Chapter overview
The first section explains how to make use of this library on different
systems. The second section introduces the basic notions of graphics
programming: reference point, plotting, filling, colors, bitmaps. The
third section illustrates these concepts by describing and implementing
functions for creating and drawing ``boxes.'' The fourth section
demonstrates the animation of graphical objects and their interaction
with the background of the screen or other animated objects. The fifth
section presents event-driven programming, in other terms the skeleton
of all graphical interfaces. Finally, the last section uses the library
Graphics to construct a graphical interface for a calculator
(see page ??).