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Assemble the GUI


You will now begin to assemble the graphical components for your tip calculator. All of the graphical components can be found in the Object Palette window.

  1. On the Object Palette, make sure that the first page, 'Kjava', is visible. (If not, click the mouse button on the 'Kjava' Tab.)
  2. You will see icons for all of the available parts. Click the fourth icon, named 'TextBox', with the mouse. (It should become depressed. Also, the title bar of the Object Palette will reflect your selection.)
  3. In the Emulator window, click once near the top of the screen. You have just placed a TextBox into your program. You should see the word 'textBox1' surrounded by a red squares. In the Composer window, a new page should have appeared, which displays the TextBox properties.
  4. If the TextBox is not already centered at the top of the Emulator screen, you can center it by clicking inside the red square and dragging. Clicking on the red squares on the sides and corners of the box will resize the box. At this stage, try not to resize the part (but if you change the size a little it is OK).
  5. We will now place the TextFields for our application in the Emulator. Click the 'TextField' icon in the Object Palette.
  6. In the Emulator window, click once on the left side of the Emulator, below the TextBox. You should see a new part, which will have the word "textField2:" inside a red square.
  7. Click the 'TextField' icon in the Object Palette again to get ready to place another TextField.
  8. In the Emulator window, click once below textField2. You should see a new part in the Emulator, named 'textField3'. Move this TextField so it is lined up with the first.
  9. Next you will create the button which will compute the tip. Click the first icon in the Object Palette, named 'Button'.
  10. In the Emulator window, click once beneath textField3. You should see the button, named 'button4'.
  11. Finally you will create the box which will show the results of the calculation. Click the fourth icon in the Object Palette, titled 'TextBox' and place it beneath the button near the bottom of the screen. (If part of the red square is extending off the bottom of the screen, it is OK for now because you will be changing the size of the TextBox in the next section.)

If by accident you placed a part you did not mean to place, you can remove it by using the 'Recycle' button. Choose the part by clicking it with the mouse button. Then push the 'Recycle Current Part' button located toward the top of the Composer window. The part will be removed from your program and will appear as an icon in the 'Recycled' page in the Object palette. You can select it from the palette if you wish to reuse it.


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