- Simple Graphical Program For Mac With Swift Examples
- Publisher Program For Mac
- Paint Program For Mac
- Free Drawing Program For Mac
A graphical user interface (GUI) built using the Java NetBeans platform is made up of several layers of containers. The first layer is the window used to move the application around the screen of your computer. This is known as the top-level container, and its job is to give all other containers and graphical components a place to work in. Typically for a desktop application, this top-level container will be made using the
class.You can add any number of layers to your GUI design, depending on its complexity. You can place graphical components (e.g., text boxes, labels, buttons) directly into the
, or you can group them in other containers.The layers of the GUI are known as the containment hierarchy and can be thought of as a family tree. If the
is the grandfather sitting at the top, then the next container can be thought of as the father and the components it holds as the children.For this example, we'll build a GUI with a
Would it be possible for Linux to take over Windows and Mac Os, if alphaGo learned to program for Linux? Is there any GUI for Linux similar to Windows 10? Is lamp architecture for linux similar to visual studio set up in windows? Desarrollo de software & Swift Projects for €30 - €250. This application is intended to be used during meetings or presentations, showing the remaining time to the participants or presenters. For programming Mac OS X with Cocoa for Beginners using Mac OS X versions 10.7 'Lion', or 10.8 'Mountain Lion' or later, use the following wikibook instead: Programming Mac OS X with Cocoa for Beginners 2nd Edition It is suggested that you upgrade to 10.8, 'Mountain Lion' because it is better supported by Apple. So far we have used Interface Builder to create a very simple interface for our 'hello world' example. Now we'll look at it in a bit more detail so that we can see how to build much more complex and useful user interfaces. We have already discussed the concept of targets and actions in a very.
containing two and a . The first will hold a and . The second will hold a and a . Only one (and hence the graphical components it contains) will be visible at a time. The button will be used to switch the visibility of the two . There are two ways to build this GUI using NetBeans. The first is to manually type in the Java code that represents the GUI, which is discussed in this article. The second is to use the NetBeans GUI Builder tool for building Swing GUIs.
For information on using JavaFX rather than Swing to create a GUI, see What is JavaFX?
Note: The complete code for this project is at Example Java Code for Building A Simple GUI Application.
Setting Up the NetBeans Project
Preview program for mac. Create a new Java Application project in NetBeans with a main class We'll call the project
Download windows 10 installation media mac. Check Point: In the Projects window of NetBeans should be a top-level GuiApp1 folder (if the name is not in bold, right-click the folder and choose
). Beneath the folder should be a Source Packages folder with a packages folder called GuiApp1. This folder contains the main class called .java. Before we add any Java code, add the following imports to the top of the
class, between the line and the :These imports mean that all the classes we need to make this GUI application will be available for us to use.
This means that the first thing to do is to create a new
object. It's a nice short-cut for example programs, as we only need one class. For this to work, we need a constructor for the class, so add a new method:In this method, we'll put all the Java code needed to create the GUI, meaning that every line from now on will be inside the
method.Building the Application Window Using a JFrame
https://Garageband-Ipad-Touch-Instruments-Browser.peatix.com/. Design Note: You might have seen Java code published that shows the class (i.e.,
) extended from a . This class is then used as the main GUI window for an application. There really isn't any need to do this for a normal GUI application. The only time you would want to extend the class is if you need to make a more specific type of (take a look at What is Inheritance? for more information on making a subclass).As mentioned earlier, the first layer of the GUI is an application window made from a
Simple Graphical Program For Mac With Swift Examples
. To create a object, call the constructor:Next, we'll set the behavior of our GUI application window, using these four steps:
![Photo editing program for mac Photo editing program for mac](/uploads/1/3/3/8/133846745/135536409.png)
1. Ensure that the application closes when the user closes the window so that it does not continue to run unknown in the background:
2. Set a title for the window so the window doesn't have a blank title bar. Add this line:
3. Set the window size, so that the window is sized to accommodate the graphical components you place into it.
Design Note: An alternative option for setting the size of the window is to call the
![Simple Graphical Program For Mac With Swift Example Simple Graphical Program For Mac With Swift Example](/uploads/1/3/3/8/133846745/993575475.png)
4. Center the window to appear in the middle of the computer screen so that it does not appear in the top left-hand corner of the screen:
Adding the Two JPanels
The two lines here create values for the
and objects we'll be creating shortly, using two arrays. This makes it easier to populate some example entries for those components:Create the first JPanel Object
Now, let's create the first
object. It will contain a and a . All three are created via their constructor methods:Notes on the above three lines:
- The variable is declared final. This means that the variable can only hold the that's created in this line. The result is that we can use the variable in an inner class. It will become apparent why we want to later on in the code.
- The and have values passed to them to set their graphical properties. The label will appear as 'Fruits:' and the combobox will now have the values contained within the array declared earlier.
