Monday, August 20, 2007
Before diving into the various constructs provided by the Java language for plasmarental
Before diving into the various constructs provided by the Java language, you should have at least a general understanding of the Java programming environment. In the fine tradition of all language reference manuals, here is a short Java program that outputs "Hello world!" and then exits:
/*
* Sample program to print "Hello World"
*/
class HelloWorld { // Declare class HelloWorld
public static void main(String argv[]) {
System.out.println("Hello World!");
}
}
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This example begins with a comment that starts with /* and ends with */. This type of comment is called a C-style comment. The example also uses another kind of comment that begins with // and ends at the end of the line. This kind of comment is called a single-line comment; it is identical to that style of comment in C++. Java supports a third type of comment, called a documentation comment, that provides for the extraction of comment text into a machine-generated document.
Comments aside, the example consists of a single class declaration for the class called HelloWorld. If you are unfamiliar with classes, you can think of a class as a collection of variables and pieces of executable code called methods for the purposes of this discussion. In Java, most executable code is part of a method. Methods are identical to virtual member functions in C++, except that they can exist only as part of a class. Methods are also similar to functions, procedures, and subroutines in other programming languages.
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The HelloWorld class contains a single method named main(). When you ask the Java interpreter to run a Java program, you tell it what code to run by giving it the name of a class. The Java interpreter then loads the class and searches it for a method named main() that has the same attributes and parameters as shown in the example. The interpreter then calls that main() method.
In the declaration of main(), the name main is preceded by the three keywords: public, static, and void. The public modifier makes the main() method accessible from any class. The static modifier, when applied to a method, means that the method can be called independently of an instance of a class. The void keyword means that the method returns no value. The main() method of an application should always be declared with these three keywords. Although the meanings of these keywords is similar to their meanings in C++, there are some differences in the meaning of the keyword static as used in Java and C++.
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The main() method contains a single line of executable code that calls the println() method of the object System.out. Passing the argument "Hello World!" to the println() method results in "Hello World!" being output. System.out is an object that encapsulates an application's standard output. It is similar in purpose to stdout in C and cout in C++. Java also has System.in and System.err objects that are similar in purpose to stdin and stderr in C and cin and cerr in C++, respectively.
Sunday, August 19, 2007
Why Is Java Interesting? for plasmarental
Why Is Java Interesting?
A Simple Example
When it was introduced in late 1995, Java took the Internet by storm. Java 1.1, released in early 1997, nearly doubles the speed of the Java interpreter and includes many important new features. With the addition of APIs to support database access, remote objects, an object component model, internationalization, printing, encryption, digital signatures, and many other technologies, Java is now poised to take the rest of the programming world by storm. plasmarental
Despite all the hype surrounding Java and the new features of Java 1.1, it's important to remember that at its core, Java is just a programming language, like many others, and its APIs are just class libraries, like those of other languages. What is interesting about Java, and thus the source of much of the hype, is that it has a number of important features that make it ideally suited for programming in the heavily networked, heterogenous world of the late 1990s. The rest of this chapter describes those interesting features of Java and demonstrates some simple Java code. Chapter 4, What's New in Java 1.1 explores the new features that have been added to version 1.1 of the Java API. plasmarental
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Monday, July 16, 2007
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Friday, July 13, 2007
Creating Objects For plasmarental
Creating Objects
Now that you know how to create basic classes, creating objects (or instances)
based upon them is the logical next step. Creating a variable that contains an
object takes two steps. First, like any variable, you must declare the variable
name for the object and its type somewhere in your program. You perform this
step by using the class name as the data type and whatever name you want for
the variable. The following code is an example of this process for the Vehicle
class:
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Vehicle myVehicle;
At this point, much like an array, nothing is in the variable yet. All you have
done is state that eventually myVehicle will contain an object. Next you need
to create the object.
