Chapter 9. Making Programs Look Good with Graphics, Fonts, and Color
One of the best ways to impress a non-programming acquaintance is with a program that features graphics. Uncle Wade might not appreciate the nuances of a well-constructed for
loop or an elegant class hierarchy, but show him your animated sequence of a toddler dancing the Funky Chicken, and he'll be impressed with your programming acumen.
Today you start learning how to win friends and influence people by writing applets that use graphics, fonts, and color.
To use graphical features in your programs, you utilize classes of the java.awt
package, which delivers most of Java's visual pizzazz. With these classes you'll draw text and shapes like circles and polygons in an applet. You ...
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