Sams Teach Yourself Java 2 in 24 Hours
- Table of Contents
- Copyright
- About the Author
- About the Technical Editor
- Acknowledgments
- We Want to Hear from You!
- Reader Services
- Introduction
- Hour 1. Becoming a Programmer
- Hour 2. Writing Your First Program
- Hour 3. Vacationing in Java
- Hour 4. Understanding How Java Programs Work
- Part II: Learning the Basics of Programming
- Hour 5. Storing and Changing Information in a Program
- Hour 6. Using Strings to Communicate
- Hour 7. Using Conditional Tests to Make Decisions
- Hour 8. Repeating an Action with Loops
- Part III: Working with Information in New Ways
- Hour 9. Storing Information with Arrays
- Hour 10. Creating Your First Object
- Hour 11. Describing What Your Object Is Like
- Hour 12. Making the Most of Existing Objects
- Part IV: Programming a Graphical User Interface
- Hour 13. Building a Simple User Interface
- Hour 14. Laying Out a User Interface
- Hour 15. Responding to User Input
- Hour 16. Building a Complex User Interface
- Part V: Creating Multimedia Programs
- Hour 17. Creating Interactive Web Programs
- Hour 18. Handling Errors in a Program
- Hour 19. Creating a Threaded Program
- Hour 20. Reading and Writing Files
- Part VI: Creating Multimedia Programs
- Hour 21. Using Fonts and Color
- Hour 22. Playing Sound Files
- Hour 23. Working with Graphics
- Hour 24. Creating Animation
- Part VII: Appendixes
- Appendix A. Tackling New Features of Java 2 Version 1.4
- Appendix B. Using the Java 2 Software Development Kit
- Appendix C. Programming with the Java 2 Software Development Kit
- Appendix D. Using Sun ONE Studio
- Appendix E. Where to Go from Here: Java Resources
- Appendix F. This Book's Web Site
Hour 24. Creating Animation
Whether you are reading this book in 24 one-hour sessions or in a single 24-hour-long-bring-me-more-coffee-can't-feel-my-hand-are-you-going-to-finish-that-donut marathon, you deserve something for making it all this way. Unfortunately, Sams Publishing declined my request to buy you a pony, so the best I can offer as a reward is the most entertaining subject in the book: animation.
At this point, you have learned how to use text, fonts, color, lines, polygons, and sound in your Java programs. For the last hour on Java's multimedia capabilities, and the last hour of the book, you will learn how to display image files in GIF and JPEG formats in your programs and present them in animated sequences. The following topics will be covered:
- Using Image objects to hold image files
- Putting a series of images into an array
- Cycling through an image array to produce animation
- Using the update() method to reduce flickering problems
- Using the drawImage() command
- Establishing rules for the movement of an image
Animating a Sequence of Images | Next Section

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