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A distinction of Swing, as a GUI framework, is in its reliance on programmatically rendered GUI controls (as opposed to the use of the native host OS's GUI controls). Prior to Java 6 Update 10, this distinction was a source of complications when mixing AWT controls, which use native controls, with Swing controls in a GUI (see Mixing AWT and ...
XAML is a markup system that underlies user interface components of Microsoft's .NET Framework 3.0 and above. Its scope is more ambitious than that of most user interface markup languages, since program logic and styles are also embedded in the XAML document. Functionally, it can be seen as a combination of XUL, SVG, CSS, and JavaScript into a ...
The first Java GUI toolkit was the Abstract Window Toolkit (AWT), introduced with Java Development Kit (JDK) 1.0 as one component of Sun Microsystems' Java platform. The original AWT was a simple Java wrapper library around native (operating system-supplied) widgets such as menus, windows, and buttons.
Using the Java programming language, Java Foundation Classes (JFC) are pre-written code in the form of class libraries (coded routines) that give the programmer a comprehensive set of graphical user interface (GUI) routines to use. The Java Foundation Classes are comparable to the Microsoft Foundation Class Library (MFC). JFC is an extension of ...
This is a list of notable library packages implementing a graphical user interface (GUI) platform-independent GUI library (PIGUI). These can be used to develop software that can be ported to multiple computing platforms with no change to its source code.
GUI and 2D Graphics: the AWT package basic GUI operations and binds to the underlying native system. It also contains the 2D Graphics API. The Swing package (javax.swing) is built on AWT and provides a platform-independent widget toolkit, as well as a pluggable look and feel. It also deals with editable and non-editable text components.
Graphical user interface elements are those elements used by graphical user interfaces (GUIs) to offer a consistent visual language to represent information stored in computers. These make it easier for people with few computer skills to work with and use computer software.
The world and actors are represented by Java objects and defined by Java classes. Greenfoot offers methods to easily program these actors, including method for movement, rotation, changes of appearance, collision detection, etc. Programming in Greenfoot at its most basic consists of subclassing two built-in classes, World and Actor. An instance ...
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