Chapter 3 : Networking
Networking is the concept of connecting a
group of 2 or more machines.
Protocols : help in passing information from one
computer to another
Internet Protocol (IP) is the network protocol used to
send information from one computer
Java DataBase Connectivity
What is JDBC?
AJDBC lets you access virtually any tabular data source
from the Java programming language
Well focus on accessing Oracle databases
Basic steps to use
a database in Java
Program 1: Grid Layout Manager
Program to illustrate the placing of GUI objects with the GridLayout layout manager.
This layout manager places GUI components on equal size N X M grids.components are
placed in top-to-bottom,left-to-right ord
The MouseEvent Class
There are eight types of mouse events. The MouseEvent
class defines the following integer constants that can be
used to identify them:
The user clicked the mouse.
MOUSE_DRAGGED The user dragged the mouse.
To create a button, Java provides the class JButton. Thus, to create objects
belonging to the class JButton, we use a technique similar to the one we used to
create instances of JLabel and JTextField.
The following lines will create two buttons,
There are two types of Java programs:
applications programs .
Java applets are small applications that can be embedded in an
HTML page and executed by a Web browser.
The creation of an applet done by extending the cl
Additional GUI Components
The GUI programs used the class JTextField to display a
line of text (only line).
Java provides the class JTextArea to either collect
multiple lines of input from the user or to display
multiple lines of output.
Chapter2 : Multi-threading
2) Class Thread: an Overview of the Thread
3) Creating a Thread
3.1 Extending a Thread
3.2 Implementing runnable
Creating multiple Thread
5) Thread Control Methods
Chapter I : Inheritence and
In Java, you can create new classes from existing
classes. This feature encourages code reuse and
saves programmers an enormous amount of time.
This chapter examines two common ways to relate
Chapter 3: GRAPHICAL USER
(GUI) AND OBJECT-ORIENTED
From Problem Analysis to Program
GUI and Event-Driven Programming
This Chapter contains two main parts: