Packages

  • package root
    Definition Classes
    root
  • package o1

    O1Library is a toolkit designed for the course Programming 1 (a.k.a. O1) at Aalto University.

    O1Library is a toolkit designed for the course Programming 1 (a.k.a. O1) at Aalto University. It contains an assortment of tools; most prominently, it provides a framework for simple graphical programming and utilities for playing sound.

    This is the front page of O1Library’s documentation. However, this is probably not the best place to start learning about O1Library as a student. That’s because the relevant content of this library is introduced bit by bit in the chapters of O1’s custom ebook alongside the associated programming concepts and assignments.

    You may still find this documentation useful as a reference. You can also find some optional content here that you may wish to try.

    This front page lists the content available in the top-level package called simply o1. These tools are available with the simple command import o1._ in your Scala programs. Some of them you’ll use a lot; some of them you won’t necessarily need at all.

    The tools listed here are actually implemented in a number of subpackages (o1.gui, o1.sound, etc.); what you see here are just “shortcut aliases” to those actual implementations. The aliases are here to make that convenient import command work and to provide you with this list of links to some of the more commonly used tools in O1Library. The subpackages also contain additional content not listed here.

    O1Library has been developed by Aleksi Lukkarinen and Juha Sorva. Several of the key components in o1.gui and o1.world are built upon Aleksi’s Scala Media Computation Library. Some parts of O1Library draw inspiration from the “teachpacks” of the Racket programming language.

    We are grateful to Riku Autio, Joonatan Honkamaa, Juhani Numminen, Leo Varis, Veera Kahva, and anonymous students for bug reports and fixes. We thank Otto Seppälä for helpful discussions.

    Definition Classes
    root
  • package gui

    This package contains tools for building simple GUIs.

    This package contains tools for building simple GUIs. The toolkit is particularly well suited to constructing GUIs that display information as 2D images and/or geometric shapes. It is not designed for demanding graphical needs that call for high efficiency. Some of the tools in this package are built on the Swing GUI library, and the two libraries can be used in combination.

    Some of the types in this package have aliases in the top-level package o1, so they are accessible to students simply via import o1._. Some of the package contents are not available in the top-level package or included in this documentation.

    Please note: One of this package’s key components (views) comes in multiple varieties, which which are defined in the subpackages o1.gui.mutable and o1.gui.immutable and not listed below. The View that is most commonly used in O1 (and aliased as o1.View in the top-level package) is o1.gui.mutable.ViewFrame.

    Definition Classes
    o1
  • object immutable

    This package contains a version of Views that is not much used in O1: views to immutable domain models.

    This package contains a version of Views that is not much used in O1: views to immutable domain models. In O1, the other implementation in o1.gui.mutable is more relevant.

    Definition Classes
    gui
  • ViewComponent
  • ViewFrame
c

o1.gui.immutable

ViewFrame

abstract class ViewFrame[Model] extends ViewImpl.ViewFrame[Model] with ControlDefaults[Model]

This class provides a framework for building simple GUIs. Each instance of the class is a graphical view to objects that represent the states of a domain model; those states can be (but are not required to be) immutable objects. A ViewFrame displays the model as graphics within a GUI frame.

Note to students: this is not the view class that we commonly use in O1 but an alternative implementation. For the usual View, see here.

The key method in the class is makePic, which the view calls automatically and repeatedly to determine which Pic to display in the frame at each moment in time. Concrete view objects must add an implementation for this abstract method.

A view listens to GUI events within the frame, but it doesn’t really do anything when notified of an event; concrete instances of the class can override this behavior by overriding one of the “on methods” (onClick, onMouseMove, etc.). The view also runs an internal clock and can react to the passing of time (onTick).

Just creating a view object is not enough to display it onscreen and start the clock; see the start method.

Please note that even though this class is designed to work with immutable model states, the actual ViewFrame is not itself immutable.

Model

the type of the states of the model

Linear Supertypes
ControlDefaults[Model], TooltipDefaults, ViewImpl.ViewFrame[Model], View.Controls[Model], AnyRef, Any
Known Subclasses
Ordering
  1. Alphabetic
  2. By Inheritance
Inherited
  1. ViewFrame
  2. ControlDefaults
  3. TooltipDefaults
  4. ViewFrame
  5. Controls
  6. AnyRef
  7. Any
  1. Hide All
  2. Show All
Visibility
  1. Public
  2. Protected

Instance Constructors

  1. new ViewFrame(initialState: Model, tickRate: Double)

    An alternative constructor.

