I wanted to have a discussion on Java GUIs, right now, I'm still in school and I've done light gui development for class.(We briefly covered it.)
Plain and simple, I couldn't do anything I want, I wanted to build a nice clean layout but everything looked off and worse when you maximize it. JButton were huge when put inside a GridLayout, or they spanned the whole row, when I clearly specified the size of the button and etc. It's been one headache after another with Java gui development.
With Microsoft WPF/XAML UI development is more straightforward, it felt like HTML/CSS. Setting the width, height, margin, and padding is great, knowing where my components are going to be puts the mind at ease. And you can even design a custom Look and Feel.
I wanted to know if do you guys have any tips and resources for someone starting Java GUI development. And the one thing I don't get is launch new items with a JFrame, i.e a game.
At Launch your directed to a panel with 4 buttons.
Play Game - Takes you to a new panel to play the game.
Lobby - Takes you to a chat like interface
and etc
Should these be panels? Or more JFrames, like when a user click a button I launch the Play Game JFrame then close the menu JFrame. I really have no ideas with Java guis.
Make sure you understand and are using the appropriate layout managers. This Swing tutorial is very useful for learning how each works: http://download.oracle.com/javase/tutorial/uiswing/layout/visual.html
Also realize that you can layer layouts by putting on panel inside another. This is sometimes necessary to achieve a desired effect while keeping things simple.
For your last question, buttons can just be added to a panel that can bee adding to additional panels before a frame.
First off take a look at Mig Layout. This is a real full featured layout manager and currently is the best one available. If for some reason you can't use external dependencies then you will want to look at GridBagLayout. GridBagLayout will be powerful enough to do everything you need, but it is not as easy to use as something like Mig Layout.
In 99% of the applications you will build you will have a single JFrame and just transition the JPanels to show the different screens.
First off, one of my rules of thumb when building UI panels is to never set directly any location or size.
Then, a second rule is to never set any preferred, minimum or maximum size directly in pixels (thus will bite you when you change from one monitor to another one, with higher or lower DPI resolution). Take a look at this post on my blog, quite old but still useful today.
Thirdly, I try to avoid embedding panels into panels because it leads to components alignment problems and inconsistent component sizes.
Finally, I try to use DesignGridLayout for most of my forms, and sometimes revert to GridBagLayout if the UI layout is too complex (but a complex UI layout may also be a sign of poor UI design).
As a general comment about how to build UI applications (with any UI toolkit in general, but with Swing in particular), there are several recommendations that exist out there, but it is hard to find concrete implementations, you have to read a lot about these, and then try to find the way that works best for you.
Yes, welcome. Compared to HTML /Javascript/CSS you can get nothing like the sophistication and polish for the equivalent level of time spent learning.
(I haven't sourced all the files for you for anything here - google and start looking up).
Swing, in my experience definitely feels like I read 10 million documents, played with some demos, and spend three or four months nightly for 2-3 hours, and you have some idea of how some of the api's work, and then have no idea why some don't. Its great. You want something to work and then implement that, and proceed to f*ck up the rest of your gui.
Java swing, in my opinion, is desperately crying for an open source JQuery type plugin library that will animate your JComponents and render them in a way that you like. Its a definite second class citizen on the desktop, and especially now that CSS / HTML browser rendering sophistication has improved over the last few years.
The nimbus look and feel style is an improvement definitely in the right direction.
You could also move over to JavaFx. Good luck. Apparently its quite nice. I haven't yet had the time or patience.
If you are allowed to use thirdparty library : try JAXX as an option. The idea was to create a css type implementation, where styling elements are separated into a file that can be quickly configured and tested.
Read here for good introduction: today.java.net/pub/a/today/2006/03/30/introducing-jaxx.html
JavaCSS is found in the JAXX project. JAXX is a xml format style implementation of the swing gui interface. You write an xml document, and a css style document, and are able to bind the inputs and outputs of the GUI to your java implementation engine. The css style document allows for rapid sophisticated gui development. Using the jaxx jar engine, the xml code is converted into java code that runs as rapidly as if deployed in a .java class file.
The project has been continued by a French group of programmers and is now to be found here: http://www.nuiton.org/projects/jaxx/files
The demo is at least pretty and most things seem to work.
