Working with Graphics
This lesson teaches you everything you need
to make your program draw to the screen.
You'll learn how to create simple geometric shapes,
display text,
and display images.
Then you'll learn how to animate these shapes and images.
This lesson assumes that you've read the
Overview of the Java UI
, especially
The Anatomy of a GUI-Based Program.
This page gives an overview
of the AWT support for drawing,
with links to where you can find more information.
This section teaches you how to draw simple shapes
and display text effectively.
It includes examples of using the
Graphics, Font, and FontMetrics classes.
One rectangle-drawing example
could be used as the basis for implementing
selection in a paint program.
This section discusses the Java support for images
and tells you how to load, display, and manipulate images.
Many Java programs (especially applets) perform animation,
whether it's the classic, cartoon-style animation of Duke waving
(visible in the first page of
Getting Started
), program-generated graphics such as a scrolling checkerboard,
or simply moving static images across the screen.
This section tells you how to perform animation well.
It includes tips on improving graphics performance and appearance,
using techniques such as implementing the update() method
and double buffering.
This section describes some common problems of graphics programs,
along with possible solutions to these problems.