    An alternative constructor. Takes in just the initial state and the tick rate; uses the defaults for all the other parameters. Please see the multi-parameter constructor for details.

    initialState

    the initial state of the model to be displayed in the view

    tickRate

    the clock of the view will tick roughly this many times per second

  2. new ViewFrame(initialState: Model, title: String)

    An alternative constructor.

    An alternative constructor. Takes in just the initial state and the title; uses the defaults for all the other parameters. Please see the multi-parameter constructor for details.

    initialState

    the initial state of the model to be displayed in the view

    title

    a string to be displayed in the frame’s title bar

  3. new ViewFrame(initialState: Model, tickRate: Double = TicksPerSecondDefault, title: String = "", initialDelay: Int = 600, terminateOnClose: Boolean = true, closeWhenDone: Boolean = false, refreshPolicy: RefreshPolicy = Always)

    initialState

    the initial state of the model to be displayed in the view (the only required parameter). This class has been designed to work conveniently with immutable model objects (cf. o1.gui.mutable.ViewFrame).

    tickRate

    the clock of the view will tick roughly this many times per second (optional; defaults to 24)

    title

    a string to be displayed in the frame’s title bar (optional)

    initialDelay

    an additional delay in milliseconds between calling start and the clock starting (optional; defaults to 600)

    terminateOnClose

    whether the entire application should exit when the ViewFrame is closed (optional; defaults to true)

    closeWhenDone

    whether the ViewFrame should be hidden and its clock stopped once the view has reached a “done state” (as per isDone) (optional; defaults to false)

    refreshPolicy

    a policy for how eagerly the view should try to update the graphical representation of its model (optional; changing this may improve efficiency in some circumstances)

Type Members

  1. final class Traced[TraceData] extends ViewFrame[Model] with TraceGeneratingDefaults[Model, TraceData]

    A view that wraps around another, collecting a log or trace of events while delegating its actual event-handling to the wrapped view.

    A view that wraps around another, collecting a log or trace of events while delegating its actual event-handling to the wrapped view. Provides additional methods for accessing such traces: trace, simulateAndGet, and startAndGet. A few examples of using these methods are given below.

    simulate 500 clock ticks on the trace-collecing view and print the trace of clock ticks accompanied by descriptions of the view’äs model.

    for((traceItem, traceEvent) <- myTracedView.simulateAndGet(500)) {
      println(traceEvent + ": " + traceItem)
    }

    Or, equivalently:

    myTracedView.simulate(500)
    for((traceItem, traceEvent) <- myTracedView.trace) {
      println(traceEvent + ": " + traceItem)
    }

    Alternatively, start the trace-collecting view and run it interactively until it is done or a tick limit is reached. Then print the trace of ticks and GUI events accompanied with descriptions of the view’s model.

    val futureTrace = myTracedView.startAndGet(tickLimit=100) recover {
      case Aborted(message, partialTrace) => partialTrace
    }
    for(trace <- futureTrace; (traceItem, traceEvent) <- trace) {
      println(traceEvent + ": " + traceItem)
    }
    TraceData

    the type of the model-state descriptions in the trace

Abstract Value Members

  1. abstract def makePic(state: Model): Pic

    Returns a Pic that graphically represents the given state of the view’s model.

    Returns a Pic that graphically represents the given state of the view’s model. This method is automatically invoked by the view after GUI events and clock ticks. Left abstract by this class so any concrete view needs to add a custom implementation.

    For best results, all invocations of this method on a single view object should return Pics of equal dimensions.

    state

    a state of the model to be displayed

    Definition Classes
    ControlDefaults → Controls

Concrete Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##(): Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. final def adjustSpeed(newTickRate: Double): Unit

    Sets a new tick rate for the view, replacing any previously set by the constructor or this method.

    Sets a new tick rate for the view, replacing any previously set by the constructor or this method.

    Definition Classes
    ViewFrame
  5. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  6. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native() @HotSpotIntrinsicCandidate()
  7. final def close(): Unit

    Closes the view: stops it (as per stop), does any onClose effects, hides the GUI window, and possibly terminates the entire application (as per the constructor parameter).

    Closes the view: stops it (as per stop), does any onClose effects, hides the GUI window, and possibly terminates the entire application (as per the constructor parameter).

