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Summary of Key Points in 10 using none todeploy none in web,windows applicationdecrypt code 39 barcode using c# FIGURE 10.10. Customer GUI resulting from an applet. Visual Studio Ultimate 2010 SUMMARY KEY POINTS 1. Java inclu des several class libraries called packages. The java.

awt and javax.swing packages contain classes used to create GUIs. 2.

A JFrame is a Java GUI component (window) to which we can add other GUI components such as JButton, JLabel, JMenuItem, and JTextField. 3. Both menu events and button events cause the method actionPerformed() to be called.

Window events cause one of several window event methods to be called, depending on the speci c event. For example, closing the window causes windowClosing() to be called. 4.

Java uses Layout Managers to help arrange GUI components: r FlowLayout places components in successive rows. This is the default manager for the JPanel and JApplet classes. r BorderLayout places components in the borders and center (NORTH, SOUTH, EAST, WEST, and CENTER).

This is the default manager for the JFrame class. r GridLayout arranges components in a rectangular grid. The programmer speci es the number of rows and columns.

r BoxLayout allows GUI components to be arranged left-to-right or topto-bottom in a container. r GridBagLayout is similar to GridLayout, but component size can vary and components can be added in any order. 5.

JPanel objects are invisible GUI components that we place in a JFrame to hold other GUI components.. GRAPHICAL USER INTERFACES 6. When Java detects a GUI event, such as clicking on a button or menu item, it creates an event instance containing information about the event. If our program has registered as an event listener with the source object, Java calls an event handler method in our program.

For JButton and JMenuItem objects this method is named actionPerformed(). 7. An interface is similar to a class.

To inherit methods from an interface, we use the keyword implements and specify the interface_name in the class header. 8. An applet is a Java program that runs under control of a web browser.

Applets may access les only on their host server, cannot have menu bars, and have an init() method instead of a constructor. However, applets can run on any workstation that has access to the server where the applet and its corresponding web page reside. The applet is downloaded to the workstation from the server along with the web page.

. C HAPTER 11 Object-Oriented Development Issues OBJECTIVES In this chapt er you will study:. r OO development; r OO analysis and design issues; and r Technology architecture issues. This chapter provides an overview of OO development and some of the issues you should consider when developing OO systems. Whereas the previous chapters introduced speci c programming topics, this chapter will pull together several of those topics and present them in terms of software development. As you will see, OO development is much more than writing Java programs.

The successful software developer must become familiar with, and apply, OO development techniques. OO requires more attention to analysis and design than traditional development; however, the payoff is software that is developed quicker and is easier to maintain. The chapter begins with an overview of OO development followed by a brief introduction to current OO systems development methodologies.

Next, activities commonly associated with analysis are presented. Then, various aspects of design necessary for. OBJECT-ORIENTED DEVELOPMENT ISSUES understanding OO development and successful Java programming are discussed. Java examples are provided to enable you to compare and contrast some of the basic philosophical differences between OO and traditional development approaches. This chapter assumes you understand the following: Java: OO concepts ( 2) Java program structure ( 3) De ning data ( 4) Arithmetic ( 5) Decision making ( 6) Looping ( 7) Arrays ( 8) Data access ( 9) Graphical User Interfaces ( 10).

DEVELOPING OBJECT-ORIENTED SYSTEMS Programming i s not a stand-alone process, although that has been the focus so far in this book. Writing code is only one part, albeit an important part, of software development. From a life cycle perspective, OO development is quite similar to traditional development.

You still must do analysis, design, and programming to create a system, although the precise details and execution of these three phases vary. Until now, we have deliberately focused on OO programming to give you a broad understanding of Java. This chapter gives you an overview of some development issues you should consider in addition to programming.

By now, you have undoubtedly accepted the truth of a statement we made earlier in 2:. OO is a new w none none ay of thinking about the development of systems it is not simply a programming technique.. In other word s, don t view Java programming too narrowly. It is not suf cient for you to understand only the structure and syntax of Java. To successfully develop OO systems, you must also understand OO development including OO analysis and design.

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