Appendix B. Java 2D Graphics
The Java library includes a simple package for drawing 2D graphics, called java.awt
. 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 at https://docs.oracle.com/javase/tutorial/2d/.
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 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"
);
Canvas
canvas
=
new
Drawing
();
canvas
.
setSize
(
400
,
400
);
frame
.
add
(
canvas
);
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:
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 frame. ...
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