In Java all drawing takes place via a Graphics
object.
This is an instance of the class java.awt.Graphics
.
Initially the Graphics
object you use will be the
one passed as an argument to an applet's paint()
method. Later you'll see other Graphics
objects too.
Everything you learn today about drawing in an applet transfers
directly to drawing in other objects like Panels, Frames, Buttons,
Canvases and more.
Each Graphics
object has its own coordinate system,
and all the methods of Graphics
including those for
drawing Strings, lines, rectangles, circles, polygons and more.
Drawing in Java starts with particular Graphics
object. You get access to the Graphics
object through
the paint(Graphics g)
method of your applet. Each draw
method call will look like g.drawString("Hello World", 0,
50)
where g
is the particular Graphics
object with which you're drawing.
For convenience's sake in this lecture the variable g
will always refer to a preexisting object of the Graphics
class. As with any other method you are free to use
some other name for the particular Graphics
context,
myGraphics
or appletGraphics
perhaps.