OOP using Java Graphics Assignments

Goal:

The goals of this assignment are to:

1. implement an applet

2. build a graphical user interface

3. learn how to use Java graphics

 

Due: May 15th, 2005

Part 1 Create a Currency Converter Applet. Your Converter will convert at least four or more currency.

 

Part 2

Specifications.

You need to modify the GUI example from class as follows:

1. include at least 4 of the following GUI components: Button, Checkbox, Choice, Label, List, TextArea, TextField

2. additionally, you must include a Canvas

3. at least 3 of the components must be attached to some type of behavior in the applet and you must handle events using a listener interface (i.e., clicking on a button must do something visible in the applet)

4. use any layout manager except FlowLayout (BorderLayout is fine)

5. include at least 5 of the following AWT drawing primitives in the Canvas: drawString, drawLine, drawRect, drawOval, drawArc, fillRect, fillOval, fillArc

6. Be CREATIVE!!!

Your assignment will consist of:

* a class that extends an Applet, in a file named graphicshw<your-CS-username>.java

* an HTML file that invokes the Applet, in a file named graphicshw <your-CS-username>.html

* You may include additional class files, if necessary, named whatever you want --- but the Applet has to be in the graphicshw <your-CS-username>.java file.

You can use the examples from class as the basis for your assignment, but you MUST change the example(s) significantly in terms of the components used and the drawing done.

 

 

Your source code (i.e., your .java file) but be neat and clearly commented. You must have a header comment and you should comment the end of each block (i.e., each }). You need to comment each method that you write within each class.

Link: Besides: submitting a copy of your program in a disk (hardcopy and softcopy)-you should also provide the applet link.