Luet oppimateriaalin englanninkielistä versiota. Mainitsit kuitenkin taustakyselyssä osaavasi suomea. Siksi suosittelemme, että käytät suomenkielistä versiota, joka on testatumpi ja hieman laajempi ja muutenkin mukava.
Suomenkielinen materiaali kyllä esittelee englanninkielisetkin termit. Myös suomenkielisessä materiaalissa käytetään ohjelmaprojektien koodissa englanninkielisiä nimiä kurssin alkupään johdantoesimerkkejä lukuunottamatta.
Voit vaihtaa kieltä A+:n valikon yläreunassa olevasta painikkeesta. Tai tästä: Vaihda suomeksi.
Chapter 12.3: GUIs with the Swing Library
About This Page
Questions Answered: How can I put some windows and buttons onscreen? How can a write a GUI without O1’s toolkit?
Topics: The GUI library Swing: creating and laying out GUI elements; registering event listeners and writing event handlers in Swing.
What Will I Do? Read and follow along by trying things out.
Rough Estimate of Workload:? One and a half hours. (This is an entirely optional chapter, so you may just skip it, too.)
Points Available: None.
Related Projects: SwingExamples (new).
Chapter unavailable in English at the moment :-(
Due to time pressures, this chapter has not been translated yet for the first English-language offering of O1 in Fall 2018.
We are sorry.
Fortunately, the chapter is entirely optional and there are other resources available in English that cover the same material.
You can check out the links in this thread on StackOverflow.
You can also take a look at the SwingExamples project, which contains the example code for the chapter.
A+ presents the exercise submission form here.
Summary of Key Points
- Programmers use various libraries for building graphical user interfaces. One such library is called Swing.
- Many GUI libraries provide components such as windows, buttons, and text fields. Swing is object-oriented and represents these concepts as classes.
- When you lay out components in a GUI window, it’s often helpful to group components together using auxiliary components known as panels.
- You can make a GUI can react to user actions — GUI events — by
designating an object to serve as a so-called event listener.
- For example, when a button is clicked, the corresponding button object informs its event listeners of that event.
- When it’s notified of an event, the listener object runs some event-handler code that defines what should happen as a response to that sort of event.
- Links to the glossary: graphical user interface (GUI); GUI event, event listener, event handler; Swing.
I want more!
As far as GUIs are concerned, O1’s official learning objectives are modest. We haven’t gone deeper into this topic, because GUI programming tends to demand quite a bit of familiarity with the details of specific GUI libraries. To spend time building that familiarity isn’t optimal for our main goal of learning more generic skills and concepts.
You can learn more about GUIs and Swing on your own and in the course Programming Studio 2.
You may also want to explore the given GUIs in O1’s projects. Many of those GUIs feature techniques not covered in this chapter (such as creating new component types by inheriting them from Swing’s classes).
Please note that this section must be completed individually. Even if you worked on this chapter with a pair, each of you should submit the form separately.
Thousands of students have given feedback that has contributed to this ebook’s design. Thank you!
Weeks 1 to 13 of the ebook, including the assignments and weekly bulletins, have been written in Finnish and translated into English by Juha Sorva.
Weeks 14 to 20 are by Otto Seppälä. That part of the ebook isn’t available during the fall term, but we’ll publish it when it’s time.
The automatic assessment of the assignments has been programmed by Riku Autio, Jaakko Kantojärvi, Teemu Lehtinen, Timi Seppälä, Teemu Sirkiä, and Aleksi Vartiainen.
The illustrations at the top of each chapter, and the similar drawings elsewhere in the ebook, are the work of Christina Lassheikki.
The animations that detail the execution Scala programs have been designed by Juha Sorva and Teemu Sirkiä. Teemu Sirkiä and Riku Autio have done the technical implementation, relying on Teemu’s Jsvee and Kelmu toolkits.
The other diagrams and interactive presentations in the ebook are by Juha Sorva.
The pedagogy of using tools from O1Library (such as
Pic) for simple graphical programming
is inspired by the textbooks How to Design Programs by Flatt, Felleisen, Findler, and
Krishnamurthi and Picturing Programs by Stephen Bloch.
The course platform A+ has been created by Aalto’s LeTech research group and is largely developed by students. The current lead developer is Jaakko Kantojärvi; many other students of computer science and information networks are also active on the project.
For O1’s current teaching staff, please see Chapter 1.1.
Additional credits appear at the ends of some chapters.