Circles and squares are OK, but they don't always communicate much, unless you are Joan Miró. Most of us depend on text to say what we mean. Fortunately, GDI+ has features galore that place text on your graphics surface.
Before graphical user interfaces were all the rage, text wasn't really an issue; either you used the characters built into the system, or you used nothing. On the screen, each letter of the alphabet was designed into the hardware of the computer or monitor, and any particular character could appear only within each square of the predefined 80 × 24 grid. Printers were a little better, since you could backspace and retype over previously typed positions to generate either bold or underscore text. Still, you were generally limited to one font, or just a small handful of basic fonts embedded in the printer's memory.
Such limitations are a thing of the past. All text in Microsoft Windows appears courtesy of fonts, descriptions of character shapes that can be resized or stretched or emphasized to meet any text need. And because the user can add fonts to the system at any time, and from any third-party source, the variety of these fonts is amazing. But you already know all this. Let's get on to the code.
To gain access to a font for use in your graphics, create an instance of the
System.Drawing.Font class, passing it at least the font name and point size, and an optional style reference:
Dim basicFont As New
Font("Arial", 14, FontStyle.Italic)