Sams Teach Yourself Java 2 in 24 Hours
- Table of Contents
- Copyright
- About the Author
- About the Technical Editor
- Acknowledgments
- We Want to Hear from You!
- Reader Services
- Introduction
- Hour 1. Becoming a Programmer
- Hour 2. Writing Your First Program
- Hour 3. Vacationing in Java
- Hour 4. Understanding How Java Programs Work
- Part II: Learning the Basics of Programming
- Hour 5. Storing and Changing Information in a Program
- Hour 6. Using Strings to Communicate
- Hour 7. Using Conditional Tests to Make Decisions
- Hour 8. Repeating an Action with Loops
- Part III: Working with Information in New Ways
- Hour 9. Storing Information with Arrays
- Hour 10. Creating Your First Object
- Hour 11. Describing What Your Object Is Like
- Hour 12. Making the Most of Existing Objects
- Part IV: Programming a Graphical User Interface
- Hour 13. Building a Simple User Interface
- Hour 14. Laying Out a User Interface
- Hour 15. Responding to User Input
- Hour 16. Building a Complex User Interface
- Part V: Creating Multimedia Programs
- Hour 17. Creating Interactive Web Programs
- Hour 18. Handling Errors in a Program
- Hour 19. Creating a Threaded Program
- Hour 20. Reading and Writing Files
- Part VI: Creating Multimedia Programs
- Hour 21. Using Fonts and Color
- Hour 22. Playing Sound Files
- Hour 23. Working with Graphics
- Hour 24. Creating Animation
- Part VII: Appendixes
- Appendix A. Tackling New Features of Java 2 Version 1.4
- Appendix B. Using the Java 2 Software Development Kit
- Appendix C. Programming with the Java 2 Software Development Kit
- Appendix D. Using Sun ONE Studio
- Appendix E. Where to Go from Here: Java Resources
- Appendix F. This Book's Web Site
Hour 15. Responding to User Input
A graphical user interface you developed during the past two hours can run on its own without any changes. Buttons can be clicked, text fields filled with text, and the window can be resized with wild abandon.
Sooner or later, however, even the least discriminating user is going to be left wanting more. The graphical user interface that a program offers has to cause things to happen when a mouse-click or keyboard entry occurs. Text areas and other components must be updated to show what's happening as the program runs.
These things are possible when your Java program can respond to user events. An event is something that happens when a program runs, and user events are things a user causes to happen by using the mouse, keyboard, or another input device. Responding to user events is often called event handling, and it's the activity you'll be learning about during this hour.
The following topics will be covered:
- Making your programs aware of events
- Setting up a component so it can cause events
- Ignoring some components
- Finding out where events end up in a program
- Storing information in the interface
- Using numeric variables with text fields
Getting Your Programs to Listen | Next Section

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