Introduction

Graphical programming uses graphical objects such as buttons and drawing canvases to display information to and receive input from users. Using such graphical objects to represent operations performed by the program can make its control simpler and more intuitive for the user. Most of the time, clicking a mouse button is much simpler than remembering and then typing a DOS or Unix command on the command line.

Graphical programs are to be distinguished from command line programs by the fact that graphical programs usually display more than just simple text. And in graphical programs, the user most often uses the mouse, instead of the keyboard, to send information to the program.

The programmer has two basic tasks in writing graphical programs.

This talk will use examples of Java applets to demonstrate how these tasks are performed in Java.

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Last updated March 20, 1997 / ratliff@Princeton.EDU