The latest release is JAXX 2.4.2. The latest update was May or June 2011. Whilst in French, the documentation is still comprehensible in English. Just translate.
The original ethan nicholas files of jaxx were last updated on 17-07-2009
http://sourceforge.net/projects/jaxx/
Please note: www.jaxxframework.org/wiki/Main_Page is a dead link, the site is discontinued. instead a mirror has been made and can be found at: buix.labs.libre-entreprise.org/original-jaxx/www.jaxxframework.org/wiki/Main_Page.html
This documentation is essential to understand the meaning and purpose of jaxx and its use.
If you are patient, have lots of time, and are interested, also look at the timing framework by Chet Haase, to animate your components, it is possible to create sophisticated effects. It requires learning curve and time.
Or pay to get your gui components handled by a professional third party library? (Um, the obvious answer, no-one who has spent the time and effort to learn to create a pretty gui is just gonna hand that over).
So spend three years learning and then ask for moola from others?
Another idea - I am very into exploring but it looks like it might be a nightmare to implement, despite everyone saying its so easy, get an open source webbrowser html / csss renderer embedded, and design your gui on that, using CSS / JQuery / HTML.
But it looks like you have to first compile the web browser (mozilla) from source, and then wrap that in another program (e.g. JRex) and then put the whole thing in a mini- client server like Jetty, just to have a front end implementation that you halfway like.
And that is only if the browser is actually is as compliant with the CSS2 standard and HTML4. Forget about HTML5. That is for the future.
Okay, I am grumpy today, but I don't think the gripes are completely unjustified.
Related
This question already has answers here:
Why is it frowned upon to use a null layout in Swing?
(4 answers)
Closed 8 years ago.
Bonjour.
Upon spending countless hours around this site looking for code to drag a component around the screen, I noticed an odd trend growing in the answers.
...being that everyone shudders at the sound of the null layout.
So I ask, what's the problem everyone has with it? I've been coding for no more than three months, using Swing for no more than one, and the layout has been a breeze to use with endless customisation possible. Why is it bad practice?
The major problem is the complexities involved in trying to make determination about individual platforms with regards to things like fonts and how pixels may be rendered
Even two systems, running the same OS can generate different output due to different hardware drivers and rendering pipelines.
Much of the API has been abstracted in such away that you should never care that one PC is using a DPI of 120 and using DirectX and another is using a DPI of 92 and using OpenGL.
Layout managers remove the developer from the responsibility of having to calculate the size a component (and its child components) at a particular moment in time as well as calculating the relationship between these components and does it in a standardised way.
The core Swing API has been designed to utilise this API, so when a component changes in some way that would represent a change in the size, all the required containers are notified automatically and the entire hierarchy of components can be adjusted as required.
The basic idea of a layout manager is to describe the relation between components on the same container as well as providing information about how much that container might like to have. This allows you to focus on the user-ability follow of the UI rather then trying to spend time trying to update the UI to meet all various possible combinations of hardware and software.
As a former VB developer (no, I'm not proud if it), I can assure you, the most frustrating part of working with it was trying to develop usable, dynamic UIs that didn't look crap on the next clients machine.
Of all the aspects of Swing, the layout management is one of the most welcomed - IMHO
Because it's not a layout. All you are doing is using a GUI editor to place your components in absolute locations. And resizing your window or running your code under a different monitor resolution will look terrible.
looking for code to drag a component around the screen
That is a different requirement. By definition when you drag a component around the screen you can't program the location.
Having said that a layout manager does more then just set the location of a component. Check out Drag Layout for a layout that you can still use in this situation.
For other situations a layout manager (or combination of nested layout managers) if the better solution for designing effective GUI's.
You will loose some points for GUI for using it, because it's hard to maintain, more code, less flexible,... Adding an extra button will lead to a lot of recalculation you have to do.
How i see it : http://leepoint.net/notes-java/GUI/layouts/nulllayout.html
Back in my, ahem, Visual Basic programming days, I remember it was very easy to create a multi-form program.
In the gui designer I could simply create as many forms as I wanted and then load them in my program where needed.
I'm having a very difficult time doing this in Java.
I started out using the Java FX Scene Builder but soon discovered there doesn't seem to be good MDI support. So, back to Swing. But, again, I don't see a simple way to design a multi form application.
