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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 ??).


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