// CIS 790 PROF. AUCIELLO // (100 POINTS) -- COMPLETE UNICODE/ASCII TABLE (DOWNLOAD) // (100 POINTS) -- PUT THIS APPLET TOGETHER // STEP 1.0 insert all library code. // STEP 2.0 define a new class "a12" w. public access // STEP 2.05 open major bracket for entire class. // STEP 2.1 define 3 textfields for input. // STEP 2.20 define "ver" as 140. // STEP 2.21 define a start method w. open bracket. // STEP 2.22 define, add, & set text for inputField0. // STEP 2.23 define, add & set text for inputField1 & inputField2. // STEP 2.24 define and add button1. // STEP 2.29 end start() method. // STEP 3.0 define paint method. // STEP 3.1 define, then set fonts, and set color. // STEP 3.2 get text from 2 inputFields. // STEP 3.3 take the 1st element of string "skey2", convert to character.. // STEP 3.4 convert 1st string to integer by parsing it. // STEP 3.5 use 4 drawString statements to display output. // Note use of (int)char and char(int) statements! // STEP 3.9 end paint() method. // STEP 4.0 start boolean method that listens for "enter" or button-click. // STEP 4.1 open bracket, repaint screen, return true, close bracket. // STEP 5.0 close major bracket for class. // CIS 790 CHARACTER CODES PROF. AUCIELLO // (f2c20.java) import java.awt.*; import java.awt.event.*; import java.applet.*; import java.awt.Graphics; import java.awt.Font; import java.awt.Color; import java.awt.Image.*; import java.lang.Double; import java.lang.Integer; import java.lang.Math; import java.lang.String; import java.text.*; import java.util.Date; import java.util.Random; import java.util.*; public class a12 extends Applet { // all definitions and initializations can go here. TextField inputField0,inputField1, inputField2; int currkey, ver = 140; public void start() Label namelabeldc = new Label("Decimal Code: ",Label.RIGHT); add (namelabeldc); // def and add label. inputField1 = new TextField(14); // create, add, and add (inputField1); // initialize input field1. inputField1.setText("65"); { inputField0 = new TextField(80);// create, add, and add (inputField0, inputField1); // initialize input field1. inputField0.setText(" CHARACTER CODES JAVA APPLET PROGRAMMING (CIS 790) PROF. J. AUCIELLO"); Label namelabelkbc = new Label("KB Character: ",Label.RIGHT); add (namelabelkbc); // def and add label. inputField2 = new TextField(14); // create, add, and add (inputField2); // initialize input field1. inputField2.setText("A"); } // end start() public void paint(Graphics g) { Font fonts = new Font("Helvetica",Font.BOLD,12); g.setFont(fonts); Button button1 = new Button("Start"); // def button. add(button1); g.setColor(new Color(25,25,245)); // base color String s1 = inputField1.getText(); String skey2 = inputField2.getText(); char ckey2 = skey2.charAt(0); int key1 = Integer.parseInt(s1); // System.out.println("key2 = " + (int)ckey2+ " "); public boolean action(Event evt, int key) { currkey = key; repaint(); return true; } g.drawString("Click on the screen to start applet.", 10,10); g.drawString("Type Keyboard Character -- Note its Unicode (Decimal) Value: ",10,30); g.drawString("Unicode / Ascii Value (event trapping) " + currkey+ " = Character " + (char)currkey, 20,ver+20); g.drawString("Unicode / Ascii Value (text input) " + (int)ckey2 + " = Character " + ckey2, 20,ver+40);; g.drawString("Unicode / Ascii Value (text input) " + key1 + " = Character " + (char)key1,20,ver+60);; // System.out.println("key1 = " + key1 + " = Character " + (char)key1); g.drawString("" + (int)ckey2, 225,75); g.drawString("" + (char)key1, 400,75); } // end paint() // The above procedure enables the "Start Button" (Action Listener) // to operate. } // end class