The JFC Swing tutorial : a guide to constructing GUIs
著者
書誌事項
The JFC Swing tutorial : a guide to constructing GUIs
(The Java series)
Addison-Wesley, c1999
大学図書館所蔵 全11件
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注記
Includes index
内容説明・目次
内容説明
Developed and co-written by the lead writer on the Swing team, this book covers everything you need to know to write GUIs that use Swing components. The JFC Swing Tutorial uses a task-oriented, example-driven approach to introduce you to fundamental concepts and applications. Designed to be read either cover-to-cover or as a quick reference, this book explains how to use each Swing component, perform layout, do basic drawing, and convert 1.1 AWT programs to Swing. This book covers Swing 1.1.1.
An appendix lists the complete source code for dozens of example applications and applets. The CD-ROM includes Swing 1.1.1, JDK 1.1, the Java 2 Platform, and the hypertext version of all three Java Tutorial books.
目次
GETTING STARTED WITH SWING.
1. About the JFC and Swing.
2. Compiling and Running Swing Programs.
3. Running Swing Applets.
4. A Quick Tour of a Swing Application's Code.
FEATURES AND CONCEPTS.
5. Components and the Containment Hierarchies.
6. Layout Management.
7. Event Handling.
8. Painting.
9. Threads and Swing.
10. More Swing Features and Concepts.
11. The Anatomy of a Swing-Based Program.
USING SWING COMPONENTS.
12. A Visual Index to Swing Components.
13. The JComponent Class.
14. Using Top-Level Containers.
15. Using Intermediate Swing Containers.
16. Using Atomic Components.
17. Solving Common Component Problems.
LAYING OUT COMPONENTS.
18. Using Layout Managers.
19. Creating a Custom Layout Manager.
20. Doing Without a Layout Manager (Absolute Positioning).
21. Solving Common Layout Problems.
USING OTHER SWING FEATURES.
WRITING EVENT LISTENERS.
22. Some Simple Event-Handling Examples.
23. General Rules for Writing Event Listeners.
24. Listeners Supported by Swing Components.
25. Implementing Listeners for Commonly Handled Events.
26. Summary of Listener API.
27. Solving Common Event-Handling Problems.
WORKING WITH GRAPHICS.
28. Overview of Custom Painting.
29. Using Graphics Primitives.
30. Using Images.
31. Performing Animation.
32. Solving Common Graphics Problems.
CONVERTING TO SWING.
33. Why to Convert.
34. How to Convert.
35. Conversion Resources.
36. Solving Common Conversion Problems.
Appendix A: Code Examples.
Appendix B: Reference.
Index. 0201433214T04062001
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