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大连交通大学2016届本科生毕业设计(论文)外文翻译
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外文原文
Graphics, Fonts, and Color
The Graphics Class
With Java’s graphics capabilities, you can draw lines, shapes, characters, and images to the screen inside your applet. Most of the graphics operations in Java are methods defined in the Graphics class. You don’t have to create an instance of Graphics in order to draw something in your applet;in your applet’s paint() method (which you learned about yesterday), you are given a Graphics object. By drawing on that object, you draw onto your applet and the results appear on screen.The Graphics class is part of the java.awt package, so if your applet does any painting (as it usually will), make sure you import that class at the beginning of your Java file:
import java.awt.Graphics;
public class MyClass extended java.applet.Applet {
...
}
The Graphics Coordinate System
To draw an object on the screen, you call one of the drawing methods available in the Graphics class. All the drawing methods have arguments representing endpoints, corners, or starting locations of the object as values in the applet’s coordinate system—for example, a line starts at the points 10,10 and ends at the points 20,20.
Java’s coordinate system has the origin (0,0) in the top left corner. Positive x values are to the right, and positive y values are down. All pixel values are integers; there are no partial or fractional pixels. Figure 9.1 shows how you might draw a simple square by using this coordinate system.
Java’s coordinate system is different from many painting and layout programs that have their x and y in the bottom left. If you’re not used to working with this upside-down graphics system,it may take some practice to get familiar with it.
Drawing and Filling
The Graphics class provides a set of simple built-in graphics primitives for drawing, including lines, rectangles, polygons, ovals, and arcs.
Lines
To draw straight lines, use the drawLine method. drawLine takes four arguments: the x
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