Java Repots
Java Repots
Java Repots
ABSTRACT
Writing graphics applications in Java using Swing can be quite a daunting experience which
requires understanding of some large libraries, and fairly advanced aspects of Java. In a graphical
system, a windowing toolkit is usually responsible for providing a framework to make it relatively
painless for a graphical user interface (GUI) to render the right bits to the screen at the right time.
Both the AWT (abstract windowing toolkit) and Swing provide such a framework.
In this report, we designed and developed a simple painter project used to enable a user to
draw any shape and any integrated graphic with any color using FreeHand (move the mouse
using your hand to draw any shape and specify the coordinate in JPanel). Several tools such
as Undo and Redo process, Clear JPanel, Set Background Color & set Foreground Color,
Save paint (Panel) to file ( *. JPG; *. GIF; *.* ), and Open paint from image file are considered.
The purpose of this project is to give you practice with graphical user interface programming
in Java. This project implemented using the components from Java's awt and swing library in
the Java programming language (NetBenas IDE7.2.1). As the final result of our project is
enabling you to use FreeHand to draw as an easy way to draw the Circle, Line, Rectangle,
Square, and Oval, and integrated graphics such as a car, a street, a football stadium, traffic
signals and others. Keywords: NetBeans IDE 7.2.1, AWT, Swing, GUI.
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Contents
ABSTRACT .................................................................................................................................... 1
1. Introduction ............................................................................................................................. 3
1.1 Overview .......................................................................................................................... 3
1.2 Object-oriented Programming .......................................................................................... 3
1.3 The Basic GUI (graphical user interface ) Application ................................................... 4
2. Graphics and Painting .............................................................................................................. 6
2.1 Overview of the Java 2D API Concepts .......................................................................... 6
2.2 Coordinates ...................................................................................................................... 7
2.3 Colors ............................................................................................................................... 8
2.4 Shapes .............................................................................................................................. 9
2.5 Graphics2D .................................................................................................................... 11
3. Painting in AWT and Swing .................................................................................................. 12
3.1 Evolution of the Swing Paint System ............................................................................. 13
3.2 Painting in AWT ............................................................................................................ 13
4. Design and Development our project .................................................................................... 16
4.1 Program Ability (Objectives): ........................................................................................ 17
4.2 System Framework......................................................................................................... 17
4.3 Components.................................................................................................................... 18
4.4 Program Structure and Results ....................................................................................... 19
4.4.1 Preview (System Interface) ..................................................................................... 19
4.4.2 Undo and Redo ....................................................................................................... 21
4.4.3 SetColor .................................................................................................................. 22
4.4.4 setBackColor ........................................................................................................... 23
4.4.5 Save to File ............................................................................................................. 24
4.4.6 Open Image from File ............................................................................................. 25
5. Conclusion.............................................................................................................................. 25
References ..................................................................................................................................... 26
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1. Introduction
1.1 Overview
Java is a general-purpose, concurrent, class-based, object-oriented computer programming
language that is specifically designed to have as few implementation dependencies as
possible. It is intended to let application developers "write once, run anywhere" (WORA),
meaning that code that runs on one platform does not need to be recompiled to run on
another. Java applications are typically compiled to byte code (class file) that can run on any
Java virtual machine (JVM) regardless of computer architecture. Java is, as of 2012, one of
the most popular programming languages in use, particularly for client-server web
applications, with a reported 10 million users [1][2]. Java was originally developed by James
Gosling at Sun Microsystems (which has since merged into Oracle Corporation) and released
in 1995 as a core component of Sun Microsystems' Java platform. The language derives
much of its syntax from C and C++, but it has fewer low-level facilities than either of them.
Java [3] can be used to write applications and applets. A Java application is similar to any
other high-level language program: It can only be compiled and then run on the same
machine. An applet is compiled on one machine, stored on a server in binary, and can be
sent to another machine over the Internet to be interpreted by a Java-aware browser. Java
comes with a large library of ready-made classes and objects. The key difference between
Java 1.0 and 1.1 was in this library. Similarly, Java 2.0 has a very much larger library for
handling user interfaces (Swing by name) but only small changes to the core of the language.
