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Archive for October, 2006

TextField inputField; TextArea outputArea; Button B1,B2; List L;

Monday, October 30th, 2006

outputArea = new TextArea(10, 60); p2.add(outputArea); /* don’t let the user edit the contents, and make the background color Cyan - because it looks nice */ outputArea.setEditable(false); outputArea.setBackground(Color.cyan); /* now for the Buttons. Make the first Button to let the user “login” */ B1 = new Button(”login”); […]

TextField inputField; TextArea outputArea; Button B1,B2; List L;

Monday, October 30th, 2006

TextField inputField; TextArea outputArea; Button B1,B2; List L; Panel p1,p2; } Text Output In addition to all of this, let s write up a quick method that will allow us to output text to the server. This really isn t necessary at this point, but it […]

a List. Planning Your Event-Handling Strategy A good

Monday, October 30th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Event Constants The list of Event.id in Table 9-1 is not totally comprehensive, but it covers almost every Event you could possibly receive. For […]

a List. Planning Your Event-Handling Strategy A good

Monday, October 30th, 2006

LOAD_FILE Generated when a File is loaded. LOST_FOCUS Generated when a Component loses the focus. MOUSE_DOWN Generated when the mouse button is pressed down. MOUSE_DRAG Generated if the mouse moves while being clicked (dragged). MOUSE_ENTER Generated when the mouse enters a Component. MOUSE_EXIT Generated when the mouse […]

a List. Planning Your Event-Handling Strategy A good

Monday, October 30th, 2006

a List. Planning Your Event-Handling Strategy A good thing to do before you start writing code is to think about what events you are going to have to handle. Before we can do that, we have to know how exactly an event works. Whenever a Component generates an event, it […]

Before any code can be written, we have

Sunday, October 29th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Component Commands and Methods All Components are subclassed from java.awt.Component. This gives them each a certain amount of common behavior, but each type also […]

Before any code can be written, we have

Sunday, October 29th, 2006

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Before any code can be written, we have

Sunday, October 29th, 2006

Before any code can be written, we have to decide how the applet s user interface will work. There are a variety of ways to do this, but for simplicity s sake, we ll stick with these four components. Although you ve worked with them before, here is a little review: […]

PrintStream ps; String alias; sClientThread(Socket s, sClientGroup p)

Sunday, October 29th, 2006

referred to in the user list. Here they are: public void setAlias(String str) { alias = str; } public String getAlias() { return alias; } The Final Server Compile We are totally finished with the server now. If you want, you can run it by compiling all […]

PrintStream ps; String alias; sClientThread(Socket s, sClientGroup p)

Sunday, October 29th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next The finalize( ) Method sClientThread is very persistent, and will never give up unless someone else disconnects it from its Client. If this happens, […]

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