- The method of the places graphical components into it. A uses the FlowLayout as its default layout manager. This is fine for this application as we want the label to sit next to the combobox. As long as we add the first, it will look fine:
Create the Second JPanel Object
The second
follows the same pattern. We'll add a and a and set the values of those components to be 'Vegetables:' and the second array . The only other difference is the use of the method to hide the . Don't forget there will be a controlling the visibility of the two . For this to work, one needs to be invisible at the start. Add these lines to set up the second : One line worth noting in the above code is the use of the
method of the . The value makes the list display the items it contains in two columns. This is called a 'newspaper style' and is a nice way to display a list of items rather than a more traditional vertical column.Adding Finishing Touches
The last component needed is the
to control the visibility of the s. The value passed in the constructor sets the label of the button:This is the only component that will have an event listener defined. https://rentapowerup.weebly.com/visual-studio-for-mac-wpf.html. An 'event' occurs when a user interacts with a graphical component. For example, if a user clicks on a button or writes text into a textbox, then an event occurs.
An event listener tells the application what to do when the event happens.
Publisher Program For Mac
uses the ActionListener class to 'listen' for a button click by the user.Create the Event Listener
Because this application performs a simple task when the button is clicked, we can use an anonymous inner class to define the event listener:
This may look like scary code, but you just have to break it down to see what is happening:
- First, we call the method of the . This method expects an instance of the class, which is the class that listens for the event.
- Next, we create the instance of the class by declaring a new object using and then providing an anonymous inner class — which is all the code inside the curly brackets.
- Inside the anonymous inner class, add a method called . This is the method that is called when the button is clicked. All that's needed in this method is to use to change the visibility of the s.
Paint Program For Mac
Add the JPanels to the JFrame
Finally, we need to add the two
s and to the . By default, a uses the BorderLayout layout manager. This means there are five areas (across three rows) of the that can contain a graphical component (NORTH, {WEST, CENTER, EAST}, SOUTH). Specify this area using the method:Set the JFrame to Be Visible
Finally, all of the above code will have been for nothing if we don't set the
to be visible:Now we're ready to run the NetBeans project to display the application window. Clicking on the button will switch between showing the combobox or list.
< Programming Mac OS X with Cocoa for Beginners(Redirected from Programming Mac OS X with Cocoa for beginners/Building a GUI)
Previous Page: Some Cocoa essential principles | Next Page: Containers - arrays, and dictionaries
So far we have used Interface Builder to create a very simple interface for our 'hello world' example. Now we'll look at it in a bit more detail so that we can see how to build much more complex and useful user interfaces.
Building a GUI[edit]
We have already discussed the concept of targets and actions in a very general way; now we'll see how Interface Builder makes extensive use of this to connect graphical controls to pieces of code that you write which implement the interesting functionality of your application.
Using 'hello world' as a starting point, let's add a simple action to our code so that we can see how this works. The action is very basic - it just sets the font size of the text as a slider control is moved. In Xcode, click on 'GCHelloView.h' so that it appears in the editor. Now add the following line to the class definition, below the other methods, but before the '@end' statement:
Then do a Save to make sure this change is saved to the file. Here, we have declared the return type of the method to be IBAction. In fact, this is just a macro which is just 'void', but anything tagged as IBAction can be automatically detected by Interface Builder as an action routine, that is, one which can be connected to any control that supports the target/action mechanism. We'll come back to Xcode in a moment to implement this method, but first let's hook it up in IB.
If IB isn't running, start it by double-clicking on 'MainMenu.nib'. Arrange the window in IB so that you can drag the file 'GCHelloView.h' from Xcode to IB. This triggers IB to read the file, and so it will pick up the action method and add it to a list of available actions for the GCHelloView object. Next, switch back to the 'Instances' panel, and bring Window to the front by double-clicking its icon (or just click the window if you can see it). Make a bit of room at the bottom of the window by dragging it a little bigger. In the widgets palette, select the Controls panel (second from the left), and drag a horizontal slider control from the palette into the window. Make sure you put the slider in the space you made, not into the GCHelloView.
Select the slider control, and open the Inspector (Tools->Show Inspector if it's not visible). Make sure the pop-up menu is set to 'Attributes'. Hp cd writer 8200 driver. Set the attributes as follows:
- minimum - 9.0
- maximum - 72.0
- current - 48.0
Also, check the boxes 'Continuously send action while sliding' and 'Enabled'. The other settings should remain at their default values.
Next we need to give the slider control a target - that is, a connection to the object it should send the action to. IB sets up targets graphically. We control-drag FROM the sender of the action TO the target. A line will be drawn linking the two. Do that now - control-drag FROM the slider TO the GCHelloView. The Inspector will switch to the 'Connections' section and list all of the available action methods for GCHelloView. Highlight 'textSizeAction:' and click 'Connect' to make the connection. (Note - if textSizeAction: doesn't appear in the list, you can add it manually. Select GCHelloView in the 'Classes' list. Use the Inspector Attributes to switch to 'Actions', click 'Add', then type the name of the method - don't forget the colon! You might need to do this, since the earlier dragging of the file into IB, which should handle this for you, doesn't always seem to work reliably. Once you've added the method, try again with the control-drag step).
