Class AccessibleState describes a component's particular state. The actual
state of the component is defined as an AccessibleStateSet, which is a
composed set of AccessibleStates.
The toDisplayString method allows you to obtain the localized string
for a locale independent key from a predefined ResourceBundle for the
keys defined in this class.
The constants in this class present a strongly typed enumeration
of common object roles. A public constructor for this class has been
purposely omitted and applications should use one of the constants
from this class. If the constants in this class are not sufficient
to describe the role of an object, a subclass should be generated
from this class and it should provide constants in a similar manner.
Indicates a window is currently the active window. This includes
windows, dialogs, frames, etc. In addition, this state is used
to indicate the currently active child of a component such as a
list, table, or tree. For example, the active child of a list
is the child that is drawn with a rectangle around it.
Indicates that the object is armed. This is usually used on buttons
that have been pressed but not yet released, and the mouse pointer
is still over the button.
Indicates the current object is busy. This is usually used on objects
such as progress bars, sliders, or scroll bars to indicate they are
in a state of transition.
Indicates this object is currently checked. This is usually used on
objects such as toggle buttons, radio buttons, and check boxes.
Indicates this object is collapsed. This is usually paired with the
EXPANDABLE state and is used on objects that provide progressive
disclosure such as trees.
Indicates the user can change the contents of this object. This
is usually used primarily for objects that allow the user to
enter text. Other objects, such as scroll bars and sliders,
are automatically editable if they are enabled.
Indicates this object is enabled. The absence of this state from an
object's state set indicates this object is not enabled. An object
that is not enabled cannot be manipulated by the user. In a graphical
display, it is usually grayed out.
Indicates this object allows progressive disclosure of its children.
This is usually used with hierarchical objects such as trees and
is often paired with the EXPANDED or COLLAPSED states.
Indicates this object is expanded. This is usually paired with the
EXPANDABLE state and is used on objects that provide progressive
disclosure such as trees.
Indicates this object can accept keyboard focus, which means all
events resulting from typing on the keyboard will normally be
passed to it when it has focus.
Indicates this object currently has the keyboard focus.
Indicates the orientation of this object is horizontal. This is
usually associated with objects such as scrollbars, sliders, and
progress bars.
Indicates this object is minimized and is represented only by an
icon. This is usually only associated with frames and internal
frames.
Indicates that the object state is indeterminate. An example
is selected text that is partially bold and partially not
bold. In this case the attributes associated with the selected
text are indeterminate.
Indicates this object is responsible for managing its
subcomponents. This is typically used for trees and tables
that have a large number of subcomponents and where the
objects are created only when needed and otherwise remain virtual.
The application should not manage the subcomponents directly.
Indicates something must be done with this object before the
user can interact with an object in a different window. This
is usually associated only with dialogs.
Indicates this (text) object can contain multiple lines of text
Indicates this object allows more than one of its children to
be selected at the same time.
Indicates this object paints every pixel within its
rectangular region. A non-opaque component paints only some of
its pixels, allowing the pixels underneath it to "show through".
A component that does not fully paint its pixels therefore
provides a degree of transparency.
Indicates this object is currently pressed. This is usually
associated with buttons and indicates the user has pressed a
mouse button while the pointer was over the button and has
not yet released the mouse button.
Indicates the size of this object is not fixed.
Indicates this object is the child of an object that allows its
children to be selected, and that this child is one of those
children that can be selected.
Indicates this object is the child of an object that allows its
children to be selected, and that this child is one of those
children that has been selected.
Indicates this object, the object's parent, the object's parent's
parent, and so on, are all visible. Note that this does not
necessarily mean the object is painted on the screen. It might
be occluded by some other showing object.
Indicates this (text) object can contain only a single line of text
Indicates this object is transient. An assistive technology should
not add a PropertyChange listener to an object with transient state,
as that object will never generate any events. Transient objects
are typically created to answer Java Accessibility method queries,
but otherwise do not remain linked to the underlying object (for
example, those objects underneath lists, tables, and trees in Swing,
where only one actual UI Component does shared rendering duty for
all of the data objects underneath the actual list/table/tree elements).
A state indicating that text is truncated by a bounding rectangle
and that some of the text is not displayed on the screen. An example
is text in a spreadsheet cell that is truncated by the bounds of
the cell.