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Inheritance and Polymorphism: One object-oriented concept that helps objects work
together is inheritance. Inheritance defines relationships among classes in an object-
oriented language. The relationship is one of parent to child where the child or extending
class inherits all the attributes (methods and data) of the parent class. In Java, all classes
descend from java.lang.Object and inherit its methods. Figure 1 shows the class
hierarchy as it descends from java.lang.Objectfor the classes in the user interface
example above. The java.lang.Objectmethods are also shown because they are inherited
and implemented by all of its subclasses, which is every class in the Java API libraries.
java.lang.Objectdefines the core set of behaviors that all classes have in common.
Object
Containert
Panel
Applet
SimpleApplet
by an object in the program. One of the most fundamental types of component is the window.
Windows have many behaviors. They can be opened and closed. They can be resized.
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are displayed in the title bar above the window. And most important, they
can contain other GUI components such as buttons and menus. Java, of course, has a built-in
class to represent windows. There are actually several different types of window, but the most
common type is represented by the JFrame class (which is included in the package javax.swing).
A JFrame is an independent window that can, for example, act as the main window of an
application. One of the most important things to understand is that a JFrame object comes with
many of the behaviors of windows already programmed in. In particular, we has one Jframe
easily and draw any shape in Panel and the ability to be opened and closed.
JPanel is another of the fundamental classes in Swing [6]. The basic JPanel is, again,
just a blank rectangle. There are two ways to make a useful JPanel : The first is to
add other components to the panel; the second is to draw something in the panel.
Both of these techniques are illustrated in our sample project. In fact, you will find
JPanel in the program: content, display Panel, which is used as a drawing surface.
Components and Layout: Another way of using a JPanel is as a container to hold
other components. In our project, we used NetBeans IDE 7.2.1 to create all
components in JFrame and JPanel.
Events and Listeners: The structure of containers and components sets up the physical appearance of
GUI and how will it respond? GUIs are largely event-driven; that is, the
program the behavior of a GUI, you have to write event-handling methods to respond to the
events that you are interested in. The most common technique for handling events in Java is to
use event listeners. A listener is an object that includes one or more event-handling methods.
When an event is detected by another object, such as a button or menu, the listener object is
notified and it responds by running the appropriate event-handling method. An event is detected
or generated by an object. Another object, the listener, has the responsibility of responding to the
event. The event itself is actually represented by a third object, which carries information about
the type of event, when it occurred, and so on. This division of responsibilities makes it easier to
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organize large programs. As an example, consider the Undo or Redo button in
our sample program. When the user clicks the button, an event is generated.
element in a GUI, including buttons, menus, text-input boxes, scroll bars, check boxes, and so on.
In Java, GUI components are represented by objects belonging to subclasses of the class
providing a framework to make it relatively painless for a graphical user interface (GUI) to render
the right bits to the screen at the right time. Both the AWT (abstract windowing toolkit) and Swing
provide such a framework. But the APIs that implement it are not well understood by some
developers -- a problem that has led to programs not performing as well as they could.
In order to use graphics in Java programs, there are a number of libraries we need to import.
For the sake of what will be covered in these notes, you need the following statements:
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Graphics;
import java.awt.geom.*
import java.awt.Color;
import javax.swing.JLabel;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.ImageIcon;
import java.awt.BorderLayout;
import java.awt.event.*;
import java.awt.image.BufferedImage; import
java.awt.image.MemoryImageSource; import
java.awt.image.PixelGrabber; import java.io.File;
import java.io.IOException;
import javax.imageio.*;
comprehensive rendering package supports line art, text, and images in a flexible, full-featured
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framework for developing richer user interfaces, sophisticated drawing programs, and image
editors. Java 2D objects exist on a plane called user coordinate space, or just user space. When
objects are rendered on a screen or a printer, user space coordinates are transformed to device
space coordinates. The following links are useful to start learning about the Java 2D API:
The screen of a computer is a grid of little squares called pixels. The color of each pixel can be set
individually, and drawing on the screen just means setting the colors of individual pixels. When
the default transformation from user space to device space is used, the origin of user space
the y coordinate increases downward, as shown in the following figure. The top-left corner of a window
is 0,0. All coordinates are specified using integers, which is usually sufficient. However, some cases
require floating point or even double precision which are also supported.