I read somewhere that JDesktopPane was the way to go as it will allow you to have different internal frames, but there is no way, that I can see, to design multiple frames in the NetBeans gui designer.
You would think that you could hide an internal frame in the designer so you can layout another frame. While I can add multiple frames to my JDesktopPane, they all overlap each other making it impossible to design multiple frames.
Are there any tools available to do what I'm trying to do, or do I just need to bite the bullet and code the guis without the help of a designer?
In brief, I just want to create a simple application that displays three or four options on a home screen
Enter new customer
Search for existing customer
Quick estimate
And depending on which the user selects, opens the appropriate form. It would seem that this would be a basic requirement for almost any program and I don't understand why it seems like actually creating an application with multiple windows/forms was never thought of when developing the design/development tools. Thoughts? Suggestions?
If you're really keen on using the multi document interface (MDI) of the JDesktopPane, create each form in it's own class form. Don't drag them to the desktop. This will allow you to isolate them.
(You can double click a internal frame and it should enter "isolation" mode, basically making it the only thing you can see)
However, unless the windows are sharing information (ie you want to see the information in one window to change the information in another), I'd avoid it.
A better solution might be to use a CardLayout which will allow you to switch between each form as you need.
Again, I'd start by building your forms from something like a JPanel, individually, and when you're ready, add them to your main form.
I always encourage people who are coming into Swing anew to hand code their forms, it will give you a great appreciation for how to design forms and the power of the layout managers.
I just wanted to know if there are Java libraries that allow for smooth transitions between Java Swing Containers.
Suppose I have a Java GUI application with a single JFrame. Based upon user actions I would like to change the JPanel contained in my JFrame. Now, this I can do. However this change is instantaneous. What I would like to do is have a slow transition/animation so that it is not too hard on the users cognition.
Concrete Example:
Say the JFrame I have isframe having 2 buttons and I have two JPanel, panel1 and panel2. Depending on which button the user clicked, I would replace the frame with either panel1 or panel2. However I would like this change to be slow/animated (whatever you call it), a fade-in effect per se. So my question is
Is there some Java library that allows for such transitions?
If not, are there other desktop development language(s) that I can use for such transition. I already know of Javascript frameworks like JQuery that allow for this. But, I am looking for desktop development (if not Java then anything else is also fine).
Something like that?
I had the same need: smooth transitions and animations of components, panels and screens in my app, to create a fancy UI. Since I once made an animation engine (Universal Tween Engine) for java, I quickly setup a very small and easy-to-use library to create such animations in swing UIs, the SlidingLayout library.
If that's what you're looking for, there is a dedicated forum in case you need help to setup the lib in your project.
I can think of two animation libraries that would be capable of producing the effect you're after, but you'll have to do the work of getting the transition to actually work
TimingFramework
Trident
You should also check out:
http://weblogs.java.net/blog/kirillcool/archive/2007/04/who_doesnt_want.html
For a possible implementation
I'd also suggest checking out http://filthyrichclients.org/ for further insights
How do I create a J2ME app for cellphones with a GUI similar to the menus you see in Java games? I've tried MIDlets with Netbeans but they only show you one GUI element at a time. (textbox, choice, login, etc)
And which Java IDE would you typically design these GUIs in? Netbeans or Eclipse? and is IntelliJ IDEA usable for this aswell?
Do I have to write/get a library that draws GUI controls to screen via bitmap functions .. and keeps track of the keys pressed for focus?
Try to use LWUIT - nice UI toolkit for j2me:
https://lwuit.dev.java.net/
http://lwuit.blogspot.com/
You can also use minime: http://code.google.com/p/minime/
It's an open source GUI library for j2me. miniME works on canvas level (lowest level in j2me) to draw every control so your UI will look exactly the same whatever the handset it'll be running on. Other advantage are:
- miniME uses its own event loop to manage user controlled event (botton pressed, softbar, ..), so you Application will "behave" the same whatever the handset.
- miniME support the concept of Views and stack of view, in order to make navigation between different view/screens very easy.
Here is an example: A View is what you have on the screen at a given moment (for example the main menu screen), then to go to a sub menu, you create a new view, and by calling a simple API, you push it in the stack of Views. The previous view (the main menu) is still existing, but inactive. When the sub menu view complete his work (for example, user press back, or do a selection), you can just go back to the previous view by calling a pop api.
