This section introduces two other shapes you can draw using the graphics features in Javarectangles and ovals. To draw rectangles and ovals, we call Graphics methods drawRect and drawOval, respectively, as demonstrated in Fig. 5.26.
Figure 5.26. Drawing a cascade of shapes based on the user's choice.
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1 // Fig. 5.26: Shapes.java 2 // Demonstrates drawing different shapes. 3 import java.awt.Graphics; 4 import javax.swing.JPanel; 5 6 public class Shapes extends JPanel 7 { 8 private int choice; // user's choice of which shape to draw 9 10 // constructor sets the user's choice 11 public Shapes( int userChoice ) 12 { 13 choice = userChoice; 14 } // end Shapes constructor 15 16 // draws a cascade of shapes starting from the top left corner 17 public void paintComponent( Graphics g ) 18 { 19 super.paintComponent( g ); 20 21 for ( int i = 0; i < 10; i++ ) 22 { 23 // pick the shape based on the user's choice 24 switch ( choice ) 25 { 26 case 1: // draw rectangles 27 g.drawRect( 10 + i * 10, 10 + i * 10, 28 50 + i * 10, 50 + i * 10 ); 29 break; 30 case 2: // draw ovals 31 g.drawOval( 10 + i * 10, 10 + i * 10, 32 50 + i * 10, 50 + i * 10 ); 33 break; 34 } // end switch 35 } // end for 36 } // end method paintComponent 37 } // end class Shapes |
Line 6 begins the class declaration for Shapes, which extends JPanel.Shapes contains one instance variable, choice, declared on line 8, that determines whether paintComponent should draw rectangles or ovals. The Shapes constructor at lines 1114 initializes choice with the value passed in parameter userChoice.
Method paintComponent (lines 1736) performs the actual drawing. Remember, the first statement in every paintComponent method should be a call to super.paintComponent, as in line 19. The for statement (lines 2135) loops 10 times to draw 10 shapes. The switch statement (Lines 2434) chooses between drawing rectangles and drawing ovals.
If choice is 1, then the program draws a rectangle. Lines 2728 call Graphics method drawRect. Method drawRect requires four arguments. The first two arguments represent the x- and y-coordinates of the upper-left corner of the rectangle. The next two represent the width and the height of the rectangle. In this example, we start at a position 10 pixels down and 10 pixels right of the top-left corner, and every iteration of the loop moves the upper-left corner another 10 pixels down and to the right. The width and the height of the rectangle start at 50 pixels and increase by 10 pixels in each iteration.
If choice is 2, then the program performs a similar operation, drawing an oval instead of a rectangle. When drawing an oval, an imaginary rectangle called a bounding rectangle is created, and an oval that touches the midpoints of all four sides of the bounding rectangle is placed inside. Method drawOval (lines 3132) requires the same four arguments as method drawRect. The arguments specify the position and size of the bounding rectangle for the oval. The values passed to drawOval in this example are exactly the same as the values passed to drawRect in lines 2728. Since the width and height of the bounding rectangle are identical in this example, lines 2728 draw a circle. You may modify the program to draw both rectangles and ovals to see how drawOval and drawRect are related.
Figure 5.27 is responsible for handling input from the user and creating a window to display the appropriate drawing based on the user's response. Line 3 imports JFrame to handle the display, and Line 4 imports JOptionPane to handle the input.
Figure 5.27. Obtaining user input and creating a JFrame to display Shapes.
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1 // Fig. 5.27: ShapesTest.java 2 // Test application that displays class Shapes. 3 import javax.swing.JFrame; 4 import javax.swing.JOptionPane; 5 6 public class ShapesTest 7 { 8 public static void main( String args[] ) 9 { 10 // obtain user's choice 11 String input = JOptionPane.showInputDialog( 12 "Enter 1 to draw rectangles " + 13 "Enter 2 to draw ovals" ); 14 15 int choice = Integer.parseInt( input ); // convert input to int 16 17 // create the panel with the user's input 18 Shapes panel = new Shapes( choice ); 19 20 JFrame application = new JFrame(); // creates a new JFrame 21 22 application.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ); 23 application.add( panel ); // add the panel to the frame 24 application.setSize( 300, 300 ); // set the desired size 25 application.setVisible( true ); // show the frame 26 } // end main 27 } // end class ShapesTest |
Lines 1113 prompt the user with an input dialog and store the user's response in variable input. Line 15 uses Integer method parseInt to convert the String entered by the user to an int and stores the result in variable choice. An instance of class Shapes is created at line 18, with the user's choice passed to the constructor. Lines 2025 perform the standard operations for creating and setting up a windowcreating a frame, setting it to exit the application when closed, adding the drawing to the frame, setting the frame size and making it visible.
GUI and Graphics Case Study Exercises
5.1 |
Draw 12 concentric circles in the center of a JPanel (Fig. 5.28). The innermost circle should have a radius of 10 pixels, and each successive circle should have a radius 10 pixels larger than the previous one. Begin by finding the center of the JPanel. To get the upper-left corner of a circle, move up one radius and to the left one radius from the center. The width and height of the bounding rectangle is the diameter of the circle (twice the radius). Figure 5.28. Drawing concentric circles. |
5.2 |
Modify Exercise 5.16 from the end-of-chapter exercises to read input using dialogs and to display the bar chart using rectangles of varying lengths. |
Introduction to Computers, the Internet and the World Wide Web
Introduction to Java Applications
Introduction to Classes and Objects
Control Statements: Part I
Control Statements: Part 2
Methods: A Deeper Look
Arrays
Classes and Objects: A Deeper Look
Object-Oriented Programming: Inheritance
Object-Oriented Programming: Polymorphism
GUI Components: Part 1
Graphics and Java 2D™
Exception Handling
Files and Streams
Recursion
Searching and Sorting
Data Structures
Generics
Collections
Introduction to Java Applets
Multimedia: Applets and Applications
GUI Components: Part 2
Multithreading
Networking
Accessing Databases with JDBC
Servlets
JavaServer Pages (JSP)
Formatted Output
Strings, Characters and Regular Expressions
Appendix A. Operator Precedence Chart
Appendix B. ASCII Character Set
Appendix C. Keywords and Reserved Words
Appendix D. Primitive Types
Appendix E. (On CD) Number Systems
Appendix F. (On CD) Unicode®
Appendix G. Using the Java API Documentation
Appendix H. (On CD) Creating Documentation with javadoc
Appendix I. (On CD) Bit Manipulation
Appendix J. (On CD) ATM Case Study Code
Appendix K. (On CD) Labeled break and continue Statements
Appendix L. (On CD) UML 2: Additional Diagram Types
Appendix M. (On CD) Design Patterns
Appendix N. Using the Debugger
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