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A graphics context draws in a rectangle made up of pixels. A position in the rectangle is specified
by a pair of integer coordinates, (x,y). The upper left corner has coordinates (0,0). The x
coordinate increases from left to right, and the y coordinate increases from top to bottom. The
illustration shows a 16-by-10 pixel component (with very large pixels). A small line, rectangle, and
oval are shown as they would be drawn by coloring individual pixels. (Note that, properly
them.)
For any component, you can find out the size of the rectangle that it occupies by calling
the instance methods getWidth() and getHeight(), which return the number of
pixels in the horizontal and vertical directions, respectively.
For example, you can use a paintComponent() method that looks like:
2.3 Colors
We will probably want to use some color when you draw. Java is designed to work with the RGB
color system. An RGB color is specified by three numbers that give the level of red, green, and
blue, respectively, in the color. A color in Java is an object of the class, java.awt.Color. You can
construct a new color by specifying its red, blue, and green components.
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For example, Color myColor = new Color(r,g,b);
Java defines a Color class; instances of this class represent various colors.
At the simplest level, we could pick one of 13 predefined colors from Java's
virtual box of crayons:
using the RGB model, which specifies a color with a red value, a green value, and a blue
value (each called channels). For example, the red value is how much red we want in our
color. In different graphics system, the individual color values might be represented in
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different ways, but in Java, we use 8 bits to each color value. This gives us 256 (2 )
choices for each of the R, G, and B values, and choices range from 0 to 255.
255) means all colors are at their maximum value, which corresponds
to white. We can create Color objects using RGB values:
Color colorName = new Color( red value , green value , blue value );
2.4 Shapes
The Graphics class includes a large number of instance methods for drawing various shapes,
such as lines, rectangles, and ovals. The shapes are specified using the (x,y) coordinate system
described above. They are drawn in the current drawing color of the graphics context. The current
drawing color is set to the foreground color of the component when the graphics context is
created, but it can be changed at any time using the setColor() method. Here is a list of some of
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the most important drawing methods. With all these commands, any drawing that is done
outside the boundaries of the component is ignored. Note that all these methods are in
the Graphics class, so they all must be called through an object of type Graphics.
drawString(String str, int x, int y): Draws the text given by the string str. The string
is drawn using the current color and font of the graphics context. x specifies the
position of the left end of the string. y is the y-coordinate of the baseline of the
string. The baseline is a horizontal line on which the characters rest. Some parts
of the characters, such as the tail on a y or g, extend below the baseline.
drawLine(int x1, int y1, int x2, int y2): Draws a line from the point (x1,y1) to
the point (x2,y2).
drawRect(int x, int y, int width, int height): Draws the outline of a rectangle.
The upper left corner is at (x,y), and the width and height of the rectangle
are as specified. If width equals height, then the rectangle is a square. If
the width or the height is negative, then nothing is drawn.
drawOval(int x, int y, int width, int height): Draws the outline of an oval. The
oval is one that just fits inside the rectangle specified by x, y, width, and
height. If width equals height, the oval is a circle.
drawRoundRect(int x, int y, int width, int height, int xdiam, int ydiam): Draws the
outline of a rectangle with rounded corners. The basic rectangle is specified by x,
y, width, and height, but the corners are rounded. The degree of rounding is given
by xdiam and ydiam. The corners are arcs of an ellipse with horizontal diameter
xdiam and vertical diameter ydiam. A typical value for xdiam and ydiam is 16, but
the value used should really depend on how big the rectangle is.
draw3DRect(int x, int y, int width, int height, boolean raised): Draws the
outline of a rectangle that is supposed to have a three-dimensional effect,
as if it is raised from the screen or pushed into the screen. The basic
rectangle is specified by x, y, width, and height.
drawArc(int x, int y, int width, int height, int startAngle, int arcAngle): Draws part
of the oval that just fits inside the rectangle specified by x, y, width, and height.
fillRect(int x, int y, int width, int height): Draws a filled-in rectangle. This fills in the
interior of the rectangle that would be drawn by drawRect(x,y,width,height).
