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Graphic Java 2, Volume 1, AWT, 3/e
David M. Geary, Colorado Springs, Colorado
Published September, 1998 by Prentice Hall PTR (ECS Professional)
Copyright 1999, 970 pp.
Paper
ISBN 0-13-079666-2
$49.99
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![[Preface]](../images/cat_preface.gif)
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Graphic Java 2 is the most comprehensive guide to the Java Foundation Classes (JFC) available. Three volumes cover all aspects of the JFC providing java developers with the skills needed to build professional, cross platform applications that take full advantage of the Java Foundation Classes.
The AWT is the cornerstone of the Java Foundation Classes. Volume 1 provides detailed descriptions of every aspect of the AWT, including:
- Event Handling
- Layout Managers
- Graphics, Colors & Fonts
- Image Manipulation
- Lightweight Components
- Data Transfer & Drag and Drop
- Double Buffering
- Sprite Animation
Java expert David Geary provides clear and in-depth explanations of both fundamental and advanced AWT concepts. The layout manager chapter, for example, is over 100 pages long and includes what readers have called the best explanation of GridBagLayout on the planet. A GridBagLab application on the CD lets you explore GridBagLayout on your own.
@ The accompanying CD-ROM includes all of the example code from the book, ready to run on Solaris(tm), Windows 95, Windows NT, and Macintosh along with the JDK(tm) for those platforms.
David M. Geary was the lead engineer for the user interface toolkit for JavaSoft's Java Management API. David has been developing GUIs and using object-oriented technology since 1984, including C++, Smalltalk, Eiffel, Objective-C, and now Java. He is currently an independent Java consultant.
(NOTE: Each Chapter concludes with a summary.)
PART 1. INTRODUCTION: THE JAVA FOUNDATION CLASSES, THE
AWT, APPLETS, AND APPLICATIONS.
1. Introduction.
The Java Foundation Classes. The Abstract Window Toolkit.
Peers and Platform Independence. ComponentsThe Foundation of
the AWT. Components, Containers, and Layout Managers.
2. Applets and Applications.
Java Applets. Java Applications. Combining Applet and Application
Code.
PART 2. GRAPHICS AND IMAGES.
3. Graphics.
java.awt.Graphics. Graphics Parameters. The Graphics Coordinate
System. Graphics References. More on Drawing and Filling Shapes. Translating
a Coordinate System's Origin. Clipping. Graphics Modes. Creating a
Graphics.
4. Colors and Fonts.
Color Models. The java.awt.Color Class. System Colors. Fonts
and FontMetrics.
5. Loading and Displaying Images.
The Image Class and the Image Package. Image Producers and
Image Observers. Loading and Displaying Images. Differences Between
Applets and Applications. Waiting for an Image to Load. Painting Images
a Scanline at a Time. MediaTracker. Animated GIFS. AWT Components
as Image Observers. Creating Images. Loading Images as Resources.
6. Image Filtering.
The ImageProducer Interface. The ImageConsumer Interface.
How Image Producers and Image Consumers Interact. AWT Image Filters.
ImageConsumer Properties. Implementing Custom Image Filters. Extending
RGBImageFilter. Extending ImageFilter. Implementing the ImageConsumer
Interface. An Introduction to Double Buffering.
7. Image Manipulation Without Filtering.
Scaling and Flipping Images. Grabbing Pixels. Memory Image
Source.
PART 3. EVENTS AND LAYOUT MANAGEMENT.
8. Inheritance-Based Event Handling (AWT 1.02 and Before).
The Original AWT Event Model. Event Modifier Constants.
Mouse Button Events. Of Mice and Buttons. Monitoring Mouse Events.
Sensing Double Clicking. Action Events. Identifying Components by
Label Just Say No. Shortcomings of the Inheritance-Based Event
Model.
9. The Delegation Event Model (AWT 1.1 and Beyond).
The Delegation Event Model. The Big Picture. AWT Adapters.
Component Events. Semantic Events. Event Adapters. Inner Classes.
Firing AWT Events from Custom Components. Firing Custom Events from
Custom Components. Dispatching Events and the AWT Event Queue. Active
Events. Inheritance-Based Mechanism. Event Handling Design.
10. Components, Containers, and Layout Managers.
The Big Three of the AWT. Layout Managers. Painting a Container's
Components. Forcing a Container to Lay Out Its Components. Standard
AWT Layout Managers. The GridBagLayout Layout Manager. Null Layout
Managers. Custom Layout Managers.
PART 4. AWT COMPONENTS.
11. The AWT Component Class.
Components. java.awt.Component. Component Properties. Deprecated
Methods. Component Location, Bounds, and Coordinates. Component Preferred,
Minimum, and Maximum Sizes. Component Visibility and Responsiveness.
Components and Peers. Rendering Components. Components and Zorder.
Components and Cursors. Components and Serialization. Components and
Internationalization. Components and JavaBeans. Components and Tree
Locking.
12. Basic Components: Labels, Buttons, Canvases, and Panels.
Labels and Buttons. Canvases and Panels.
13. Item Selectables: Checkboxes, Choices, and Lists.
14. Text Components.
java.awt.TextComponent. java.awt.TextField. java.awt.TextArea.
15. Scrolling: Scrollbars and Scrollpanes.
java.awt.Scrollbar. java.awt.ScrollPane.
16. Windows, Frames, and Dialogs.
java.awt.Window. java.awt.Frame. java.awt.Dialog.
17. Menus.
The Menu Classes. A File Menu. Handling Menu Events. Tear-off
Menus. A MenuBar Printer. A FrameWithMenuBar Class. Help Menus. Checkbox
Menu Items. Cascading Menus. Dynamically Modifying Menus. Popup Menus.
18. Mouseless Operation and Printing.
Mouseless Operation. Keyboard Traversal. Menu Shortcuts.
Printing.
19. Lightweight Components.
Introducing Lightweight Components. A Simple Lightweight
Component. Lightweight Containers. Lightweight Components and Zorder.
Lightweights and Their Graphics. Lightweights and Preferred Sizes.
PART 5. ADVANCED TOPICS.
20. Clipboard and Data Transfer.
The java.awt.datatransfer Package. The Clipboard Class.
The System Clipboard. Local Clipboards. Data Transfer Mechanism. Copying
Images to a Clipboard. Transferring Custom AWT Components.
21. Drag and Drop.
The java.awt.dnd Package. Drag Sources and Drop Targets.
22. Custom Dialogs.
The Dialog Classes. WorkDialog. ButtonPanel. Postcard. MessageDialog.
YesNoDialog. QuestionDialog.
23. Rubberbanding.
The Rubberband Classes. The Rubberband Base Class. Rubberband
Panel. Exercising the Rubberband Classes. Refactoring the Unit Test.
24. Double Buffering.
Double Buffering and Animation. How Double Buffering Works.
Draggable Lightweights and a Double Buffered Container.
25. Sprite Animation.
The Participants. Sequences and Sprites. Playfield and DoubleBufferedContainer.
Collision Detection. Exercising the Animation Package.
Appendix A: AWT Class Diagrams.
Appendix B: The Graphic Java CD-ROM.
Index.
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