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Learning Java, 4th Edition
book

Learning Java, 4th Edition

by Patrick Niemeyer, Daniel Leuck
June 2013
Beginner
1007 pages
33h 32m
English
O'Reilly Media, Inc.
Content preview from Learning Java, 4th Edition

The Big Picture

The classes you’ll use for drawing come from six packages: java.awt, java.awt.color, java.awt.font, java.awt.geom, java.awt.image, and java.awt.print. Collectively, these classes make up most of the 2D API and cover the drawing of shapes, text, and images. Figure 20-1 shows a bird’s-eye view of these classes. There’s much more in the 2D API than we can cover in two chapters. For a full treatment, see Jonathan Knudsen’s Java 2D Graphics (O’Reilly).

An instance of java.awt.Graphics2D is called a graphics context. It represents a drawing surface—such as a component’s display area, a page on a printer, or an offscreen image buffer. A graphics context provides methods for drawing three kinds of graphics objects: shapes, text, and images. Graphics2D is called a graphics context because it also holds contextual information about the drawing area. This information includes the drawing area’s clipping region, painting color, transfer mode, text font, and geometric transformation. If you consider the drawing area to be a painter’s canvas, you might think of a graphics context as an easel that holds a set of tools and marks off the work area.

Graphics classes of the 2D API

Figure 20-1. Graphics classes of the 2D API

There are four ways to acquire a Graphics2D object. The following list describes them in order from the most common to the least:

From AWT or Swing as the result of a painting request on a component ...
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Publisher Resources

ISBN: 9781449372477Errata PageSupplemental Content