Indicates the orientation of this object is vertical. This is
usually associated with objects such as scrollbars, sliders, and
progress bars.
Indicates this object is visible. Note: this means that the
object intends to be visible; however, it may not in fact be
showing on the screen because one of the objects that this object
is contained by is not visible.
Indicates whether some other object is "equal to" this one.
The equals
method implements an equivalence relation
on non-null object references:
- It is reflexive: for any non-null reference value
x
, x.equals(x)
should return
true
.
- It is symmetric: for any non-null reference values
x
and y
, x.equals(y)
should return true
if and only if
y.equals(x)
returns true
.
- It is transitive: for any non-null reference values
x
, y
, and z
, if
x.equals(y)
returns true
and
y.equals(z)
returns true
, then
x.equals(z)
should return true
.
- It is consistent: for any non-null reference values
x
and y
, multiple invocations of
x.equals(y) consistently return true
or consistently return false
, provided no
information used in equals
comparisons on the
objects is modified.
- For any non-null reference value
x
,
x.equals(null)
should return false
.
The equals method for class Object
implements
the most discriminating possible equivalence relation on objects;
that is, for any non-null reference values x
and
y
, this method returns true
if and only
if x
and y
refer to the same object
(x == y
has the value true
).
Note that it is generally necessary to override the hashCode
method whenever this method is overridden, so as to maintain the
general contract for the hashCode method, which states
that equal objects must have equal hash codes.
Returns the runtime class of an object. That Class
object is the object that is locked by static synchronized
methods of the represented class.
Returns a hash code value for the object. This method is
supported for the benefit of hashtables such as those provided by
java.util.Hashtable
.
The general contract of hashCode
is:
- Whenever it is invoked on the same object more than once during
an execution of a Java application, the hashCode method
must consistently return the same integer, provided no information
used in equals comparisons on the object is modified.
This integer need not remain consistent from one execution of an
application to another execution of the same application.
- If two objects are equal according to the equals(Object)
method, then calling the
hashCode
method on each of
the two objects must produce the same integer result.
- It is not required that if two objects are unequal
according to the
method, then calling the hashCode method on each of the
two objects must produce distinct integer results. However, the
programmer should be aware that producing distinct integer results
for unequal objects may improve the performance of hashtables.
As much as is reasonably practical, the hashCode method defined by
class Object does return distinct integers for distinct
objects. (This is typically implemented by converting the internal
address of the object into an integer, but this implementation
technique is not required by the
JavaTM programming language.)
Wakes up a single thread that is waiting on this object's
monitor. If any threads are waiting on this object, one of them
is chosen to be awakened. The choice is arbitrary and occurs at
the discretion of the implementation. A thread waits on an object's
monitor by calling one of the
wait
methods.
The awakened thread will not be able to proceed until the current
thread relinquishes the lock on this object. The awakened thread will
compete in the usual manner with any other threads that might be
actively competing to synchronize on this object; for example, the
awakened thread enjoys no reliable privilege or disadvantage in being
the next thread to lock this object.
This method should only be called by a thread that is the owner
of this object's monitor. A thread becomes the owner of the
object's monitor in one of three ways:
- By executing a synchronized instance method of that object.
- By executing the body of a
synchronized
statement
that synchronizes on the object.
- For objects of type
Class,
by executing a
synchronized static method of that class.
Only one thread at a time can own an object's monitor.
Wakes up all threads that are waiting on this object's monitor. A
thread waits on an object's monitor by calling one of the
wait
methods.
The awakened threads will not be able to proceed until the current
thread relinquishes the lock on this object. The awakened threads
will compete in the usual manner with any other threads that might
be actively competing to synchronize on this object; for example,
the awakened threads enjoy no reliable privilege or disadvantage in
being the next thread to lock this object.
This method should only be called by a thread that is the owner
of this object's monitor. See the notify
method for a
description of the ways in which a thread can become the owner of
a monitor.
Gets localized string describing the key using the default locale.
Obtains the key as a localized string.
If a localized string cannot be found for the key, the
locale independent key stored in the role will be returned.
Gets localized string describing the key using the default locale.
Causes current thread to wait until another thread invokes the
method or the
method for this object.
In other words, this method behaves exactly as if it simply
performs the call
wait(0).
