How-To Java
1997 articles
Drawing text is easy with three Java classes
Find out how to create text that's visually appealing through this explanation of what classes to use and how they work together.
Learn how applets load network-based images asynchronously
Here's a close look at the way Java applets handle images in a network-based environment.
How Java uses the the producer/consumer model to handle images -- An insider's look
Learn more about Java's powerful image-handling technique, then follow my simple procedures for building your own producer and consumer components.
When static images just don't make the cut
Learn how to spice up your applets and applications with animated images.
3D computer graphics: Model your world
From its start as an exotic research topic in government and university labs, virtual reality is making its move into the mainstream of corporate America -- find out how you can gain entry into this elite club.
3D computer graphics: Slide it, spin it, make it move -- transforming your virtual world
Learn how to make your virtual world satisfy even the toughest customer.
1996 articles
The effective user interface
Five ways to enhance the appearance and effectiveness of your user interface.
Observer and Observable
An introduction to the Observer interface and Observable class using the Model/View/Controller architecture as a guide
Using the Graphics class
A close look at the Graphics class and the drawing primitives it provides, and a demonstration of its use.
Examining HotSpot, an object-oriented drawing program
Learn how the pieces of the Java language and class library fit together through a study of this Java program.
Maintained by
John Loomis
, last updated
July 3, 1997