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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