    Definition Classes
    ViewFrame
  8. val closeWhenDone: Boolean
    Definition Classes
    ViewFrame
  9. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  10. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  11. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native() @HotSpotIntrinsicCandidate()
  12. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native() @HotSpotIntrinsicCandidate()
  13. def icon: Option[Pic]

    The icon to be displayed in the title bar of this view’s GUI frame.

    The icon to be displayed in the title bar of this view’s GUI frame.

    Definition Classes
    ViewFrame
  14. final def icon_=(icon: Pic): Unit

    Sets the icon to be displayed in the title bar of this view’s GUI frame.

    Sets the icon to be displayed in the title bar of this view’s GUI frame.

    icon

    a picture to be used as the icon

    Definition Classes
    ViewFrame
  15. final def icon_=(icon: Option[Pic]): Unit

    Sets the icon to be displayed in the title bar of this view’s GUI frame.

    Sets the icon to be displayed in the title bar of this view’s GUI frame.

    icon

    a picture to be used as the icon; if None, en empty icon image will be displayed

    Definition Classes
    ViewFrame
  16. def isDone(state: Model): Boolean

    Determines if the given state is a “done state” for the view.

    Determines if the given state is a “done state” for the view. By default, this is never the case, but that behavior can be overridden.

    Once done, the view stops reacting to events and updating its graphics and may close its GUi window, depending on the constructor parameters of the view.

    state

    a state of the model (possibly a done state)

    Definition Classes
    ControlDefaults → Controls
  17. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  18. def isPaused: Boolean

    Indicates whether the view is paused.

    Indicates whether the view is paused. By default, always returns false.

    Definition Classes
    ControlDefaults → Controls
    See also

    HasPauseToggle

  19. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  20. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native() @HotSpotIntrinsicCandidate()
  21. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native() @HotSpotIntrinsicCandidate()
  22. def onClick(state: Model, event: event.MouseClicked): Model

    Determines what state should follow the given one when a mouse button is clicked (pressed+relesed, possibly multiple times in sequence) above the view.

    Determines what state should follow the given one when a mouse button is clicked (pressed+relesed, possibly multiple times in sequence) above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the click event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  23. def onClick(state: Model, position: Pos): Model

    Determines what state should follow the given one when a mouse button is clicked (pressed+relesed, possibly multiple times in sequence) above the view.

    Determines what state should follow the given one when a mouse button is clicked (pressed+relesed, possibly multiple times in sequence) above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the click event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  24. def onClose(): Unit

    Causes an effect when the view’s GUI window is closed for any reason.

    Causes an effect when the view’s GUI window is closed for any reason. By default, this method does nothing.

    Definition Classes
    ViewFrame
  25. def onKeyDown(state: Model, event: event.KeyPressed): Model

    Determines what state should follow the given one when a key on the keyboard is pressed down while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is pressed down while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  26. def onKeyDown(state: Model, key: Key): Model

    Determines what state should follow the given one when a key on the keyboard is pressed down while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is pressed down while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    key

    the key that was pressed down

    Definition Classes
    ControlDefaults → Controls
  27. def onKeyUp(state: Model, event: event.KeyReleased): Model

    Determines what state should follow the given one when a key on the keyboard is released while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is released while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  28. def onKeyUp(state: Model, key: Key): Model

    Determines what state should follow the given one when a key on the keyboard is released while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is released while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    key

    the key that was released

    Definition Classes
    ControlDefaults → Controls
  29. def onMouseDown(state: Model, event: event.MousePressed): Model

    Determines what state should follow the given one when a mouse button is pressed down above the view.

    Determines what state should follow the given one when a mouse button is pressed down above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the mouse event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  30. def onMouseDown(state: Model, position: Pos): Model

    Determines what state should follow the given one when a mouse button is pressed down above the view.

    Determines what state should follow the given one when a mouse button is pressed down above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the mouse event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  31. def onMouseDrag(state: Model, event: event.MouseDragged): Model

    Determines what state should follow the given one when the mouse cursor is dragged above the view.

    Determines what state should follow the given one when the mouse cursor is dragged above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the drag event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  32. def onMouseDrag(state: Model, position: Pos): Model

    Determines what state should follow the given one when the mouse cursor is dragged above the view.

    Determines what state should follow the given one when the mouse cursor is dragged above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the drag event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  33. def onMouseEnter(state: Model, event: event.MouseEntered): Model

    Determines what state should follow the given one when the mouse cursor enters the view.