Save the changes, then return to Xcode. We now need to implement the action method. Find and select the GCHelloView.m file. Add the following method to the body of the implementation:
Extended version of 'Hello World' with slider control
Now Build and run the project. Drag the slider. the text should change size as you drag.
Database program for mac and windows. The above line implements the action. It is called whenever the slider is dragged to a new position, and sends a message to its own setText:withSize: method, passing the existing text ([self text]) and a size which is obtained from the slider's value itself. We set up the range of values in IB to be from 9 to 72 - this becomes the point size of the text. The 'sender' parameter to an action method is always the object that caused the action - in this case the slider. So we can simply call its 'floatValue' method to find out its current value, and simply pass that along as the text size. The change is immediately visible as you drag because we earlier added the line [self setNeedsDisplay:YES] to our setText:withSize: method, which causes Cocoa to call our drawRect: method, which redraws the text using the new size.
While simple, this example is very typical of how all controls interface to pieces of code in your application. You write an action method (which always has an IBAction return type, and a single 'sender' object parameter) in some suitable target object, then hook up that action and target in IB.
Menu commands[edit]
Menu commands work pretty much the same way as sliders or buttons. They have a target and an action. When the menu item is chosen, it sends the action to the target. You can set them up exactly like we did for the slider - control-drag FROM the menu item TO the target, select the action and click 'Connect'.
There are times when we don't want a menu command to go to a specific fixed target however, but one that depends on the context. For example, we might have an application with multiple similar windows open, such as a document. When the user chooses the 'Copy' or 'Paste' command, it should always target the currently active document. If we had tied this menu command to a specific target, these commands would not work as the user generally expects.
To fix this, Cocoa maintains a 'chain of command' which changes depending on the context. The frontmost window will contain a target which should be the first to respond to a command. If it can, it responds. If not, the command passes to the next object in the chain, which might be another view within the window, or the window itself. If the command can be handled, it is. If not, it passes up again, this time to the application object. If the application can't handle the command, it is discarded and ignored.
The first object in the chain that can respond to a command at any particular moment is called the first responder, and an icon representing this object is shown in the main IB window. So all we need to do is to make it the target of our action, and we have solved the problem of changing targets for menu items. You'll find you can control-drag to this target just as any other targettable object. The 'Actions' list for the first responder lists all of the actions for all objects known to IB. You can link to any action. If the action is found within the current chain of command, the action will find its target and be executed. If the particular action can't be found in the chain of command at a particular time, what happens? Well, if the action is sent, nothing happens, because no-one responds to it, but in fact in this case Cocoa disables the menu item automatically! Thus actions that can't find a target are automatically greyed out, saving us a large part of the job of managing menu enabling as the context changes.
'Hello World' doesn't have multiple windows, so at this stage we can't demonstrate this convincingly, but shortly we'll be making a much more sophisticated application, and this approach will come into its own.
Resizing Windows[edit]
Run 'Hello World'. Try resizing the window. It's probably not the behaviour you would expect - everything remains at a fixed distance from the bottom. Let's look at how we make views size the way we want them.
Free Drawing Program For Mac
In Interface Builder, bring Window to the front and select the GCHelloView. Using the Inspector, switch to the 'Size' panel using the pop-up menu. The diagram there indicates which edges of the view should be rigidly linked to the edges of the window, and which can be flexible. By clicking on the links, you can change them from one to the other. GCHelloView should probably change size along with the window, so change the interior links to be flexible, and the exterior ones to be rigid. Now select the slider. Allow it to have a flexible link to the top and right edges, but a rigid link to the left and bottom edges. The interior should be rigid. Save the file and use Xcode to build and run the project. Now, you'll see that the GCHelloView (as shown by its blue border) stretches as you resize the window.
You'll probably notice that the text however, still doesn't seem to behave as we'd probably like, being a fixed distance from the bottom edge of the view. We are used to text remaining at a fixed distance from the TOP edge. The reason for this is that Cocoa's default coordinates follow the underlying Quartz graphics system, in which increasing y values go UP the screen, not down. While this is the mathematical convention, computer programmers are usually used to having things the other way up. Cocoa can allow any view to be flipped in this manner, using a simple override. Mixars duo mkii professional dj mixer for serato. So let's change it now.
In Xcode, select GCHelloView.m and add the following method to the implementation:
This is an override of an NSView method, so we don't need to declare it in our class. We simply return YES to let Cocoa know we'd like this view to have the y coordinate go from top to bottom. Build and run again and you'll see the difference this makes. Because of the choice of y coordinate used in drawRect:, the text will be fairly far down the view - you might like to change that to something like 10 so it's near the top.
Previous Page: Some Cocoa essential principles | Next Page: Containers - arrays, and dictionaries
Retrieved from 'https://en.wikibooks.org/w/index.php?title=Programming_Mac_OS_X_with_Cocoa_for_Beginners/Building_a_GUI&oldid=2981286'