Chapter 15. Graphics and Events
Terms in This Chapter
Coupling
Encapsulation
Event-driven programming
Event model
Graphics object
Hit testing
Input focus
Modularity
Polyline
Scaffolding code
Static versus interactive mode
Unit level test
In this chapter, we'll learn the basics of events and graphics. These are the things you'll need to know when you write your own graphical components. In particular, you'll need to understand the event model and some rudimentary graphics programming. In a later chapter, we'll see how to package your component in a Java bean so you can distribute it to the unsuspecting world. We're just scratching the surface of graphics in this book.
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