Java Techies- Solution for All
AWT( Abstract Window Toolkit )
1.1 Introduction of AWT
The Abstract Window Toolkit (AWT) is Java's original
platform-independent windowing, graphics, and user-interface
widget toolkit. Learn More... |
1.2 Creating a Graphical User Interface
GUI programming in Java is based on three concepts:Componenets ,Container and Events Learn More... |
1.3 AWT Class Hierarchy
In AWT all components follow a specific hierarchy . In this hierarchy many components are classes and many are interfaces. Learn More... |
1.4 Frames
In Java terminology, a frame is a window with a title and a border. A frame may also have a menu bar. Frames play an important
role in the AWT because a GUI program normally displays a frame
when it's executed.
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1.4.1 Frame Methods
Many methods used with Frame objects are inherited from Window
(Frame's superclass) or from Component (Window's superclass).
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1.4.2 Creating a Frame
The FrameTest program creates a Frame object and displays it on
the screen.
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1.4.3 Setting the location and adding the components on Frame
By default, all windows (including frames) are displayed in the
upper-left corner of the screen, which has coordinates (0, 0).
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1.5 Label
A Label displays a single line of read-only text Learn More... |
1.6 Textfield
A Textfield used for taking input from user. Learn More... |
1.7 TextArea
A TextArea used for taking input from user.TextArea have multiple
line region to get input from user. Learn More... |
1.8 Button
Button class use to perform action when the Button is clicked.
Button has Text as well as an image. Learn More... |
1.9 Panel
Panel is the simplest container class. A panel provides space in
which an application can attach any other component, including
other panels. Learn More... |
1.10 CheckBox
A check box is a graphical component that can be in either an "on"
(true) or "off" (false) state. Learn More... |
1.11 FileDialog
The FileDialog class displays a dialog window from which the user
can select a file. Learn More... |
1.12 PrintDialog
JTable class use to create tables for a GUI based application. Learn More... |
1.13 Canvas
A Canvas component represents a blank rectangular area of the
screen onto which the application can draw or from which the
application can trap input events from the user. Learn More... |
1.14 Menu
A Menu object is a drop-down menu component that is deployed from a menu bar.
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1.15 SubMenu
SubMenu provides easy way of displaying menu items based on
SubMenuModel. Each item in a menu must belong to the MenuItem
class. It can be an instance of MenuItem, a submenu (an instance
of Menu), or a check box (an instance of CheckboxMenuItem). Learn More... |
1.16 NestedMenu
NestedMenu provides easy way of displaying menu items based on
NestedMenuModel. Each menu in a menu must belong to the Menu
class.and futher the nested menu must be belong to the menuItem
class .It can be an instance of MenuItem, a Nestedmenu (an
instance of Menu), or a check box (an instance of
CheckboxMenuItem). Learn More... |
1.17 Layouts in AWT
The layout of components within a container remains a
mystery.Layout manager classes are founded in the java.awt package
same as the classes used for displaying graphical components. Learn More... |
1.17.1 BorderLayout
The BorderLayout layout manager can handle up to five components.
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1.17.2 CardLayout
The CardLayout class lets you implement an area that contains
different components at different times.
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1.17.3 FlowLayout
The FlowLayout class lets you implement an area that contains
different components at different times.
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1.17.4 GridBagLayout
GridBagLayout is one of the most flexible - and complex - layout
managers the Java platform provides.
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1.17.5 GridLayout
The GridLayout class is a layout manager that lays out a
container's components in a rectangular grid.
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1.18 Key Listener
Key events indicate when the user is typing at the keyboard.
KeyListener interface provides the ability to find out what key a user is pressing while a graphical component
(e.g., JTextField, JLabel, JTextArea) has the focus of the graphical user interface.
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1.18.1 Mouse Listener
Mouse events notify when the user uses the mouse (press, release, click, enter, and exit) to interact with a component.
When a mouse event occurs, the relevant method in the listener object is invoked, and the MouseEvent is passed to it.
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1.18.2 Window Listener
When the appropriate listener has been registered on a window (such as a frame or dialog), window events are fired just after the window activity or state has occurred.
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1.19 Graphics class
The Graphics class is the abstract base class for all graphics
contexts that allow an application to draw onto components that
are realized on various devices, as well as onto off-screen
images.
Learn More... |
1.20 Examples
Here are some applications example of AWT.
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