The UI is a wide term that refers to a wide range of correspondence between a program and its clients. The UI is the thing that the client sees, as well as what the client hears and feels. Indeed, even the speed with which a program collaborates with the client is a critical piece of the program’s UI.
The Java environment provides classes for the following UI functionality:
Showing a graphical UI (GUI)
This is the favored UI for most Java projects. This rest of this trail focuses on this theme.
At this moment, applets can play sounds, however, applications can’t (in any event not compactly). See Playing Sounds (in the Writing Applets trail) for data on playing sounds in applets.
Getting arrangement data
Clients can determine setup data to the applet utilizing command-line arguments (applications just) and parameters (applets as it were). For data about command-line arguments, see Application Command-Line Arguments (in the Writing Java Programs trail). For data about parameters, see Defining and Using Applet Parameters(in the Writing Applets trail).
Sparing client’s inclinations utilizing properties
For data that applications need to save even when they’re not running, you can utilize properties. Applets for the most part can’t compose properties to the neighborhood record framework, because of security limitations. For data on utilizing properties, see Properties(in the Writing Java Programs trail).
Getting and showing content utilizing the standard information, yield, and mistake streams
Standard input, output, and error are the old-fashioned way of presenting a user interface. They’re as yet helpful for testing and investigating programs, and additionally for usefulness that is not going for the normal end client. See The Standard I/O Streams (in the Writing Java Programs trail) for data on utilizing standard input, output, and error.
Applets and applications regularly show data to the client and welcome the client’s association utilizing a GUI. The piece of the Java condition called the Abstract Window Toolkit (AWT) contains an entire arrangement of classes for composing GUI programs.
The AWT gives numerous standard GUI segments, for example, catches, records, menus, and content zones. It likewise incorporates holders, (for example, windows and menu bars) and more elevated amount parts, (for example, an exchange for opening or sparing documents).
Other AWT Classes
Different classes in the AWT incorporate those for working with design settings (counting essential drawing operations), pictures, events, fonts, and colors. Another critical gathering of AWT classes are the format directors, which deal with the size and position of segments.
The Anatomy of a GUI-Based Program
The AWT gives a structure for drawing and event handling. Utilizing a program-particular chain of command of holders and segments, the AWT forwards events (for example, mouse snaps) to the appropriate object. A similar progressive system decides the request in which containers and segments draw themselves.
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