    Determines what state should follow the given one when the mouse cursor enters the view. By default, just returns the unchanged state, but this can be overridden.

    state

    the state of the model at the time of the mouse event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  34. def onMouseExit(state: Model, event: event.MouseExited): Model

    Determines what state should follow the given one when the mouse cursor exits the view.

    Determines what state should follow the given one when the mouse cursor exits the view. By default, just returns the unchanged state, but this can be overridden.

    state

    the state of the model at the time of the mouse event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  35. def onMouseMove(state: Model, event: event.MouseMoved): Model

    Determines what state should follow the given one when the mouse cursor moves above the view.

    Determines what state should follow the given one when the mouse cursor moves above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the move event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  36. def onMouseMove(state: Model, position: Pos): Model

    Determines what state should follow the given one when the mouse cursor moves above the view.

    Determines what state should follow the given one when the mouse cursor moves above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the move event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  37. def onMouseUp(state: Model, event: event.MouseReleased): Model

    Determines what state should follow the given one when a mouse button is released above the view.

    Determines what state should follow the given one when a mouse button is released above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the mouse event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  38. def onMouseUp(state: Model, position: Pos): Model

    Determines what state should follow the given one when a mouse button is released above the view.

    Determines what state should follow the given one when a mouse button is released above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the mouse event

    position

    the position of the mouse cursor relative to the view’s top left-hand corner

    Definition Classes
    ControlDefaults → Controls
  39. def onStop(): Unit

    Causes an additional effect when the view is stopped (with stop()).

    Causes an additional effect when the view is stopped (with stop()). By default, this method does nothing.

    Definition Classes
    ControlDefaults → Controls
  40. def onTick(previousState: Model, time: Long): Model

    Determines what state should follow the given one on a tick of the view’s internal clock.

    Determines what state should follow the given one on a tick of the view’s internal clock. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need the number of the clock tick, you may find it simpler to implement the other method of the same name instead of this one.

    previousState

    the state of the model before the clock tick

    time

    the running number of the clock tick (the first tick being number 1, the second 2, etc.)

    Definition Classes
    ControlDefaults → Controls
  41. def onTick(previousState: Model): Model

    Determines what state should follow the given one on a tick of the view’s internal clock.

    Determines what state should follow the given one on a tick of the view’s internal clock. By default, just returns the unchanged state, but this can be overridden.

    previousState

    the state of the model before the clock tick

    Definition Classes
    ControlDefaults → Controls
  42. def onType(state: Model, event: event.KeyTyped): Model

    Determines what state should follow the given one when a key on the keyboard is typed (pressed+released) while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is typed (pressed+released) while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  43. def onType(state: Model, character: Char): Model

    Determines what state should follow the given one when a key on the keyboard is typed (pressed+released) while the view has the keyboard focus.

    Determines what state should follow the given one when a key on the keyboard is typed (pressed+released) while the view has the keyboard focus. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the keyboard event

    character

    the key that was typed

    Definition Classes
    ControlDefaults → Controls
  44. def onWheel(state: Model, event: event.MouseWheelMoved): Model

    Determines what state should follow the given one when the mouse wheel is rotated above the view.

    Determines what state should follow the given one when the mouse wheel is rotated above the view. By default, just returns the unchanged state, but this can be overridden.

    If you don’t need much information about the GUI event, you may find it simpler to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the wheel event

    event

    the GUI event that caused this handler to be called

    Definition Classes
    ControlDefaults → Controls
  45. def onWheel(state: Model, rotation: Int): Model

    Determines what state should follow the given one when the mouse wheel is rotated above the view.

    Determines what state should follow the given one when the mouse wheel is rotated above the view. By default, just returns the unchanged state, but this can be overridden.

    If the desired behavior depends on detailed information about the GUI event, you may want to implement the other method of the same name instead of this one.

    state

    the state of the model at the time of the wheel event

    rotation

    the number of steps the wheel rotated (negative means up, positive down)

    Definition Classes
    ControlDefaults → Controls
  46. final def refresh(): Unit

    Programmatically requests an update to the graphics of the view (even though no clock tick or triggering GUI event occurred).

    Programmatically requests an update to the graphics of the view (even though no clock tick or triggering GUI event occurred).

    Definition Classes
    ViewFrame
  47. val refreshPolicy: RefreshPolicy
    Definition Classes
    ViewFrame
  48. final def simulate(tickLimit: Int = Int.MaxValue): Unit

    Runs the view as if by calling start except that it runs “headless”, with no actual GUI window visible and independently of a real-time clock.

