = 0; //creates room for a double, calls it "y", and stores 0.0 in it.


...


y = (double)x; //it works: the code casts 4 explicitly, which becomes 4.0 and is stored in y.


y = x; //it works: the integer 4 is promoted to 4.0 automatically.


However,


x = y; //illegal, due to loss of precision. The 0.0 does not become 0 automatically.


x = (int)y; //it works: you must explicitly tell the computer to truncate the decimal.


Presumably, the Java creators decided that 4 can become 4.0 without risk, but that decimals shouldn't lose their


decimal parts without the programmer explicitly saying that it is okay.


If you copy and paste code too much you may accidentally apply parseInt or parseDouble when you


need the other one. Always look at the type of the variable and choose appropriately.


int x = Integer.parseInt(“5”);


double y = Double.parseDouble(“5.0”);


Don‘t forget how to change numbers into strings: label.setText(“” + number);


Java is a strongly typed language, meaning that Java is very particular about requiring the correct data type,


either int, double, String, or some other object. A large part of the compiler‘s job is to guarantee


type-safe code. Other, uncompiled, languages do not care so much about type-safe code.


Three-13


Java


Unit3


Lab03 Hailstone Numbers


Objective


Integer division and modulus.


Background Here‘s the Hailstone algorithm: start with a random integer from 1 to 100. If the number is even, divide it by


two to generate the next number. If the number is odd, multiply it by three and add one to generate the next


number. Keep generating in that way. What happens? The answer is the hailstone numbers, which you will


see in action once your Lab03 is working.


This is new for you: in Java, when you divide two integers you will always get an integer quotient! The


remainder, if any, is ignored and thrown away. For example:


int x = (10 * 6 + 7 – 30) / 8;


Sometimes, finding the remainder is quite useful. The remainder is calculated by the modulus operator,


whose symbol in Java is %. For instance:


int y = (10 * 6 + 7 – 30) % 8;


To understand integer division and modulus, think back to long division. For example, 37 8


Notice that the / does not round up. Any remainder is truncated. Truncated means discarded. So even if you


took 9,999/10,000 it would equal zero.


The Hailstone algorithm requires you to determine if an integer is even. A good way to do this is to check to


see if the remainder (%) obtained from dividing the integer by two equals zero. For example: number % 2 == 0


Specification Filename Unit3\Lab03\Driver03.java. Create an appropriate


driver. Make sure to add a panel object of type Panel03. Size


recommendations for the frame are included as part of the on-


line demo.


Filename Unit3\Lab03\Panel03.java (load). Complete the


definition of each listener‘s actionPerformed to reverse


engineer the on-line demo.


Test Data


Be sure to play with the on-line demo that is at


www.tjhsst.edu/compsci.


Extension for math geniuses: Every sequence of Hailstone numbers seems to end in 4, 2, 1, but no one has


proved it to be so. If you come up with a proof, your name will be honored among mathematicians.


x 4


y 5


4


8 37


32


5__


37 / 8  4


37 % 8  5


http://www.tjhsst.edu/compsci

Three-14


Java Unit3


Exercises Lab03


1) Practice integer division, modulus division, and decimal division. Remember the order of operations.


14 / 5 


14 % 5  14.0 / 5.0  3 + 19 % 6 – 4 


15 / 5 


15 % 5  15.0 / 5  1 + 8 % 2 


16 / 5 


16 % 5  16 / 5.0  2 / 3 * 3 


17 / 5 


17 % 5  17 / 5.  1234 % 10 / 1 


3 / 5 


3 % 5  3 / 5.  1234 % 100 / 10 


0 / 5  0 % 5  0.0 / 5  1234 % 1000 / 100 


2) int amount = Integer.parseInt (―143‖); amount int quarters = amount / 25; quarters amount = amount % 25; int dimes = amount / 10; dimes amount = amount % 10; int nickels = amount / 5; nickels int pennies = amount % 5; pennies int numCoins = quarters + dimes + nickels + pennies; numCoins


3) Given totalSeconds, the total number of seconds, write assignment statements to store the number of


minutes and the number of extra seconds. For example, if totalSeconds = 121, then min = 2 and sec = 1.


4) Write an assignment statement to store the remainder when an integer is divided by 3.


5) Write the code for: if some number x is odd, set a label to print ―odd‖.


6) int x = Double.parseDouble(box.getText()); generates an error. What is it, and how


do you fix it?


Complete this scavenger hunt using Sun’s on-line Java API.


7) What class does the Integer class extend? _________________________


8) What kind of argument does the method parseInt require in the version that requires only a single


argument? _________________________


9) What kind of value does the method parseInt return? _________________________


10) What is the second field listed in the Double class? _________________________


Three-15


Java


Unit3


Discussion The Black Box


Most of us have no idea how buttons and listeners actually work. They are like a black box to us, in that their


private data and their implementation code are hidden and encapsulated. The client, often another


programmer, uses black box objects without knowing how they are doing what they are doing. Furthermore,


we don't care how they work! (If you really want to know how buttons and listeners work, ask your teacher


how to view Sun‘s Java source code.)


In Lab04, you get a chance to do your own black box programming. Driver04 looks exactly like all the other


drivers. It hasa Panel04, which has already been written and compiled for you, but is shown below. Do not


type it in!


Lines 4-6: Import some


mysterious classes.


Line 9: declares a private field


of type Odometer.


Lines 14-15: The panel


instantiates and adds an


odometer object to itself. What


is an odometer object? The


panel doesn‘t know!


Lines 17 – 19: create a button,


as usual.


Line 25: When the button is


clicked, the update method in


the odomoter object is called.


What is update? At this


point, we don't know. All we


know is that it is a method in the


odometer class.


Your job, should you decide to accept it, will be to program the Odometer class.


Draw the CSD scope lines in the code above. Give an example of a global variable: ___________ Give an


example of a local variable: ________________


Fill in the UML diagram for Lab04:


hasa


s


isa


4 import javax.swing.*;


5 import java.awt.*;


6 import java.awt.event.*;


7 public class Panel04 extends JPanel


8 {


9 private Odometer odometer;


10 public Panel04()


11 {


12 setLayout(new FlowLayout());


13


14 odometer = new Odometer();


15 add(odometer);


16


17 JButton button = new JButton("Step");


18 button.addActionListener(new Listener());


19 add(button);


20 }


21 private class Listener implements ActionListener


22 {


23 public void actionPerformed(ActionEvent e)


24 {


25 odometer.update();


26 }


27 }


28 }


JFrame


isa


Three-16


Java Unit3


Lab04 Odometer


Objective


Look inside a black box. Modulus and Integer Division ( % and / )


Background


The shell for the Odometer class is shown below.


An odometer is an object


that displays numbers.


Clearly, the Odometer class


should extend the JPanel


class. Since Odometer isa


JPanel, set the layout. Set


the background to black. Add the GUI components to


make the odometer panel look like an odometer.


Which kind of components do you need? How many?


Default labels are ―clear‖. There is a way to make the

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