The current thread must own this object's monitor. The thread
releases ownership of this monitor and waits until another thread
notifies threads waiting on this object's monitor to wake up
either through a call to the notify
method or the
notifyAll
method. The thread then waits until it can
re-obtain ownership of the monitor and resumes execution.
As in the one argument version, interrupts and spurious wakeups are
possible, and this method should always be used in a loop:
synchronized (obj) {
while (<condition does not hold>)
obj.wait();
... // Perform action appropriate to condition
}
This method should only be called by a thread that is the owner
of this object's monitor. See the
notify
method for a
description of the ways in which a thread can become the owner of
a monitor.
Causes current thread to wait until either another thread invokes the
method or the
method for this object, or a
specified amount of time has elapsed.
The current thread must own this object's monitor.
This method causes the current thread (call it T) to
place itself in the wait set for this object and then to relinquish
any and all synchronization claims on this object. Thread T
becomes disabled for thread scheduling purposes and lies dormant
until one of four things happens:
- Some other thread invokes the notify method for this
object and thread T happens to be arbitrarily chosen as
the thread to be awakened.
- Some other thread invokes the notifyAll method for this
object.
- Some other thread interrupts
thread T.
- The specified amount of real time has elapsed, more or less. If
timeout is zero, however, then real time is not taken into
consideration and the thread simply waits until notified.
The thread
T is then removed from the wait set for this
object and re-enabled for thread scheduling. It then competes in the
usual manner with other threads for the right to synchronize on the
object; once it has gained control of the object, all its
synchronization claims on the object are restored to the status quo
ante - that is, to the situation as of the time that the
wait
method was invoked. Thread
T then returns from the
invocation of the
wait method. Thus, on return from the
wait method, the synchronization state of the object and of
thread
T is exactly as it was when the
wait method
was invoked.
A thread can also wake up without being notified, interrupted, or
timing out, a so-called spurious wakeup. While this will rarely
occur in practice, applications must guard against it by testing for
the condition that should have caused the thread to be awakened, and
continuing to wait if the condition is not satisfied. In other words,
waits should always occur in loops, like this one:
synchronized (obj) {
while (<condition does not hold>)
obj.wait(timeout);
... // Perform action appropriate to condition
}
(For more information on this topic, see Section 3.2.3 in Doug Lea's
"Concurrent Programming in Java (Second Edition)" (Addison-Wesley,
2000), or Item 50 in Joshua Bloch's "Effective Java Programming
Language Guide" (Addison-Wesley, 2001).
If the current thread is
interrupted
by another thread
while it is waiting, then an InterruptedException is thrown.
This exception is not thrown until the lock status of this object has
been restored as described above.
Note that the wait method, as it places the current thread
into the wait set for this object, unlocks only this object; any
other objects on which the current thread may be synchronized remain
locked while the thread waits.
This method should only be called by a thread that is the owner
of this object's monitor. See the notify
method for a
description of the ways in which a thread can become the owner of
a monitor.
Causes current thread to wait until another thread invokes the
method or the
method for this object, or
some other thread interrupts the current thread, or a certain
amount of real time has elapsed.
This method is similar to the wait
method of one
argument, but it allows finer control over the amount of time to
wait for a notification before giving up. The amount of real time,
measured in nanoseconds, is given by:
1000000*timeout+nanos
In all other respects, this method does the same thing as the
method
of one argument. In particular,
wait(0, 0) means the same thing as wait(0).
The current thread must own this object's monitor. The thread
releases ownership of this monitor and waits until either of the
following two conditions has occurred:
- Another thread notifies threads waiting on this object's monitor
to wake up either through a call to the
notify
method
or the notifyAll
method.
- The timeout period, specified by
timeout
milliseconds plus nanos
nanoseconds arguments, has
elapsed.
The thread then waits until it can re-obtain ownership of the
monitor and resumes execution.
As in the one argument version, interrupts and spurious wakeups are
possible, and this method should always be used in a loop:
synchronized (obj) {
while (<condition does not hold>)
obj.wait(timeout, nanos);
... // Perform action appropriate to condition
}
This method should only be called by a thread that is the owner
of this object's monitor. See the
notify
method for a
description of the ways in which a thread can become the owner of
a monitor.