Chapter 11. Graphical User Interfaces
Graphical user interfaces, or GUIs, represent an excellent
example of software modularity and reuse. GUIs are almost always
assembled from libraries of predefined building blocks. To Motif
programmers on Unix systems, these GUI building blocks are known as
widgets. To Windows programmers, they are known as
controls. In Java, they are known by the generic
term components, because they are all subclasses of
java.awt.Component
.[1]
In Java 1.0 and 1.1, the standard library of GUI
components was AWT—the package java.awt
and its subpackages. There is debate
as to what the letter A stands for in this acronym, but “WT” stands for
“windowing toolkit.” In practice, it is always called AWT. In addition
to GUI components, the AWT includes facilities for drawing graphics,
performing cut-and-paste-style data transfer, and other related
operations. On most platforms, AWT components are implemented using the
operating-system’s native GUI system. That is, AWT components are
implemented on top of Windows controls on Windows operating systems, on
top of Motif widgets on Unix systems, and so on. This implementation
style led to a least-common-denominator toolkit, and, as a result, the
AWT API is not as complete and full featured as it should be.
Java 1.2 introduced a new library of GUI components known
as Swing. Swing consists of the javax.swing
package and its subpackages. Unlike the AWT, Swing has a platform-independent implementation and a state-of-the-art ...
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