Creating Objects
Now that you know how to create basic classes, creating objects (or instances)
based upon them is the logical next step. Creating a variable that contains an
object takes two steps. First, like any variable, you must declare the variable
name for the object and its type somewhere in your program. You perform this
step by using the class name as the data type and whatever name you want for
the variable. The following code is an example of this process for the Vehicle
class:
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Vehicle myVehicle;
At this point, much like an array, nothing is in the variable yet. All you have
done is state that eventually myVehicle will contain an object. Next you need
to create the object.
Friday, June 29, 2007
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Thursday, June 28, 2007
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Friday, June 22, 2007
For plasmarental You want to move a movie clip in front of or behind another movie clip
You want to move a movie clip in front of or behind another movie clip, button, or text field. plasmarental
Solution
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Use layers or the arrangement commands to adjust the order of instances at authoring time.
Use the swapDepths( ) method to change the stacking order of any two instances at runtime. plasmarental
Discussion
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When you are working with multiple movie clip, button, and/or text field instances on the stage at the same time, you need to be aware of their stacking order. For example, if you have a movie clip that is supposed to animate behind a text field, you need to make sure that the text field appears in front of the movie clip. You can make these kinds of adjustments at authoring time either by placing the instances on different layers and arranging the layer order or by changing the order using the arrangement commands. You can move an instance forward or back by selecting the instance and then choosing Modify Arrange Bring Forward/Send Back/Bring to Front/Send to Back.
The authoring time techniques work just fine when you want to maintain a constant stacking order of all the instances in the movie. But when you want the order to change, you need to use ActionScript to effect that change at runtime using the swapDepths( ) method. In some cases, it is important that you be able to programmatically change the depths of instances in this way. For example, if you create a puzzle in which the user can drag the pieces around on stage, you want to make sure that the piece that is currently being dragged appears on top of all the other pieces. http://greateventsupport.com/filezilla/file-views/index.html
In order to understand how to use swapDepths( )a relatively easy methodyou first need to understand how Flash determines stacking order. For the convenience of the developer, Flash uses layers within the authoring environment. However, the exported SWF does not contain any information about layers. Instead, it knows only about depths: whole number values determining the stacking order. Every instance in the movie is assigned its own depth whether you assign it explicitly using the attachMovie( ), duplicateMovieClip( ), createEmptyMovieClip( ), or createTextField( ) methods, or whether it is done automatically for all authoring time instances. But regardless of how the instances are created, they all must have a unique depth. The depth determines the stacking order in which they appear on the stage. An instance of greater depth appears on top of an instance of lesser depth.
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You can use the swapDepths( ) method to switch the depths of any two instances. You should invoke the method from one of the instances, and pass a reference to the other instance to the method as a parameter. For instance, if you want to switch the depths of two movie clips on the same timeline named mSquare and mCircle, your code could look like this:
mSquare.swapDepths(mCircle);
The preceding example could also be written:
mCircle.swapDepths(mSquare);
Both the examples result in the same thingthe two movie clip instances change positions in the stacking order.
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There are many scenarios in which you may want to change the stacking order of instances in your movie. One common example was mentioned earlierensuring that the movie clip that is selected or being dragged appears on top of all the other instances. And another example is that of creating animations that appear to move in three dimensions. For example, if you have two movie clips that appear to spin in a loop along the z-axis (meaning they seem to move back into the screen), you need to make sure that the movie clip that is currently appearing to be nearer to the viewer has a higher depth.
Here is a simple example with two movie clip instances named circle and square on the main timeline. The two movie clips are slightly overlapping. The circle movie clip has the following actions:http://greateventsupport.com/freehand/freehand-lessons/index.html
mCircle.onPress = function():Void {
this.swapDepths(mSquare);
};
In this example, each time the user clicks the circle, the circle and square appear to change order. You can also create a slightly more intelligent system by which the circle is always brought to the front of the square when it is clicked by adding a conditional statement that uses the getDepth( ) method to compare the current depths of the two movie clips. In this slightly modified code, the depths are changed only if the depth of mCircle is not already greater than the depth of mSquare: