Within the window, a rectangle is drawn around the inner border of the window; within that
rectangle, an X is drawn so that it fills the window. This applet works in appletviewer, but
it may not work in a browser window.
// Resizing output to fit the current size of a window.
import java.applet.*;
import java.awt.*;
import java.awt.event.*;
<applet code="ResizeMe" width=200 height=200>
public class ResizeMe extends Applet {
final int inc = 25;
int max = 500;
int min = 200;
Dimension d;
public ResizeMe() {
addMouseListener(new MouseAdapter() {
public void mouseReleased(MouseEvent me) {
int w = (d.width + inc) > max?min :(d.width + inc);
int h = (d.height + inc) > max?min :(d.height + inc);
setSize(new Dimension(w, h));
public void paint(Graphics g) {
d = getSize();
g.drawLine(0, 0, d.width-1, d.height-1);
g.drawLine(0, d.height-1, d.width-1, 0);
g.drawRect(0, 0, d.width-1, d.height-1);
Working with Color
Java supports color in a portable, device-independent fashion. The AWT color system allows
you to specify any color you want. It then finds the best match for that color, given the limits
of the display hardware currently executing your program or applet. Thus, your code does not
need to be concerned with the differences in the way color is supported by various hardware
devices. Color is encapsulated by the Color class.
As you saw in Chapter 21, Color defines several constants (for example, to
specify a number of common colors. You can also create your own colors, using one of the
color constructors. Three commonly used forms are shown here:
Color(int red, int green, int blue)
Color(int rgbValue)
Color(float red, float green, float blue)
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