Programming Activity 1: Writing an Application with Graphics In this programming activity, you will create an application
Question:
Programming Activity 1: Writing an Application with Graphics In this programming activity, you will create an application that uses graphics to draw a picture of your own design. The objective of this programming activity is to gain experience with the window coordinate system, the stroke and fill graphics methods, and using colors.
Start with the ShellGraphicsApplication class, change the name of the class to represent the figure you will draw, and add an import statement for the Color class. Remember to include the JIGraphicsUtility.java file in the same folder.
Create a drawing of your own design. It's helpful to sketch the drawing on graph paper first, then translate the drawing into the coordinates of the application window. Your drawing should define an anchor point, and include at least two each of rectangles, ovals, and lines, plus a path. Your drawing should also use at least three colors, one of which is a custom color.
Label your drawing using the fillText method.
1) Why is drawing graphics important for industry?
2) What advice or code can you provide to help other students with this activity?
3) What is an anchor point and why is it useful?
Practicing Statistics Guided Investigations For The Second Course
ISBN: 9780321586018
1st Edition
Authors: Shonda Kuiper, Jeff Sklar