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You'll notice that if you compile and run the applet above, nothing happens when you press the buttons. This is where you must step in and write some code to determine what will happen. The basis of event-driven programming, which comprises a lot of what a GUI is about, is tying events to code that responds to those events.
After working your way this far through the book and grasping some of the fundamentals of object-oriented programming, you might think that of course there will be some sort of object-oriented approach to handling events. For example, you might have to inherit each button and override some "button pressed" method (this, it turns out, is too tedious and restrictive). You might also think there's some master "event" class that contains a method for each event you want to respond to.
Before objects, the typical approach to handling events was the "giant switch statement." Each event would have a unique integer value and inside the master event handling method you'd write a switch on that value.
The AWT in Java 1.0 doesn't use any object-oriented approach. Neither does it use a giant switch statement that relies on the assignment of numbers to events. Instead, you must create a cascaded set of if statements. What you're trying to do with the if statements is detect the object that was the target of the event. That is, if you click on a button, then that particular button is the target. Normally, that's all you care about - if a button is the target of an event, then it was most certainly a mouse click and you can continue based on that assumption. However, events can contain other information as well. For example, if you want to find out the pixel location where a mouse click occurred so you can draw a line to that location, the Event object will contain the location. (You should also be aware that Java 1.0 components can be limited in the kinds of events they generate, while Java 1.1 and Swing/JFC components produce a full set of events.)
The Java 1.0 AWT method where your cascaded if statement resides is called action( ). Although the whole Java 1.0 Event model has been deprecated in Java 1.1, it is still widely used for simple applets and in systems that do not yet support Java 1.1, so I recommend you become comfortable with it, including the use of the following action() method approach.
action( ) has two arguments: the first is of type Event and contains all the information about the event that triggered this call to action( ). For example, it could be a mouse click, a normal keyboard press or release, a special key press or release, the fact that the component got or lost the focus, mouse movements, or drags, etc. The second argument is usually the target of the event, which you'll often ignore. The second argument is also encapsulated in the Event object so it is redundant as an argument.
The situations in which action( ) gets called are extremely limited: When you place controls on a form, some types of controls (buttons, check boxes, drop-down lists, menus) have a "standard action" that occurs, which causes the call to action( ) with the appropriate Event object. For example, with a button the action( ) method is called when the button is pressed and at no other time. Usually this is just fine, since that's what you ordinarily look for with a button. However, it's possible to deal with many other types of events via the handleEvent( ) method as we will see later in this chapter.
The previous example can be extended to handle button clicks as follows:
//: Button2.java
// Capturing button presses
import java.awt.*;
import java.applet.*;
public class Button2 extends Applet
public boolean action(Event evt, Object arg)
} ///:~
To see what the target is, ask the Event object what its target member is and then use the equals( ) method to see if it matches the target object handle you're interested in. When you've written handlers for all the objects you're interested in you must call super.action(evt, arg) in the else statement at the end, as shown above. Remember from Chapter 7 (polymorphism) that your overridden method is called instead of the base class version. However, the base-class version contains code to handle all of the cases that you're not interested in, and it won't get called unless you call it explicitly. The return value indicates whether you've handled it or not, so if you do match an event you should return true, otherwise return whatever the base-class event( ) returns.
For this example, the simplest action is to print what button is pressed. Some systems allow you to pop up a little window with a message in it, but applets discourage this. However, you can put a message at the bottom of the Web browser window on its status line by calling the Applet method getAppletContext( ) to get access to the browser and then showStatus( ) to put a string on the status line. You can print out a complete description of an event the same way, with getAppletContext().showStatus(evt + '' ). (The empty String forces the compiler to convert evt to a String.) Both of these reports are really useful only for testing and debugging since the browser might overwrite your message.
Strange as it might seem, you can also match an event to the text that's on a button through the second argument in event( ). Using this technique, the example above becomes:
//: Button3.java
// Matching events on button text
import java.awt.*;
import java.applet.*;
public class Button3 extends Applet
public boolean action (Event evt, Object arg)
} ///:~
It's difficult to know exactly what the equals( ) method is doing here. The biggest problem with this approach is that most new Java programmers who start with this technique spend at least one frustrating session discovering that they've gotten the capitalization or spelling wrong when comparing to the text on a button. (I had this experience.) Also, if you change the text of the button, the code will no longer work (but you won't get any compile-time or run-time error messages). You should avoid this approach if possible.
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