Java Reference
In-Depth Information
LISTING 4.9
continued
//-----------------------------------------------------------------
// Color accessor.
//-----------------------------------------------------------------
public
Color getColor ()
{
return
color;
}
//-----------------------------------------------------------------
// X accessor.
//-----------------------------------------------------------------
public int
getX ()
{
return
x;
}
//-----------------------------------------------------------------
// Y accessor.
//-----------------------------------------------------------------
public int
getY ()
{
return
y;
}
}
The
Splat
program embodies fundamental object-oriented thinking. Each
circle manages itself and will draw itself in whatever graphics context you pass it.
Each
Circle
object maintains its own state. The
Circle
class is defined in a way
that can be used in other situations and programs.
SELF-REVIEW QUESTIONS
(see answers in Appendix N)
SR 4.26
Where is the “content” of the panel created in the
SmilingFace
program defined?
SR 4.27
In the
SmilingFace
program, when and how is the
paintComponent
method of the
panel
object invoked?
SR 4.28
Write code that will add a pair of eyeglasses to the smiling face.
SR 4.29
Rewrite the constructor for the
Circle
class so that it generates a
circle with a random diameter that is between 20 and 200 inclusive for
the
Circle
object it sets up. The other attributes of the circle should
be provided as parameters to the constructor.
Search WWH ::
Custom Search