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fillOval(int x, int y, int width, int height): Draws a filled-in oval.
fillRoundRect(int x, int y, int width, int height, int xdiam, int ydiam) : Draws
a filled-in rounded rectangle.
fill3DRect(int x, int y, int width, int height, boolean raised): Draws a filled-in
three-dimensional rectangle.
fillArc(int x, int y, int width, int height, int startAngle, int arcAngle): Draw a
filled-in arc. This looks like a wedge of pie, whose crust is the arc that
would be drawn by the drawArc method.
2.5 Graphics2D
This Graphics2D class extends the Graphics class to provide more sophisticated control over
geometry, coordinate transformations, color management, and text layout. This is the fundamental
class for rendering 2-dimensional shapes, text and images on the Java(tm) platform. All drawing in
Java is done through an object of type Graphics. The Graphics class provides basic commands for
such things as drawing shapes and text and for selecting a drawing color.
Java has another class, Graphics2D, that provides a larger set of drawing operations. Graphics2D is a
sub-class of Graphics, so all the methods from the Graphics class are also available in a Graphics2D.
The paintComponent() method of a JComponent gives you a graphics context of type Graphics that
you can use for drawing on the component. In fact, the graphics context actually belongs to the sub-
class Graphics2D (in Java version 1.2 and later), and can be type-cast to gain access to the advanced
In our example:
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public void draw(Graphics2D ga){
ga.setColor(color);
if (!IsFillColor)
ga.drawArc(getX1(), getY1(), getwidth(), getheight(), 0,
360); else
ga.fillArc(getX1(), getY1(), getwidth(), getheight(), 0, 360);
}
Drawing in Graphics2D is based on shapes, which are objects that implement an interface named
Shape. Shape classes include Line2D, Rectangle2D, Ellipse2D, Arc2D, and GeneralPath, among
others; all these classes are defined in the package java.awt.geom. Graphics2D has methods
draw(Shape) and fill(Shape) for drawing the outline of a shape and for filling its interior. Advanced
capabilities include: lines that are more than one pixel thick, dotted and dashed lines, filling a
shape with a texture (that is, with a repeated image), filling a shape with a gradient, and
so- -
or curve). In the Graphics class, coordinates are specified as integers and are
based on pixels. The shapes that are used with Graphics2D use real numbers for
coordinates, and they are not necessarily bound to pixels. In fact, we can change
the coordinate system and use any coordinates that are convenient to our
application. In computer graphics terms, you can apply a or
translation, scaling, and rotation.
This section explains the AWT and Swing paint mechanisms in detail. Its purpose
is to help developers write correct and efficient GUI painting code.
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3.1 Evolution of the Swing Paint System
When the original AWT API was developed for JDK 1.0, only heavyweight components existed
("heavyweight" means that the component has it's own opaque native window). This allowed the
AWT to rely heavily on the paint subsystem in each native platform. This scheme took care of
details such as damage detection, clip calculation, and z-ordering. With the introduction of
lightweight components in JDK 1.1 (a "lightweight" component is one that reuses the native
window of its closest heavyweight ancestor), the AWT needed to implement the paint processing
for lightweight components in the shared Java code. Consequently, there are subtle differences in
After JDK 1.1, when the Swing toolkit was released, it introduced its own spin on painting
components. For the most part, the Swing painting mechanism resembles and relies on
the AWT's. But it also introduces some differences in the mechanism, as well as new
APIs that make it easier for applications to customize how painting works.
mechanism for painting, and this mechanism is the same for both heavyweight and lightweight
components. This means that a program should place the component's rendering code inside a
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particular overridden method, and the toolkit will invoke this method when it's
time to paint. The method to be overridden is in java.awt.Component:
When AWT invokes this method, the Graphics object parameter is pre-configured
with the appropriate state for drawing on this particular component:
/ diameter
g.drawOval(x, y, d, d);
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Developers who are new to AWT might want to take a peek at the PaintDemo example, which
provides a runnable program example of how to use the paint callback in an AWT program.