Your question is a bit vague to give a specific aswer, but you might want to check out LWUIT or Polish, you can develop both with either Eclipse or Netbeans.
As far as designing GUIs go, neither IDE will help from a visual perspective. J2ME UI development is all done in code, beyond creating any initial graphics in a proper graphics editor you don't get to see your output until you test.
Read up on the LCDUI package documentation which explains how the UI classes work and the differences between the 'High-level' and 'low-level' APIs.
I can't comment on which IDE to use - but I do know that to create custom UI (like the ones you see in J2ME games), you have to explicitly draw the GUI controls.
Beware that you may need to customize the GUI depending on the target phones. You have to cater for different screen sizes, key pad configurations, default theme etc. This would probably mean that you need different builds for things like different screen sizes which would drive up your Java Verified certification costs (if you need it).
You may be able to find a set of nice looking UI controls that you can buy online and use (try J2ME Polish). The easy way out of course, is to use default J2ME controls :)
Links to many j2me GUI libraries: link1, link2
I know that kuix is not bad and free - watch demo.
But i prefer to make my own gui elements - this is much more flexible (but takes some time).
As for IDE - you may want to make some kind of gui-editor tool, construct interface in it, save result to some file, and read it from your app.
It's way too cumbersome to write your own GUI, especially since there are so many available these days. If you're familiar with desktop development in VB.Net and C#, you might find "J2ME GUI" easy to use. You can download it from http://www.garcer.com/. It has a similar feel and makes it easy to learn. This is the kind of GUI that I expected to come standard with MIDP2 when I started mobile development. Would have solved a lot of issues.
If you are familiar with web stuffs then you can use KUIX (kalmeo.org/home/index) framework having xml and css supports. In place of It you can use also Polish framework (www.j2mepolish.org) it's also uses the xml in easy way rather than kalmeo kuix framework.
I'm writing a time management application and I have an idea for presenting timelines and todo items in 3D. Visually, I imagine this as looking down a corridor or highway in 3D, with upcoming deadlines and tasks represented as signposts - more important items are larger and upcoming deadlines are nearer.
I want to do this in Java, however I have no idea how to begin. For example, I would like to be able to render text and 2D graphics (dates, calendars etc) on the floor/walls of the corridoor, as well as on task items. The tasks themselves could be simple blocks. However examples of 3D code I have seen all look to operate on a very low level, and what I can't figure out are the appropriate co-ordinates to be using, or how the user would be able to interact with the view by selecting items with the mouse (for example clicking an expand or info button to get/edit task properties with the usual swing components).
Is there any higher level API I could be using, or example code that does this sort of thing? Any other ideas for how best to approach this problem?
edit: removed Java3D requirement - I just need to do this in Java.
To be perfectly honest, most "clever" user interfaces are ineffective for a number of reasons:
They favor complexity (for the sake of coolness) over simplicity and usability.
They are likely to be totally unfamiliar to the user.
You have to implement them yourself without some library having done the hard work for you.
I think the interface you describe runs the risk of falling into this trap. What's wrong with the current interface? Won't it be really hard to get an overview due to foreground stuff getting in the way? Now of course you could take it a step further and zoom out/rotate to get an overview but that complicates things.
Having said all that, if you can make it easy to use and really slick, then it can make an application. Users will have a lower tolerance for failure in "fancy" UIs, so perhaps this isn't the best first 3D project.
I do think there is a need for more examples geared towards visualisation rather than games.
To be honest, having tried both, if you use JOGL instead you'll find there's tonnes of OpenGL examples to copy that sort of thing from, and you won't have to code around the limits of the scene graph Java3D gives you. I tried Java3D a couple of years ago in a simple wireframe viewer, and it was such a pain to get the camera control right and the rendering anywhere near OK that I gave up on it.
I've found Pro Java 6 3D Game Development to contain very good code examples.
Here's a code example of 3D text, from NeHe Productions!, check the "DOWNLOAD Java Code" and "DOWNLOAD JoGL Code" at the end of the example.
On a side-note, I was very impressed with LWJGL which makes you write in a very similar way to straight-forward OpenGL.