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JPanel, a part of Java Swing package, is a container that can store a group of components. The main task of JPanel is to organize components, various layouts can be set in JPanel which provide better organisation of components, however it does not have a title bar.
Program to create a simple JPanel add components to it. Output :.
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Note: In the previous Program, border layout and Box Layout are used. Different other layouts can be used to organize the components in a definite pattern, such as card layout, grid layout etc. What are Vector in Java and how do we use it? What is BlockingQueue in Java and how to implement it?
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Recommended blogs for you. Read Article. How to Implement Insertion Sort in Java? What is Node. What is LinkedHashSet in Java? Understand with examples Read Article. Subscribe to our Newsletter, and get personalized recommendations. Sign up with Google Signup with Facebook Already have an account? The second add method takes a second parameter. This parameter is important: Without it, each component is placed on top of each other in the window's center, and the window isn't very useful.
The possible values for this second parameter include five values indicating to place the added component on one of the window's four edges or in the window's center. Section Using JButton and JTextField , we can build a program that creates a window containing a text field sandwiched by two buttons labeled Increment and Quit. We're going to work on making the buttons do something soon. For the moment, all the program does is display the components.
This program has two differences from the EmptyWindow program from before. This simply creates objects, but they are not yet part of the window. Notice that as we add each component, we include a second parameter indicating where to place it within the window. Now we can work on allowing the user to interact with the window. In order to do this, we need to discuss interfaces. An interface is basically just a set of methods. Any class that hopes to implement the interface must implement all of the methods in the interface's set.
Despite the name, interfaces are not specific to graphical user interfaces! They're a general Java concept, that we just happen to be discussing in the context of graphical user interfaces. Defining an interface looks a lot like defining a class, except that we can only list instance methods, and none of the instance methods have any bodies.
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In place of each instance method's body, we just place a semicolon. With the interface defined, we will now need classes that claim to implement the interface. For this, we need to say so up front using an implements clause. Any class that has such an implements clause has to define all of the methods defined in the interface. Otherwise, there's a compiler error.
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Thus, both Ball and Paddle must have getX and getY methods; since the interface says these methods take no parameters and return a double , they need to be defined this way in Ball and Paddle too. What makes interfaces useful is that they are types, too. The following would be completely legitimate. In some sense, with interfaces a class have two superclasses.
Only one of these can be a true Java class, but the type conversion behavior makes it feel as if both the actual parent class and the implemented interface are superclasses. So how can we have our button do something? We're going to have to use an interface — namely, the ActionListener interface in the java. Called when an action is performed on a GUI component. In the case of a button, the action occurs when the user clicks on it. The ActionEvent parameter specifies information about the event that has occurred.