In general, programs should avoid placing rendering code at any point where it might be invoked
outside the scope of the paint callback. Why? Because such code may be invoked at times when
it is not appropriate to paint -- for instance, before the component is visible or has access to a
valid Graphics object. It is not recommended that programs invoke paint() directly. To enable app-
triggered painting, the AWT provides the following java.awt.Component methods to allow
public void repaint(long tm, int x, int y, int width, int height)
The following code shows a simple example of a mouse listener that uses repaint() to trigger
updates on a theoretical button component when the mouse is pressed and released
MyButton b = (MyButton)e.getSource();
b.setSelected(true);
b.repaint(); }
MyButton b = (MyButton)e.getSource();
b.setSelected(false);
b.repaint(); } };
paint() vs. update(): Why do we make a distinction between "system-triggered" and. "app-
triggered" painting? Because AWT treats each of these cases slightly differently for heavyweight
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components (the lightweight case will be discussed later), which is unfortunately a source of
great confusion. For heavyweight components, these two types of painting happen in the two
The AWT determines that either part or all of a component needs to be painted.
The AWT causes the event dispatching thread to invoke paint() on the component.
"Smart" Painting: While the AWT attempts to make the process of rendering components as
impact on overall performance. Two key areas that can affect this process are:
If our component is simple -- for example, if it's a pushbutton -- then it's not worth the effort
to factor the rendering in order to only paint the portion that intersects the clip rectangle; it's
preferable to just paint the entire component and let the graphics clip appropriately.
However, if you've created a component that renders complex output, like a text component,
then it's critical that your code use the clip information to narrow the amount of rendering.
Painter project using the JAVA language. The program uses 10 classes to build the entire
structure. Please compile using the JAVA SDK, and run the Main_DrawPaintProject.java as
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4.1 Program Ability (Objectives):
- Draw Circle, Line, Rectangle, Square, and Oval using FreeHand (move the mouse
using your hand to draw any shape and specify the coordinate in JPanel).
- Undo and Redo process.
- Clear JPanel
- Set Background Color & set Foreground Color.
- Save paint (Panel) to file ( *. JPG; *. GIF; *.* )
- Open paint from file
- The system enables you to use FreeHand to draw (move the mouse using your hand to draw
any shape and specify the coordinate in JPanel) as an easy way to draw the integrated paint,
for example, a car , a street , a football stadium , traffic signals and others.
2- Buttons paint: What are the available operations that you can to do such as
Line, Circle, Square, Rectangle, Oval, and so on.
3- Menu Color: Button and radio group are used to setColor for shape or
setBackground for the panel.
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System Interface
Circle Line Rectangle Square Oval Menu Color New Open Save Undo Redo .
Constr
uctor Circle Line Rectangle Square Oval SetColor
Class Tools
class
Is-a
Operation Model: Events are executed requested by the user and show the
result of the required on panel or frame.
1. The events on the buttons or panel such as mouseClicked, MousePressed,
MouseReleased, MouseMoved, MouseDragged, and FocusGained, when the user
released events the program call the subroutine to achieve operation required.
4.3 Components
Our project contents from several classes as follows:
- Main_DrawPaintProject.java (Main Program)
- InterfaceForm.java (Main program interface)
- Shape.java
- Command.java
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- Point.java
- DrawLine.java
- DrawCircle.java
- DrawRectangle.java
- DrawSquare.java
- DrawOval.java
- DrawString
More detail about the collection components shown in Figure 3.
<<interface>> <<interface>>
Shape.java Command.java
<<Abstract-JFrame>>
<<Class>> Point.java
InterfaceForm.form
<<Class>>
InterfaceForm.java
<<Class>>
Main_DrawPaintProject.java
program for drawing, coloring, and save and open image file. Also explain how you can draw an
integrated paint from several geometric shapes and different colors, for example, a car, a street, a
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football stadium, traffic signals and others.
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4.4.2 Undo and Redo
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Undo Redo
Undo Redo
4.4.3 SetColor
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4.4.4 setBackColor
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4.4.5 Save to File
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4.4.6 Open Image from File
5. Conclusion
This report presents an introduction to Java and how Java is used to build graphics and
what are the tools that can be used to develop graphics and drawing required shapes.
This was an introduction to the main goal of our report that presented that is design and
development a simple Painter project used to draw any shape (Circle, Line, Rectangle, Square,
and Oval using FreeHand, Undo and Redo process, Clear JPanel, Set Background Color & set
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