Appendix C. Graphics
The Java library includes the package java.awt
for drawing 2D graphics. AWT stands for Abstract Window Toolkit. We are only going to scratch the surface of graphics programming. You can read more about it in the Java tutorials.
Creating Graphics
There are several ways to create graphics in Java; the simplest way is to use java.awt.Canvas
and java.awt.Graphics
. A Canvas
is a blank rectangular area of the screen onto which the application can draw. The Graphics
class provides basic drawing methods such as drawLine
, drawRect
, and drawString
.
Here is an example program that draws a circle by using the fillOval
method:
import
java.awt.Canvas
;
import
java.awt.Graphics
;
import
javax.swing.JFrame
;
public
class
Drawing
extends
Canvas
{
public
static
void
main
(
String
[]
args
)
{
JFrame
frame
=
new
JFrame
(
"My Drawing"
);
frame
.
setDefaultCloseOperation
(
JFrame
.
EXIT_ON_CLOSE
);
Drawing
drawing
=
new
Drawing
();
drawing
.
setSize
(
400
,
400
);
frame
.
add
(
drawing
);
frame
.
pack
();
frame
.
setVisible
(
true
);
}
public
void
paint
(
Graphics
g
)
{
g
.
fillOval
(
100
,
100
,
200
,
200
);
}
}
The Drawing
class extends Canvas
, so it has all the methods provided by Canvas
, including setSize
. You can read about the other methods in the documentation, which you can find by doing a web search for “Java Canvas”.
In the main
method, we do the following:
Create a
JFrame
object, which is the window that will contain the canvas.Create a
Drawing
object (which is the canvas), set its width and height, and add it to the ...
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