    Runs the view as if by calling start except that it runs “headless”, with no actual GUI window visible and independently of a real-time clock. A number of simulated clock ticks are immediately sent to the view; this continues until either the view determines it is done or a predetermined maximum number of ticks has been reached.

    tickLimit

    the maximum number of ticks to simulate; Int.MaxValue (which is the default) means there is no such limit

    Definition Classes
    ViewFrame → Controls
  49. def sound(state: Model): Option[sound.sampled.Sound]

    Determines whether the view should play a sound, given a state of its model.

    Determines whether the view should play a sound, given a state of its model. By default, no sounds are played.

    state

    a state of the model

    returns

    a Sound that the view should play; None if no sound is appropriate for the given state

    Definition Classes
    ControlDefaults → Controls
  50. final def start(): Unit

    Starts the view: loads the model in the GUI window, makes the window visible oncreen, and starts the clock.

    Starts the view: loads the model in the GUI window, makes the window visible oncreen, and starts the clock. Cf. simulate.

    Definition Classes
    ViewFrame → Controls
  51. final def stop(): Unit

    Stops the view: stops the clock, stops listening to events, and disposes of the GUI window.

    Stops the view: stops the clock, stops listening to events, and disposes of the GUI window. A stopped view cannot be restarted.

    Definition Classes
    ViewFrame
  52. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  53. val terminateOnClose: Boolean
    Definition Classes
    ViewFrame
  54. val title: String
    Attributes
    protected
    Definition Classes
    ViewFrame
  55. def toString: String

    Returns a brief textual description of the view.

    Returns a brief textual description of the view.

    Definition Classes
    ViewFrame → AnyRef → Any
  56. final def tooltip: String

    the tooltip text to be displayed while the mouse overs on the view

    the tooltip text to be displayed while the mouse overs on the view

    Definition Classes
    ViewFrame
  57. final def tooltip_=(newText: String): Unit

    Sets the tooltip text to be displayed while the mouse overs on the view.

    Sets the tooltip text to be displayed while the mouse overs on the view.

    Definition Classes
    ViewFrame
  58. final def traced: Traced[Model]

    Returns a View that stores a trace of the ticks and GUI events that its event handlers process.

    Returns a View that stores a trace of the ticks and GUI events that its event handlers process. This parameterless method stores, at each event, the (immutable) state of the View’s model. This is equivalent to calling tracedWith and passing in identity.

    Definition Classes
    ControlDefaults
  59. final def tracedPics: Traced[Pic]

    Returns a View that stores a pictorial trace of the ticks and GUI events that the View’s event handlers process.

    Returns a View that stores a pictorial trace of the ticks and GUI events that the View’s event handlers process. This is equivalent to calling tracedWith and passing in the View’s makePic method.

    Definition Classes
    ControlDefaults
  60. final def tracedWith[TraceData](extractTrace: (Model) => TraceData): Traced[TraceData]

    Returns a view that collects of the ticks and GUI events that the View’s event handlers process, using the given function to generate that trace.

    Returns a view that collects of the ticks and GUI events that the View’s event handlers process, using the given function to generate that trace. That trace-collecting view, which an instance of the Traced subclass, delegates the actual event handling to this original view but provides an additional interface for tracing.

    TraceData

    the type of the model-state descriptions in the trace

    extractTrace

    a function that determines how to describe a model state in the generated trace

    Definition Classes
    ViewFrame → ControlDefaults
    See also

    traced, tracedPics

  61. final def visible: Boolean

    whether this view’s GUI frame is visible onscreen

    whether this view’s GUI frame is visible onscreen

    Definition Classes
    ViewFrame
  62. final def visible_=(desiredVisibility: Boolean): Unit

    Sets whether this view’s GUI frame is visible onscreen.

    Sets whether this view’s GUI frame is visible onscreen.

    Definition Classes
    ViewFrame
  63. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  64. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()
  65. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])

Deprecated Value Members

  1. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable]) @Deprecated @deprecated
    Deprecated

    (Since version ) see corresponding Javadoc for more information.

Inherited from ControlDefaults[Model]

Inherited from TooltipDefaults

Inherited from ViewImpl.ViewFrame[Model]

Inherited from View.Controls[Model]

Inherited from AnyRef

Inherited from Any

Ungrouped